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Revision: 1.36
Committed: Mon Dec 8 15:40:13 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.35: +15 -19 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.29 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.19 *
4 root 1.30 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.26 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.29 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.28 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.19 *
13 root 1.28 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.19 *
18 root 1.28 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.26 *
21 root 1.29 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.19 */
23 elmex 1.1
24     /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25    
26     #include <global.h>
27     #include <math.h>
28    
29     /* Distance must be less than this for the object to be blocked.
30     * An object is 1.0 wide, so if set to 0.5, it means the object
31     * that blocks half the view (0.0 is complete block) will
32     * block view in our tables.
33     * .4 or less lets you see through walls. .5 is about right.
34     */
35    
36     #define SPACE_BLOCK 0.5
37    
38 root 1.4 typedef struct blstr
39     {
40     int x[4], y[4];
41 elmex 1.1 int index;
42     } blocks;
43    
44 root 1.23 // 31/32 == a speed hack
45     // we would like to use 32 for speed, but the code loops endlessly
46     // then, reason not yet identified, so only make the array use 32,
47     // not the define's.
48     blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
49 elmex 1.1
50 root 1.4 static void expand_lighted_sight (object *op);
51 elmex 1.1
52     /*
53     * Used to initialise the array used by the LOS routines.
54     * What this sets if that x,y blocks the view of bx,by
55     * This then sets up a relation - for example, something
56     * at 5,4 blocks view at 5,3 which blocks view at 5,2
57     * etc. So when we check 5,4 and find it block, we have
58     * the data to know that 5,3 and 5,2 and 5,1 should also
59     * be blocked.
60     */
61    
62 root 1.4 static void
63     set_block (int x, int y, int bx, int by)
64     {
65     int index = block[x][y].index, i;
66 elmex 1.1
67 root 1.4 /* Due to flipping, we may get duplicates - better safe than sorry.
68     */
69     for (i = 0; i < index; i++)
70     {
71     if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
72     return;
73 elmex 1.1 }
74    
75 root 1.4 block[x][y].x[index] = bx;
76     block[x][y].y[index] = by;
77     block[x][y].index++;
78 elmex 1.1 #ifdef LOS_DEBUG
79 root 1.4 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
80 elmex 1.1 #endif
81     }
82    
83     /*
84     * initialises the array used by the LOS routines.
85     */
86    
87     /* since we are only doing the upper left quadrant, only
88     * these spaces could possibly get blocked, since these
89     * are the only ones further out that are still possibly in the
90     * sightline.
91     */
92    
93 root 1.4 void
94     init_block (void)
95     {
96     int x, y, dx, dy, i;
97 root 1.24 static int block_x[3] = { -1, -1, 0 },
98     block_y[3] = { -1, 0, -1 };
99 root 1.4
100     for (x = 0; x < MAP_CLIENT_X; x++)
101     for (y = 0; y < MAP_CLIENT_Y; y++)
102 root 1.24 block[x][y].index = 0;
103 root 1.4
104    
105     /* The table should be symmetric, so only do the upper left
106     * quadrant - makes the processing easier.
107     */
108     for (x = 1; x <= MAP_CLIENT_X / 2; x++)
109     {
110     for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
111     {
112     for (i = 0; i < 3; i++)
113     {
114     dx = x + block_x[i];
115     dy = y + block_y[i];
116    
117     /* center space never blocks */
118     if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
119     continue;
120    
121     /* If its a straight line, its blocked */
122     if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
123     {
124     /* For simplicity, we mirror the coordinates to block the other
125     * quadrants.
126     */
127     set_block (x, y, dx, dy);
128     if (x == MAP_CLIENT_X / 2)
129 root 1.24 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
130 root 1.4 else if (y == MAP_CLIENT_Y / 2)
131 root 1.24 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
132 root 1.4 }
133     else
134     {
135     float d1, r, s, l;
136    
137     /* We use the algorihm that found out how close the point
138     * (x,y) is to the line from dx,dy to the center of the viewable
139     * area. l is the distance from x,y to the line.
