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Revision: 1.40
Committed: Fri Dec 19 17:52:50 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.39: +1 -7 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 1.39 expand_lighted_sight (op);
280 root 1.4
281     /* clear mark squares */
282 root 1.37 for (int x = 0; x < op->contr->ns->mapx; x++)
283     for (int y = 0; y < op->contr->ns->mapy; y++)
284 root 1.4 if (op->contr->blocked_los[x][y] < 0)
285     op->contr->blocked_los[x][y] = 0;
286 elmex 1.1 }
287    
288     /* returns true if op carries one or more lights
289     * This is a trivial function now days, but it used to
290     * be a bit longer. Probably better for callers to just
291     * check the op->glow_radius instead of calling this.
292     */
293 root 1.4 int
294     has_carried_lights (const object *op)
295     {
296     /* op may glow! */
297     if (op->glow_radius > 0)
298     return 1;
299    
300     return 0;
301     }
302    
303 root 1.32 /* radius, distance => lightness adjust */
304 root 1.35 static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
305 root 1.32
306     static struct darkness_init
307     {
308     darkness_init ()
309     {
310     for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
311 root 1.35 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
312 root 1.32 {
313     // max intensity
314 root 1.36 int intensity = min (LOS_MAX, abs (radius) + 1);
315 root 1.32
316     // actual intensity
317     intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
318    
319     darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
320 root 1.35 ? min (3, intensity)
321 root 1.36 : LOS_MAX - intensity;
322 root 1.32 }
323     }
324     } darkness_init;
325    
326 root 1.39 sint8
327     los_brighten (sint8 b, sint8 l)
328     {
329     return b == LOS_BLOCKED ? b : min (b, l);
330     }
331    
332     sint8
333     los_darken (sint8 b, sint8 l)
334     {
335     return max (b, l);
336     }
337    
338     template<sint8 change_it (sint8, sint8)>
339     static void
340     apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table)
341     {
342     // min or max the ciruclar area around basex, basey
343     player *pl = op->contr;
344    
345     int ax0 = max (0, basex - light);
346     int ay0 = max (0, basey - light);
347     int ax1 = min (basex + light, pl->ns->mapx - 1);
348     int ay1 = min (basey + light, pl->ns->mapy - 1);
349    
350     for (int ax = ax0; ax <= ax1; ax++)
351     for (int ay = ay0; ay <= ay1; ay++)
352     pl->blocked_los[ax][ay] =
353     change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
354     }
355    
356     /* add light, by finding all (non-null) nearby light sources, then
357     * mark those squares specially.
358     */
359 root 1.4 static void
360     expand_lighted_sight (object *op)
361     {
362 root 1.39 int darklevel, mflags, light, x1, y1;
363 root 1.6 maptile *m = op->map;
364 root 1.4 sint16 nx, ny;
365    
366 root 1.14 darklevel = m->darkness;
367 root 1.4
368     /* If the player can see in the dark, lower the darklevel for him */
369     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 root 1.36 darklevel -= LOS_MAX / 2;
371 root 1.4
372     /* Do a sanity check. If not valid, some code below may do odd
373     * things.
374     */
375     if (darklevel > MAX_DARKNESS)
376     {
377 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
378 root 1.4 darklevel = MAX_DARKNESS;
379 elmex 1.1 }
380    
381 root 1.32 int half_x = op->contr->ns->mapx / 2;
382     int half_y = op->contr->ns->mapy / 2;
383    
384     int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
385     int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
386     int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
387     int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
388    
389     int pass2 = 0; // negative lights have an extra pass
390    
391 root 1.39 if (darklevel < 1)
392     pass2 = 1;
393     else
394     {
395     /* first, make everything totally dark */
396     for (int x = 0; x < op->contr->ns->mapx; x++)
397     for (int y = 0; y < op->contr->ns->mapy; y++)
398     if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
399     op->contr->blocked_los[x][y] = LOS_MAX;
400    
401     /*
402     * Only process the area of interest.
403     * the basex, basey values represent the position in the op->contr->blocked_los
404     * array. Its easier to just increment them here (and start with the right
405     * value) than to recalculate them down below.
