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elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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root |
1.5 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
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elmex |
1.1 |
*/ |
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/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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#include <global.h> |
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#include <funcpoint.h> |
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#include <math.h> |
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/* Distance must be less than this for the object to be blocked. |
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* An object is 1.0 wide, so if set to 0.5, it means the object |
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* that blocks half the view (0.0 is complete block) will |
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* block view in our tables. |
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* .4 or less lets you see through walls. .5 is about right. |
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*/ |
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#define SPACE_BLOCK 0.5 |
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root |
1.4 |
typedef struct blstr |
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{ |
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int x[4], y[4]; |
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elmex |
1.1 |
int index; |
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} blocks; |
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blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
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48 |
root |
1.4 |
static void expand_lighted_sight (object *op); |
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elmex |
1.1 |
|
50 |
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/* |
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* Used to initialise the array used by the LOS routines. |
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* What this sets if that x,y blocks the view of bx,by |
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* This then sets up a relation - for example, something |
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* at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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* etc. So when we check 5,4 and find it block, we have |
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* the data to know that 5,3 and 5,2 and 5,1 should also |
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* be blocked. |
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*/ |
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root |
1.4 |
static void |
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set_block (int x, int y, int bx, int by) |
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{ |
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int index = block[x][y].index, i; |
64 |
elmex |
1.1 |
|
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root |
1.4 |
/* Due to flipping, we may get duplicates - better safe than sorry. |
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*/ |
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for (i = 0; i < index; i++) |
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{ |
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if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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return; |
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elmex |
1.1 |
} |
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root |
1.4 |
block[x][y].x[index] = bx; |
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block[x][y].y[index] = by; |
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block[x][y].index++; |
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elmex |
1.1 |
#ifdef LOS_DEBUG |
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root |
1.4 |
LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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elmex |
1.1 |
#endif |
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} |
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/* |
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* initialises the array used by the LOS routines. |
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*/ |
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/* since we are only doing the upper left quadrant, only |
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* these spaces could possibly get blocked, since these |
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* are the only ones further out that are still possibly in the |
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* sightline. |
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*/ |
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root |
1.4 |
void |
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init_block (void) |
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{ |
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int x, y, dx, dy, i; |
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static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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{ |
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-1, 0, -1}; |
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for (x = 0; x < MAP_CLIENT_X; x++) |
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for (y = 0; y < MAP_CLIENT_Y; y++) |
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{ |
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block[x][y].index = 0; |
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} |
104 |
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105 |
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106 |
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/* The table should be symmetric, so only do the upper left |
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* quadrant - makes the processing easier. |
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*/ |
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for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
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{ |
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for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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{ |
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for (i = 0; i < 3; i++) |
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{ |
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dx = x + block_x[i]; |
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dy = y + block_y[i]; |
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118 |
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/* center space never blocks */ |
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if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
120 |
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continue; |
121 |
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122 |
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/* If its a straight line, its blocked */ |
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if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
124 |
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{ |
125 |
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/* For simplicity, we mirror the coordinates to block the other |
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* quadrants. |
127 |
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*/ |
128 |
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set_block (x, y, dx, dy); |
129 |
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if (x == MAP_CLIENT_X / 2) |
130 |
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{ |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
132 |
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} |
133 |
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else if (y == MAP_CLIENT_Y / 2) |
134 |
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{ |
135 |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
136 |
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} |
137 |
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} |
138 |
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else |
139 |
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{ |
140 |
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float d1, r, s, l; |
141 |
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142 |
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/* We use the algorihm that found out how close the point |
143 |
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* (x,y) is to the line from dx,dy to the center of the viewable |
144 |
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* area. l is the distance from x,y to the line. |
145 |
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* r is more a curiosity - it lets us know what direction (left/right) |
146 |
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* the line is off |
147 |
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*/ |
148 |
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149 |
root |
1.7 |