140     * r is more a curiosity - it lets us know what direction (left/right)
141     * the line is off
142     */
143    
144 root 1.7 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
145 root 1.4 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
146     s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
147     l = FABS (sqrt (d1) * s);
148    
149     if (l <= SPACE_BLOCK)
150     {
151     /* For simplicity, we mirror the coordinates to block the other
152     * quadrants.
153     */
154     set_block (x, y, dx, dy);
155     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
156     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
157     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
158 root 1.2 }
159     }
160     }
161     }
162 elmex 1.1 }
163     }
164    
165     /*
166     * Used to initialise the array used by the LOS routines.
167     * x,y are indexes into the blocked[][] array.
168     * This recursively sets the blocked line of sight view.
169     * From the blocked[][] array, we know for example
170     * that if some particular space is blocked, it blocks
171     * the view of the spaces 'behind' it, and those blocked
172     * spaces behind it may block other spaces, etc.
173     * In this way, the chain of visibility is set.
174     */
175 root 1.4 static void
176     set_wall (object *op, int x, int y)
177     {
178     int i;
179 elmex 1.1
180 root 1.4 for (i = 0; i < block[x][y].index; i++)
181     {
182     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
183    
184     /* ax, ay are the values as adjusted to be in the
185     * socket look structure.
186     */
187 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
188     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
189 elmex 1.1
190 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
191 root 1.4 continue;
192 elmex 1.1 #if 0
193 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
194 elmex 1.1 #endif
195 root 1.4 /* we need to adjust to the fact that the socket
196     * code wants the los to start from the 0,0
197     * and not be relative to middle of los array.
198     */
199 root 1.36 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
200 root 1.4 set_wall (op, dx, dy);
201 elmex 1.1 }
202     }
203    
204     /*
205     * Used to initialise the array used by the LOS routines.
206     * op is the object, x and y values based on MAP_CLIENT_X and Y.
207     * this is because they index the blocked[][] arrays.
208     */
209    
210 root 1.4 static void
211     check_wall (object *op, int x, int y)
212     {
213     int ax, ay;
214 elmex 1.1
215 root 1.4 if (!block[x][y].index)
216     return;
217 elmex 1.1
218 root 1.4 /* ax, ay are coordinates as indexed into the look window */
219 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
220     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
221 root 1.4
222     /* If the converted coordinates are outside the viewable
223     * area for the client, return now.
224     */
225 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
226 root 1.4 return;
227 elmex 1.1
228     #if 0
229 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
230     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
231 elmex 1.1 #endif
232    
233 root 1.4 /* If this space is already blocked, prune the processing - presumably
234     * whatever has set this space to be blocked has done the work and already
235     * done the dependency chain.
236     */
237 root 1.36 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
238 root 1.4 return;
239 elmex 1.1
240 root 1.4 if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
241     set_wall (op, x, y);
242 elmex 1.1 }
243    
244     /*
245     * Clears/initialises the los-array associated to the player
246     * controlling the object.
247     */
248    
249 root 1.4 void
250 root 1.27 clear_los (player *pl)
251 root 1.4 {
252 root 1.10 /* This is safer than using the ns->mapx, mapy because
253 root 1.4 * we index the blocked_los as a 2 way array, so clearing
254     * the first z spaces may not not cover the spaces we are
255     * actually going to use
256     */
257 root 1.27 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
258 elmex 1.1 }
259    
260     /*
261     * expand_sight goes through the array of what the given player is
262     * able to see, and expands the visible area a bit, so the player will,
263     * to a certain degree, be able to see into corners.
264     * This is somewhat suboptimal, would be better to improve the formula.