406     */
407     for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
408     for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
409     {
410     maptile *m = op->map;
411     sint16 nx = x;
412     sint16 ny = y;
413    
414     if (!xy_normalise (m, nx, ny))
415     continue;
416    
417     mapspace &ms = m->at (nx, ny);
418     ms.update ();
419     sint8 light = ms.light;
420    
421     if (expect_false (light))
422     if (light < 0)
423     pass2 = 1;
424     else
425     apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]);
426     }
427    
428     /* grant some vision to the player, based on the darklevel */
429     /* for outdoor maps, ensure some mininum visibility radius */
430 root 1.32 {
431 root 1.39 int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS);
432    
433 root 1.40 apply_light<los_brighten> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]);
434 root 1.32 }
435 root 1.39 }
436 root 1.4
437 root 1.38 // possibly do 2nd pass for rare negative glow radii
438 root 1.39 // for effect, those are always considered to be stronger than anything else
439     // but they can't darken a place completely
440     if (pass2)
441     for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
442     for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
443 root 1.4 {
444 root 1.32 maptile *m = op->map;
445     sint16 nx = x;
446     sint16 ny = y;
447 root 1.4
448 root 1.32 if (!xy_normalise (m, nx, ny))
449     continue;
450 root 1.4
451 root 1.32 mapspace &ms = m->at (nx, ny);
452     ms.update ();
453     sint8 light = ms.light;
454 root 1.4
455 root 1.32 if (expect_false (light < 0))
456 root 1.39 apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]);
457 root 1.18 }
458 elmex 1.1 }
459    
460 root 1.31 /* blinded_sight() - sets all viewable squares to blocked except
461 elmex 1.1 * for the one the central one that the player occupies. A little
462     * odd that you can see yourself (and what your standing on), but
463     * really need for any reasonable game play.
464     */
465 root 1.4 static void
466     blinded_sight (object *op)
467     {
468     int x, y;
469 elmex 1.1
470 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
471     for (y = 0; y < op->contr->ns->mapy; y++)
472 root 1.36 op->contr->blocked_los[x][y] = LOS_BLOCKED;
473 elmex 1.1
474 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
475 elmex 1.1 }
476    
477     /*
478     * update_los() recalculates the array which specifies what is
479     * visible for the given player-object.
480     */
481 root 1.4 void
482     update_los (object *op)
483     {
484 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
485 elmex 1.1
486 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
487     return;
488 elmex 1.1
489 root 1.27 clear_los (op->contr);
490    
491 root 1.4 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
492     return;
493    
494     /* For larger maps, this is more efficient than the old way which
495     * used the chaining of the block array. Since many space views could
496     * be blocked by different spaces in front, this mean that a lot of spaces
497     * could be examined multile times, as each path would be looked at.
498     */
499 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++)
500     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
501 root 1.4 check_wall (op, x, y);
502    
503     /* do the los of the player. 3 (potential) cases */
504     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
505     blinded_sight (op);
506     else
507     expand_sight (op);
508    
509 root 1.21 //TODO: no range-checking whatsoever :(
510 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
511 root 1.21 for (int x = -2; x <= 2; x++)
512     for (int y = -2; y <= 2; y++)
513     op->contr->blocked_los[dx + x][dy + y] = 0;
514 elmex 1.1 }
515    
516     /* update all_map_los is like update_all_los below,
517     * but updates everyone on the map, no matter where they
518 root 1.12 * are. This generally should not be used, as a per
519 elmex 1.1 * specific map change doesn't make much sense when tiling
520     * is considered (lowering darkness would certainly be a
521     * strange effect if done on a tile map, as it makes
522     * the distinction between maps much more obvious to the
523     * players, which is should not be.
524     * Currently, this function is called from the
525     * change_map_light function
526     */
527 root 1.4 void
528 root 1.6 update_all_map_los (maptile *map)
529 root 1.4 {
530 root 1.11 for_all_players (pl)
531 root 1.12 if (pl->ob && pl->ob->map == map)
532 root 1.11 pl->do_los = 1;
533 elmex 1.1 }
534    
535     /*
536     * This function makes sure that update_los() will be called for all
537     * players on the given map within the next frame.
