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Revision: 1.37
Committed: Thu Dec 18 02:49:22 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.36: +31 -44 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     #define SPACE_BLOCK 0.5
36    
37 root 1.4 typedef struct blstr
38     {
39     int x[4], y[4];
40 elmex 1.1 int index;
41     } blocks;
42    
43 root 1.23 // 31/32 == a speed hack
44     // we would like to use 32 for speed, but the code loops endlessly
45     // then, reason not yet identified, so only make the array use 32,
46     // not the define's.
47     blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
48 elmex 1.1
49 root 1.4 static void expand_lighted_sight (object *op);
50 elmex 1.1
51     /*
52     * Used to initialise the array used by the LOS routines.
53     * What this sets if that x,y blocks the view of bx,by
54     * This then sets up a relation - for example, something
55     * at 5,4 blocks view at 5,3 which blocks view at 5,2
56     * etc. So when we check 5,4 and find it block, we have
57     * the data to know that 5,3 and 5,2 and 5,1 should also
58     * be blocked.
59     */
60    
61 root 1.4 static void
62     set_block (int x, int y, int bx, int by)
63     {
64     int index = block[x][y].index, i;
65 elmex 1.1
66 root 1.4 /* Due to flipping, we may get duplicates - better safe than sorry.
67     */
68     for (i = 0; i < index; i++)
69     {
70     if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
71     return;
72 elmex 1.1 }
73    
74 root 1.4 block[x][y].x[index] = bx;
75     block[x][y].y[index] = by;
76     block[x][y].index++;
77 elmex 1.1 #ifdef LOS_DEBUG
78 root 1.4 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
79 elmex 1.1 #endif
80     }
81    
82     /*
83     * initialises the array used by the LOS routines.
84     */
85    
86     /* since we are only doing the upper left quadrant, only
87     * these spaces could possibly get blocked, since these
88     * are the only ones further out that are still possibly in the
89     * sightline.
90     */
91 root 1.4 void
92     init_block (void)
93     {
94 root 1.24 static int block_x[3] = { -1, -1, 0 },
95     block_y[3] = { -1, 0, -1 };
96 root 1.4
97 root 1.37 for (int x = 0; x < MAP_CLIENT_X; x++)
98     for (int y = 0; y < MAP_CLIENT_Y; y++)
99 root 1.24 block[x][y].index = 0;
100 root 1.4
101     /* The table should be symmetric, so only do the upper left
102     * quadrant - makes the processing easier.
103     */
104 root 1.37 for (int x = 1; x <= MAP_CLIENT_X / 2; x++)
105 root 1.4 {
106 root 1.37 for (int y = 1; y <= MAP_CLIENT_Y / 2; y++)
107 root 1.4 {
108 root 1.37 for (int i = 0; i < 3; i++)
109 root 1.4 {
110 root 1.37 int dx = x + block_x[i];
111     int dy = y + block_y[i];
112 root 1.4
113     /* center space never blocks */
114     if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
115     continue;
116    
117     /* If its a straight line, its blocked */
118     if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
119     {
120     /* For simplicity, we mirror the coordinates to block the other
121     * quadrants.
122     */
123     set_block (x, y, dx, dy);
124     if (x == MAP_CLIENT_X / 2)
125 root 1.24 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
126 root 1.4 else if (y == MAP_CLIENT_Y / 2)
127 root 1.24 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
128 root 1.4 }
129     else
130     {
131     float d1, r, s, l;
132    
133 root 1.37 /* We use the algorithm that found out how close the point
134 root 1.4 * (x,y) is to the line from dx,dy to the center of the viewable
135 root 1.37 * area. l is the distance from x,y to the line.
136 root 1.4 * r is more a curiosity - it lets us know what direction (left/right)
137     * the line is off
138     */
139    
140 root 1.37 d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f));
141     r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
142     s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
143     l = fabs (sqrtf (d1) * s);
144 root 1.4
145     if (l <= SPACE_BLOCK)
146     {
147     /* For simplicity, we mirror the coordinates to block the other
148     * quadrants.