265     */
266    
267 root 1.4 static void
268     expand_sight (object *op)
269 elmex 1.1 {
270 root 1.4 int i, x, y, dx, dy;
271 elmex 1.1
272 root 1.10 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
273     for (y = 1; y < op->contr->ns->mapy - 1; y++)
274 root 1.4 {
275     if (!op->contr->blocked_los[x][y] &&
276     !(get_map_flags (op->map, NULL,
277 root 1.10 op->x - op->contr->ns->mapx / 2 + x,
278     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
279 root 1.4 {
280    
281     for (i = 1; i <= 8; i += 1)
282     { /* mark all directions */
283     dx = x + freearr_x[i];
284     dy = y + freearr_y[i];
285     if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
286     op->contr->blocked_los[dx][dy] = -1;
287     }
288     }
289     }
290    
291 root 1.14 if (op->map->darkness > 0) /* player is on a dark map */
292 root 1.4 expand_lighted_sight (op);
293    
294     /* clear mark squares */
295 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
296     for (y = 0; y < op->contr->ns->mapy; y++)
297 root 1.4 if (op->contr->blocked_los[x][y] < 0)
298     op->contr->blocked_los[x][y] = 0;
299 elmex 1.1 }
300    
301     /* returns true if op carries one or more lights
302     * This is a trivial function now days, but it used to
303     * be a bit longer. Probably better for callers to just
304     * check the op->glow_radius instead of calling this.
305     */
306    
307 root 1.4 int
308     has_carried_lights (const object *op)
309     {
310     /* op may glow! */
311     if (op->glow_radius > 0)
312     return 1;
313    
314     return 0;
315     }
316    
317 root 1.32 /* radius, distance => lightness adjust */
318 root 1.35 static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
319 root 1.32
320     static struct darkness_init
321     {
322     darkness_init ()
323     {
324     for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
325 root 1.35 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
326 root 1.32 {
327     // max intensity
328 root 1.36 int intensity = min (LOS_MAX, abs (radius) + 1);
329 root 1.32
330     // actual intensity
331     intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
332    
333     darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
334 root 1.35 ? min (3, intensity)
335 root 1.36 : LOS_MAX - intensity;
336 root 1.32 }
337     }
338     } darkness_init;
339    
340 root 1.4 static void
341     expand_lighted_sight (object *op)
342     {
343 root 1.32 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
344 root 1.6 maptile *m = op->map;
345 root 1.4 sint16 nx, ny;
346    
347 root 1.14 darklevel = m->darkness;
348 root 1.4
349     /* If the player can see in the dark, lower the darklevel for him */
350     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
351 root 1.36 darklevel -= LOS_MAX / 2;
352 root 1.4
353     /* add light, by finding all (non-null) nearby light sources, then
354     * mark those squares specially. If the darklevel<1, there is no
355     * reason to do this, so we skip this function
356     */
357    
358     if (darklevel < 1)
359     return;
360    
361     /* Do a sanity check. If not valid, some code below may do odd
362     * things.
363     */
364     if (darklevel > MAX_DARKNESS)
365     {
366 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
367 root 1.4 darklevel = MAX_DARKNESS;
368 elmex 1.1 }
369    
370 root 1.32 /* first, make everything totally dark */
371 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
372     for (y = 0; y < op->contr->ns->mapy; y++)
373 root 1.36 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
374     op->contr->blocked_los[x][y] = LOS_MAX;
375 root 1.4
376 root 1.32 int half_x = op->contr->ns->mapx / 2;
377     int half_y = op->contr->ns->mapy / 2;
378    
379     int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
380     int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
381     int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
382     int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
383    
384     int pass2 = 0; // negative lights have an extra pass
385    
386     /*
387 root 1.4 * Only process the area of interest.
388     * the basex, basey values represent the position in the op->contr->blocked_los
389     * array. Its easier to just increment them here (and start with the right
390     * value) than to recalculate them down below.
391     */
392 root 1.32 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
393     for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
394     {
395     maptile *m = op->map;
396     sint16 nx = x;
397     sint16 ny = y;
398    
399     if (!xy_normalise (m, nx, ny))
400     continue;
401    
402     mapspace &ms = m->at (nx, ny);
403     ms.update ();
404     sint8 light = ms.light;
405    
406     if (expect_false (light))
407     if (light < 0)
408     pass2 = 1;
409     else
410     {
411     /* This space is providing light, so we need to brighten up the
412     * spaces around here.