538     * It is triggered by removal or inserting of objects which blocks
539     * the sight in the map.
540     * Modified by MSW 2001-07-12 to take a coordinate of the changed
541     * position, and to also take map tiling into account. This change
542     * means that just being on the same map is not sufficient - the
543     * space that changes must be withing your viewable area.
544     *
545     * map is the map that changed, x and y are the coordinates.
546     */
547 root 1.4 void
548 root 1.6 update_all_los (const maptile *map, int x, int y)
549 root 1.4 {
550 root 1.11 for_all_players (pl)
551 root 1.4 {
552     /* Player should not have a null map, but do this
553     * check as a safety
554     */
555 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
556 root 1.4 continue;
557    
558     /* Same map is simple case - see if pl is close enough.
559     * Note in all cases, we did the check for same map first,
560     * and then see if the player is close enough and update
561     * los if that is the case. If the player is on the
562     * corresponding map, but not close enough, then the
563     * player can't be on another map that may be closer,
564     * so by setting it up this way, we trim processing
565     * some.
566     */
567     if (pl->ob->map == map)
568     {
569 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
570 root 1.4 pl->do_los = 1;
571 root 1.2 }
572 root 1.12
573 root 1.4 /* Now we check to see if player is on adjacent
574     * maps to the one that changed and also within
575     * view. The tile_maps[] could be null, but in that
576     * case it should never match the pl->ob->map, so
577     * we want ever try to dereference any of the data in it.
578 root 1.12 *
579     * The logic for 0 and 3 is to see how far the player is
580 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
581     * and to add current position on this map - that gives a
582     * distance.
583     * For 1 and 2, we check to see how far the given
584     * coordinate (x,y) is from the corresponding edge,
585     * and then add the players location, which gives
586     * a distance.
587     */
588     else if (pl->ob->map == map->tile_map[0])
589     {
590 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))
591 root 1.4 pl->do_los = 1;
592 root 1.2 }
593 root 1.4 else if (pl->ob->map == map->tile_map[2])
594     {
595 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
596 root 1.4 pl->do_los = 1;
597 root 1.2 }
598 root 1.4 else if (pl->ob->map == map->tile_map[1])
599     {
600 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
601 root 1.4 pl->do_los = 1;
602 root 1.2 }
603 root 1.4 else if (pl->ob->map == map->tile_map[3])
604     {
605 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))
606 root 1.4 pl->do_los = 1;
607 root 1.2 }
608 elmex 1.1 }
609     }
610    
611     /*
612     * Debug-routine which dumps the array which specifies the visible
613     * area of a player. Triggered by the z key in DM mode.
614     */
615 root 1.4 void
616     print_los (object *op)
617     {
618     int x, y;
619     char buf[50], buf2[10];
620    
621     strcpy (buf, " ");
622 root 1.11
623 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
624 root 1.4 {
625     sprintf (buf2, "%2d", x);
626     strcat (buf, buf2);
627 elmex 1.1 }
628 root 1.11
629 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
630 root 1.11
631 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
632 root 1.4 {
633     sprintf (buf, "%2d:", y);
634 root 1.11
635 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
636 root 1.4 {
637     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
638     strcat (buf, buf2);
639 root 1.2 }
640 root 1.11
641 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
642 elmex 1.1 }
643     }
644    
645     /*
646     * make_sure_seen: The object is supposed to be visible through walls, thus
647     * check if any players are nearby, and edit their LOS array.
648     */
649    
650 root 1.4 void
651     make_sure_seen (const object *op)
652     {
653 root 1.11 for_all_players (pl)
654 root 1.4 if (pl->ob->map == op->map &&
655 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
656     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)
657     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
658 elmex 1.1 }
659    
660     /*
661     * make_sure_not_seen: The object which is supposed to be visible through
662     * walls has just been removed from the map, so update the los of any
663     * players within its range
664     */
665    
666 root 1.4 void
667     make_sure_not_seen (const object *op)
668     {
669 root 1.11 for_all_players (pl)
670 root 1.4 if (pl->ob->map == op->map &&
671 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
672     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)
673 root 1.4 pl->do_los = 1;
674 elmex 1.1 }