149     */
150     set_block (x, y, dx, dy);
151     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
152     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
153     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
154 root 1.2 }
155     }
156     }
157     }
158 elmex 1.1 }
159     }
160    
161     /*
162     * Used to initialise the array used by the LOS routines.
163     * x,y are indexes into the blocked[][] array.
164     * This recursively sets the blocked line of sight view.
165     * From the blocked[][] array, we know for example
166     * that if some particular space is blocked, it blocks
167     * the view of the spaces 'behind' it, and those blocked
168     * spaces behind it may block other spaces, etc.
169     * In this way, the chain of visibility is set.
170     */
171 root 1.4 static void
172     set_wall (object *op, int x, int y)
173     {
174 root 1.37 for (int i = 0; i < block[x][y].index; i++)
175 root 1.4 {
176     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
177    
178     /* ax, ay are the values as adjusted to be in the
179     * socket look structure.
180     */
181 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
182     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
183 elmex 1.1
184 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
185 root 1.4 continue;
186 elmex 1.1 #if 0
187 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
188 elmex 1.1 #endif
189 root 1.4 /* we need to adjust to the fact that the socket
190     * code wants the los to start from the 0,0
191     * and not be relative to middle of los array.
192     */
193 root 1.36 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
194 root 1.4 set_wall (op, dx, dy);
195 elmex 1.1 }
196     }
197    
198     /*
199     * Used to initialise the array used by the LOS routines.
200     * op is the object, x and y values based on MAP_CLIENT_X and Y.
201     * this is because they index the blocked[][] arrays.
202     */
203 root 1.4 static void
204     check_wall (object *op, int x, int y)
205     {
206     int ax, ay;
207 elmex 1.1
208 root 1.4 if (!block[x][y].index)
209     return;
210 elmex 1.1
211 root 1.4 /* ax, ay are coordinates as indexed into the look window */
212 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
213     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
214 root 1.4
215     /* If the converted coordinates are outside the viewable
216     * area for the client, return now.
217     */
218 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
219 root 1.4 return;
220 elmex 1.1
221     #if 0
222 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
223     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
224 elmex 1.1 #endif
225    
226 root 1.4 /* If this space is already blocked, prune the processing - presumably
227     * whatever has set this space to be blocked has done the work and already
228     * done the dependency chain.
229     */
230 root 1.36 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
231 root 1.4 return;
232 elmex 1.1
233 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))
234     set_wall (op, x, y);
235 elmex 1.1 }
236    
237     /*
238     * Clears/initialises the los-array associated to the player
239     * controlling the object.
240     */
241    
242 root 1.4 void
243 root 1.27 clear_los (player *pl)
244 root 1.4 {
245 root 1.10 /* This is safer than using the ns->mapx, mapy because
246 root 1.4 * we index the blocked_los as a 2 way array, so clearing
247     * the first z spaces may not not cover the spaces we are
248     * actually going to use
249     */
250 root 1.27 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
251 elmex 1.1 }
252    
253     /*
254     * expand_sight goes through the array of what the given player is
255     * able to see, and expands the visible area a bit, so the player will,
256     * to a certain degree, be able to see into corners.
257     * This is somewhat suboptimal, would be better to improve the formula.
258     */
259 root 1.4 static void
260     expand_sight (object *op)
261 elmex 1.1 {
262 root 1.37 for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
263     for (int y = 1; y < op->contr->ns->mapy - 1; y++)
264     if (!op->contr->blocked_los[x][y] &&
265     !(get_map_flags (op->map, NULL,
266     op->x - op->contr->ns->mapx / 2 + x,
267     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
268     {
269     for (int i = 1; i <= 8; i += 1)
270     { /* mark all directions */
271     int dx = x + freearr_x[i];
272     int dy = y + freearr_y[i];
273 elmex 1.1
274 root 1.37 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
275     op->contr->blocked_los[dx][dy] = -1;
276     }
277     }
278 root 1.4
279 root 1.14 if (op->map->darkness > 0) /* player is on a dark map */
280 root 1.4 expand_lighted_sight (op);
281    
282     /* clear mark squares */
283 root 1.37 for (int x = 0; x < op->contr->ns->mapx; x++)
284     for (int y = 0; y < op->contr->ns->mapy; y++)
285 root 1.4 if (op->contr->blocked_los[x][y] < 0)
286     op->contr->blocked_los[x][y] = 0;
287 elmex 1.1 }
288    
289     /* returns true if op carries one or more lights
290     * This is a trivial function now days, but it used to
291     * be a bit longer. Probably better for callers to just
292     * check the op->glow_radius instead of calling this.