413     */
414     const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
415    
416     for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
417     for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
418 root 1.36 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
419 root 1.32 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
420     }
421     }
422 root 1.4
423 root 1.32 // psosibly do 2nd pass for rare negative glow radii
424 root 1.34 if (expect_false (pass2))
425 root 1.32 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
426     for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
427 root 1.4 {
428 root 1.32 maptile *m = op->map;
429     sint16 nx = x;
430     sint16 ny = y;
431 root 1.4
432 root 1.32 if (!xy_normalise (m, nx, ny))
433     continue;
434 root 1.4
435 root 1.32 mapspace &ms = m->at (nx, ny);
436     ms.update ();
437     sint8 light = ms.light;
438 root 1.4
439 root 1.32 if (expect_false (light < 0))
440 root 1.4 {
441 root 1.32 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
442 root 1.31
443 root 1.32 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
444     for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
445 root 1.36 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
446 root 1.32 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
447 root 1.18 }
448     }
449 root 1.4
450     /* Outdoor should never really be completely pitch black dark like
451     * a dungeon, so let the player at least see a little around themselves
452     */
453 root 1.31 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
454 root 1.4 {
455 root 1.36 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3))
456     op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3;
457 root 1.4
458     for (x = -1; x <= 1; x++)
459     for (y = -1; y <= 1; y++)
460 root 1.36 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2))
461     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2;
462 elmex 1.1 }
463 root 1.18
464 root 1.4 /* grant some vision to the player, based on the darklevel */
465     for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
466     for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
467 root 1.36 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED))
468 root 1.10 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
469 root 1.32 max (0, 6 - darklevel - max (abs (x), abs (y)));
470 elmex 1.1 }
471    
472 root 1.31 /* blinded_sight() - sets all viewable squares to blocked except
473 elmex 1.1 * for the one the central one that the player occupies. A little
474     * odd that you can see yourself (and what your standing on), but
475     * really need for any reasonable game play.
476     */
477 root 1.4 static void
478     blinded_sight (object *op)
479     {
480     int x, y;
481 elmex 1.1
482 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
483     for (y = 0; y < op->contr->ns->mapy; y++)
484 root 1.36 op->contr->blocked_los[x][y] = LOS_BLOCKED;
485 elmex 1.1
486 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
487 elmex 1.1 }
488    
489     /*
490     * update_los() recalculates the array which specifies what is
491     * visible for the given player-object.
492     */
493 root 1.4 void
494     update_los (object *op)
495     {
496 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
497 elmex 1.1
498 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
499     return;
500 elmex 1.1
501 root 1.27 clear_los (op->contr);
502    
503 root 1.4 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
504     return;
505    
506     /* For larger maps, this is more efficient than the old way which
507     * used the chaining of the block array. Since many space views could
508     * be blocked by different spaces in front, this mean that a lot of spaces
509     * could be examined multile times, as each path would be looked at.
510     */
511 root 1.10 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
512     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
513 root 1.4 check_wall (op, x, y);
514    
515     /* do the los of the player. 3 (potential) cases */
516     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
517     blinded_sight (op);
518     else
519     expand_sight (op);
520    
521 root 1.21 //TODO: no range-checking whatsoever :(
522 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
523 root 1.21 for (int x = -2; x <= 2; x++)
524     for (int y = -2; y <= 2; y++)
525     op->contr->blocked_los[dx + x][dy + y] = 0;
526 elmex 1.1 }
527    
528     /* update all_map_los is like update_all_los below,
529     * but updates everyone on the map, no matter where they
530 root 1.12 * are. This generally should not be used, as a per
531 elmex 1.1 * specific map change doesn't make much sense when tiling
532     * is considered (lowering darkness would certainly be a
533     * strange effect if done on a tile map, as it makes
534     * the distinction between maps much more obvious to the
535     * players, which is should not be.
536     * Currently, this function is called from the
537     * change_map_light function
538     */
539 root 1.4 void
540 root 1.6 update_all_map_los (maptile *map)
541 root 1.4 {
542 root 1.11 for_all_players (pl)
543 root 1.12 if (pl->ob && pl->ob->map == map)
544 root 1.11 pl->do_los = 1;
545 elmex 1.1 }
546    
547     /*
548     * This function makes sure that update_los() will be called for all
549     * players on the given map within the next frame.