293     */
294 root 1.4 int
295     has_carried_lights (const object *op)
296     {
297     /* op may glow! */
298     if (op->glow_radius > 0)
299     return 1;
300    
301     return 0;
302     }
303    
304 root 1.32 /* radius, distance => lightness adjust */
305 root 1.35 static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
306 root 1.32
307     static struct darkness_init
308     {
309     darkness_init ()
310     {
311     for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
312 root 1.35 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
313 root 1.32 {
314     // max intensity
315 root 1.36 int intensity = min (LOS_MAX, abs (radius) + 1);
316 root 1.32
317     // actual intensity
318     intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
319    
320     darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
321 root 1.35 ? min (3, intensity)
322 root 1.36 : LOS_MAX - intensity;
323 root 1.32 }
324     }
325     } darkness_init;
326    
327 root 1.4 static void
328     expand_lighted_sight (object *op)
329     {
330 root 1.32 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
331 root 1.6 maptile *m = op->map;
332 root 1.4 sint16 nx, ny;
333    
334 root 1.14 darklevel = m->darkness;
335 root 1.4
336     /* If the player can see in the dark, lower the darklevel for him */
337     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
338 root 1.36 darklevel -= LOS_MAX / 2;
339 root 1.4
340     /* add light, by finding all (non-null) nearby light sources, then
341     * mark those squares specially. If the darklevel<1, there is no
342     * reason to do this, so we skip this function
343     */
344    
345     if (darklevel < 1)
346     return;
347    
348     /* Do a sanity check. If not valid, some code below may do odd
349     * things.
350     */
351     if (darklevel > MAX_DARKNESS)
352     {
353 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
354 root 1.4 darklevel = MAX_DARKNESS;
355 elmex 1.1 }
356    
357 root 1.32 /* first, make everything totally dark */
358 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
359     for (y = 0; y < op->contr->ns->mapy; y++)
360 root 1.36 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
361     op->contr->blocked_los[x][y] = LOS_MAX;
362 root 1.4
363 root 1.32 int half_x = op->contr->ns->mapx / 2;
364     int half_y = op->contr->ns->mapy / 2;
365    
366     int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
367     int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
368     int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
369     int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
370    
371     int pass2 = 0; // negative lights have an extra pass
372    
373     /*
374 root 1.4 * Only process the area of interest.
375     * the basex, basey values represent the position in the op->contr->blocked_los
376     * array. Its easier to just increment them here (and start with the right
377     * value) than to recalculate them down below.
378     */
379 root 1.32 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
380     for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
381     {
382     maptile *m = op->map;
383     sint16 nx = x;
384     sint16 ny = y;
385    
386     if (!xy_normalise (m, nx, ny))
387     continue;
388    
389     mapspace &ms = m->at (nx, ny);
390     ms.update ();
391     sint8 light = ms.light;
392    
393     if (expect_false (light))
394     if (light < 0)
395     pass2 = 1;
396     else
397     {
398     /* This space is providing light, so we need to brighten up the
399     * spaces around here.
400     */
401     const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
402    
403     for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
404     for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
405 root 1.36 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
406 root 1.32 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
407     }
408     }
409 root 1.4
410 root 1.32 // psosibly do 2nd pass for rare negative glow radii
411 root 1.34 if (expect_false (pass2))
412 root 1.32 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
413     for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
414 root 1.4 {
415 root 1.32 maptile *m = op->map;
416     sint16 nx = x;
417     sint16 ny = y;
418 root 1.4
419 root 1.32 if (!xy_normalise (m, nx, ny))
420     continue;
421 root 1.4
422 root 1.32 mapspace &ms = m->at (nx, ny);
423     ms.update ();
424     sint8 light = ms.light;
425 root 1.4
426 root 1.32 if (expect_false (light < 0))
427 root 1.4 {
428 root 1.32 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
429 root 1.31
430 root 1.32 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
431     for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
432 root 1.36 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
433 root 1.32 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
434 root 1.18 }
435     }
436 root 1.4
437     /* Outdoor should never really be completely pitch black dark like
438     * a dungeon, so let the player at least see a little around themselves
439     */
440 root 1.31 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
441 root 1.4 {
442 root 1.36 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3))
443     op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3;
444 root 1.4
445     for (x = -1; x <= 1; x++)
446     for (y = -1; y <= 1; y++)
447 root 1.36 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2))
448     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2;
449 elmex 1.1 }
450 root 1.18
451 root 1.4 /* grant some vision to the player, based on the darklevel */
452     for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
453     for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
454 root 1.36 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED))
455 root 1.10 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
456 root 1.32 max (0, 6 - darklevel - max (abs (x), abs (y)));
457 elmex 1.1 }
458    
459 root 1.31 /* blinded_sight() - sets all viewable squares to blocked except
460 elmex 1.1 * for the one the central one that the player occupies. A little
461     * odd that you can see yourself (and what your standing on), but
462     * really need for any reasonable game play.
463     */
464 root 1.4 static void
465     blinded_sight (object *op)
466     {
467     int x, y;
468 elmex 1.1
469 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
470     for (y = 0; y < op->contr->ns->mapy; y++)
471 root 1.36 op->contr->blocked_los[x][y] = LOS_BLOCKED;
472 elmex 1.1
473 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
474 elmex 1.1 }
475    
476     /*
477     * update_los() recalculates the array which specifies what is
478     * visible for the given player-object.
479     */
480 root 1.4 void
481     update_los (object *op)
482     {
483 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
484 elmex 1.1
485 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
486     return;
487 elmex 1.1
488 root 1.27 clear_los (op->contr);
489    
490 root 1.4 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
491     return;
492    
493     /* For larger maps, this is more efficient than the old way which
494     * used the chaining of the block array. Since many space views could
495     * be blocked by different spaces in front, this mean that a lot of spaces
496     * could be examined multile times, as each path would be looked at.
497     */
498 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++)
499     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
500 root 1.4 check_wall (op, x, y);
501    
502     /* do the los of the player. 3 (potential) cases */
503     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
504     blinded_sight (op);
505     else
506     expand_sight (op);
507    
508 root 1.21 //TODO: no range-checking whatsoever :(
509 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
510 root 1.21 for (int x = -2; x <= 2; x++)
511     for (int y = -2; y <= 2; y++)
512     op->contr->blocked_los[dx + x][dy + y] = 0;
513 elmex 1.1 }
514    
515     /* update all_map_los is like update_all_los below,
516     * but updates everyone on the map, no matter where they
517 root 1.12 * are. This generally should not be used, as a per
518 elmex 1.1 * specific map change doesn't make much sense when tiling
519     * is considered (lowering darkness would certainly be a
520     * strange effect if done on a tile map, as it makes
521     * the distinction between maps much more obvious to the
522     * players, which is should not be.
523     * Currently, this function is called from the
524     * change_map_light function
525     */
526 root 1.4 void
527 root 1.6 update_all_map_los (maptile *map)
528 root 1.4 {
529 root 1.11 for_all_players (pl)
530 root 1.12 if (pl->ob && pl->ob->map == map)
531 root 1.11 pl->do_los = 1;
532 elmex 1.1 }
533    
534     /*
535     * This function makes sure that update_los() will be called for all
536     * players on the given map within the next frame.
537     * It is triggered by removal or inserting of objects which blocks
538     * the sight in the map.