550     * It is triggered by removal or inserting of objects which blocks
551     * the sight in the map.
552     * Modified by MSW 2001-07-12 to take a coordinate of the changed
553     * position, and to also take map tiling into account. This change
554     * means that just being on the same map is not sufficient - the
555     * space that changes must be withing your viewable area.
556     *
557     * map is the map that changed, x and y are the coordinates.
558     */
559 root 1.4 void
560 root 1.6 update_all_los (const maptile *map, int x, int y)
561 root 1.4 {
562 root 1.11 for_all_players (pl)
563 root 1.4 {
564     /* Player should not have a null map, but do this
565     * check as a safety
566     */
567 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
568 root 1.4 continue;
569    
570     /* Same map is simple case - see if pl is close enough.
571     * Note in all cases, we did the check for same map first,
572     * and then see if the player is close enough and update
573     * los if that is the case. If the player is on the
574     * corresponding map, but not close enough, then the
575     * player can't be on another map that may be closer,
576     * so by setting it up this way, we trim processing
577     * some.
578     */
579     if (pl->ob->map == map)
580     {
581 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
582 root 1.4 pl->do_los = 1;
583 root 1.2 }
584 root 1.12
585 root 1.4 /* Now we check to see if player is on adjacent
586     * maps to the one that changed and also within
587     * view. The tile_maps[] could be null, but in that
588     * case it should never match the pl->ob->map, so
589     * we want ever try to dereference any of the data in it.
590 root 1.12 *
591     * The logic for 0 and 3 is to see how far the player is
592 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
593     * and to add current position on this map - that gives a
594     * distance.
595     * For 1 and 2, we check to see how far the given
596     * coordinate (x,y) is from the corresponding edge,
597     * and then add the players location, which gives
598     * a distance.
599     */
600     else if (pl->ob->map == map->tile_map[0])
601     {
602 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
603 root 1.4 pl->do_los = 1;
604 root 1.2 }
605 root 1.4 else if (pl->ob->map == map->tile_map[2])
606     {
607 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
608 root 1.4 pl->do_los = 1;
609 root 1.2 }
610 root 1.4 else if (pl->ob->map == map->tile_map[1])
611     {
612 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
613 root 1.4 pl->do_los = 1;
614 root 1.2 }
615 root 1.4 else if (pl->ob->map == map->tile_map[3])
616     {
617 root 1.13 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
618 root 1.4 pl->do_los = 1;
619 root 1.2 }
620 elmex 1.1 }
621     }
622    
623     /*
624     * Debug-routine which dumps the array which specifies the visible
625     * area of a player. Triggered by the z key in DM mode.
626     */
627 root 1.4 void
628     print_los (object *op)
629     {
630     int x, y;
631     char buf[50], buf2[10];
632    
633     strcpy (buf, " ");
634 root 1.11
635 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
636 root 1.4 {
637     sprintf (buf2, "%2d", x);
638     strcat (buf, buf2);
639 elmex 1.1 }
640 root 1.11
641 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
642 root 1.11
643 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
644 root 1.4 {
645     sprintf (buf, "%2d:", y);
646 root 1.11
647 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
648 root 1.4 {
649     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
650     strcat (buf, buf2);
651 root 1.2 }
652 root 1.11
653 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
654 elmex 1.1 }
655     }
656    
657     /*
658     * make_sure_seen: The object is supposed to be visible through walls, thus
659     * check if any players are nearby, and edit their LOS array.
660     */
661    
662 root 1.4 void
663     make_sure_seen (const object *op)
664     {
665 root 1.11 for_all_players (pl)
666 root 1.4 if (pl->ob->map == op->map &&
667 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
668     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
669     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
670 elmex 1.1 }
671    
672     /*
673     * make_sure_not_seen: The object which is supposed to be visible through
674     * walls has just been removed from the map, so update the los of any
675     * players within its range
676     */
677    
678 root 1.4 void
679     make_sure_not_seen (const object *op)
680     {
681 root 1.11 for_all_players (pl)
682 root 1.4 if (pl->ob->map == op->map &&
683 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
684     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
685 root 1.4 pl->do_los = 1;
686 elmex 1.1 }