539     * Modified by MSW 2001-07-12 to take a coordinate of the changed
540     * position, and to also take map tiling into account. This change
541     * means that just being on the same map is not sufficient - the
542     * space that changes must be withing your viewable area.
543     *
544     * map is the map that changed, x and y are the coordinates.
545     */
546 root 1.4 void
547 root 1.6 update_all_los (const maptile *map, int x, int y)
548 root 1.4 {
549 root 1.11 for_all_players (pl)
550 root 1.4 {
551     /* Player should not have a null map, but do this
552     * check as a safety
553     */
554 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
555 root 1.4 continue;
556    
557     /* Same map is simple case - see if pl is close enough.
558     * Note in all cases, we did the check for same map first,
559     * and then see if the player is close enough and update
560     * los if that is the case. If the player is on the
561     * corresponding map, but not close enough, then the
562     * player can't be on another map that may be closer,
563     * so by setting it up this way, we trim processing
564     * some.
565     */
566     if (pl->ob->map == map)
567     {
568 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
569 root 1.4 pl->do_los = 1;
570 root 1.2 }
571 root 1.12
572 root 1.4 /* Now we check to see if player is on adjacent
573     * maps to the one that changed and also within
574     * view. The tile_maps[] could be null, but in that
575     * case it should never match the pl->ob->map, so
576     * we want ever try to dereference any of the data in it.
577 root 1.12 *
578     * The logic for 0 and 3 is to see how far the player is
579 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
580     * and to add current position on this map - that gives a
581     * distance.
582     * For 1 and 2, we check to see how far the given
583     * coordinate (x,y) is from the corresponding edge,
584     * and then add the players location, which gives
585     * a distance.
586     */
587     else if (pl->ob->map == map->tile_map[0])
588     {
589 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))
590 root 1.4 pl->do_los = 1;
591 root 1.2 }
592 root 1.4 else if (pl->ob->map == map->tile_map[2])
593     {
594 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
595 root 1.4 pl->do_los = 1;
596 root 1.2 }
597 root 1.4 else if (pl->ob->map == map->tile_map[1])
598     {
599 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
600 root 1.4 pl->do_los = 1;
601 root 1.2 }
602 root 1.4 else if (pl->ob->map == map->tile_map[3])
603     {
604 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))
605 root 1.4 pl->do_los = 1;
606 root 1.2 }
607 elmex 1.1 }
608     }
609    
610     /*
611     * Debug-routine which dumps the array which specifies the visible
612     * area of a player. Triggered by the z key in DM mode.
613     */
614 root 1.4 void
615     print_los (object *op)
616     {
617     int x, y;
618     char buf[50], buf2[10];
619    
620     strcpy (buf, " ");
621 root 1.11
622 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
623 root 1.4 {
624     sprintf (buf2, "%2d", x);
625     strcat (buf, buf2);
626 elmex 1.1 }
627 root 1.11
628 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
629 root 1.11
630 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
631 root 1.4 {
632     sprintf (buf, "%2d:", y);
633 root 1.11
634 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
635 root 1.4 {
636     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
637     strcat (buf, buf2);
638 root 1.2 }
639 root 1.11
640 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
641 elmex 1.1 }
642     }
643    
644     /*
645     * make_sure_seen: The object is supposed to be visible through walls, thus
646     * check if any players are nearby, and edit their LOS array.
647     */
648    
649 root 1.4 void
650     make_sure_seen (const object *op)
651     {
652 root 1.11 for_all_players (pl)
653 root 1.4 if (pl->ob->map == op->map &&
654 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
655     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)
656     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
657 elmex 1.1 }
658    
659     /*
660     * make_sure_not_seen: The object which is supposed to be visible through
661     * walls has just been removed from the map, so update the los of any
662     * players within its range
663     */
664    
665 root 1.4 void
666     make_sure_not_seen (const object *op)
667     {
668 root 1.11 for_all_players (pl)
669 root 1.4 if (pl->ob->map == op->map &&
670 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
671     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)
672 root 1.4 pl->do_los = 1;
673 elmex 1.1 }