d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
150 |
root |
1.4 |
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
151 |
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s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
152 |
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l = FABS (sqrt (d1) * s); |
153 |
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154 |
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if (l <= SPACE_BLOCK) |
155 |
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{ |
156 |
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/* For simplicity, we mirror the coordinates to block the other |
157 |
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* quadrants. |
158 |
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*/ |
159 |
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set_block (x, y, dx, dy); |
160 |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
163 |
root |
1.2 |
} |
164 |
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} |
165 |
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} |
166 |
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} |
167 |
elmex |
1.1 |
} |
168 |
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} |
169 |
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170 |
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/* |
171 |
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* Used to initialise the array used by the LOS routines. |
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* x,y are indexes into the blocked[][] array. |
173 |
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* This recursively sets the blocked line of sight view. |
174 |
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* From the blocked[][] array, we know for example |
175 |
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* that if some particular space is blocked, it blocks |
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* the view of the spaces 'behind' it, and those blocked |
177 |
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* spaces behind it may block other spaces, etc. |
178 |
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* In this way, the chain of visibility is set. |
179 |
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*/ |
180 |
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181 |
root |
1.4 |
static void |
182 |
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set_wall (object *op, int x, int y) |
183 |
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{ |
184 |
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int i; |
185 |
elmex |
1.1 |
|
186 |
root |
1.4 |
for (i = 0; i < block[x][y].index; i++) |
187 |
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{ |
188 |
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int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
189 |
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190 |
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/* ax, ay are the values as adjusted to be in the |
191 |
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* socket look structure. |
192 |
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*/ |
193 |
root |
1.8 |
ax = dx - (MAP_CLIENT_X - op->contr->socket->mapx) / 2; |
194 |
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ay = dy - (MAP_CLIENT_Y - op->contr->socket->mapy) / 2; |
195 |
elmex |
1.1 |
|
196 |
root |
1.8 |
if (ax < 0 || ax >= op->contr->socket->mapx || ay < 0 || ay >= op->contr->socket->mapy) |
197 |
root |
1.4 |
continue; |
198 |
elmex |
1.1 |
#if 0 |
199 |
root |
1.4 |
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
200 |
elmex |
1.1 |
#endif |
201 |
root |
1.4 |
/* we need to adjust to the fact that the socket |
202 |
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* code wants the los to start from the 0,0 |
203 |
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* and not be relative to middle of los array. |
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*/ |
205 |
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op->contr->blocked_los[ax][ay] = 100; |
206 |
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set_wall (op, dx, dy); |
207 |
elmex |
1.1 |
} |
208 |
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} |
209 |
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210 |
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/* |
211 |
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* Used to initialise the array used by the LOS routines. |
212 |
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* op is the object, x and y values based on MAP_CLIENT_X and Y. |
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* this is because they index the blocked[][] arrays. |
214 |
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*/ |
215 |
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216 |
root |
1.4 |
static void |
217 |
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check_wall (object *op, int x, int y) |
218 |
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{ |
219 |
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int ax, ay; |
220 |
elmex |
1.1 |
|
221 |
root |
1.4 |
if (!block[x][y].index) |
222 |
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return; |
223 |
elmex |
1.1 |
|
224 |
root |
1.4 |
/* ax, ay are coordinates as indexed into the look window */ |
225 |
root |
1.8 |
ax = x - (MAP_CLIENT_X - op->contr->socket->mapx) / 2; |
226 |
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ay = y - (MAP_CLIENT_Y - op->contr->socket->mapy) / 2; |
227 |
root |
1.4 |
|
228 |
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/* If the converted coordinates are outside the viewable |
229 |
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* area for the client, return now. |
230 |
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*/ |
231 |
root |
1.8 |
if (ax < 0 || ay < 0 || ax >= op->contr->socket->mapx || ay >= op->contr->socket->mapy) |
232 |
root |
1.4 |
return; |
233 |
elmex |
1.1 |
|
234 |
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#if 0 |
235 |
root |
1.4 |
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
236 |
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ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
237 |
elmex |
1.1 |
#endif |
238 |
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239 |
root |
1.4 |
/* If this space is already blocked, prune the processing - presumably |
240 |
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* whatever has set this space to be blocked has done the work and already |
241 |
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* done the dependency chain. |
242 |
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*/ |
243 |
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if (op->contr->blocked_los[ax][ay] == 100) |
244 |
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return; |
245 |
elmex |
1.1 |
|
246 |
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247 |
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)) |
248 |
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set_wall (op, x, y); |
249 |
elmex |
1.1 |
} |
250 |
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251 |
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/* |
252 |
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* Clears/initialises the los-array associated to the player |
253 |
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* controlling the object. |
254 |
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*/ |
255 |
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256 |
root |
1.4 |
void |
257 |
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clear_los (object *op) |
258 |
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{ |
259 |
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/* This is safer than using the socket->mapx, mapy because |
260 |
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* we index the blocked_los as a 2 way array, so clearing |
261 |
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* the first z spaces may not not cover the spaces we are |
262 |
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* actually going to use |
263 |
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*/ |
264 |
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(void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
265 |
elmex |
1.1 |
} |
266 |
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267 |
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/* |
268 |
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* expand_sight goes through the array of what the given player is |
269 |
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* able to see, and expands the visible area a bit, so the player will, |
270 |
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* to a certain degree, be able to see into corners. |
271 |
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* This is somewhat suboptimal, would be better to improve the formula. |
272 |
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*/ |
273 |
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274 |
root |
1.4 |
static void |
275 |
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expand_sight (object *op) |
276 |
elmex |
1.1 |
{ |
277 |
root |
1.4 |
int i, x, y, dx, dy; |
278 |
elmex |
1.1 |
|
279 |
root |
1.8 |
for (x = 1; x < op->contr->socket->mapx - 1; x++) /* loop over inner squares */ |
280 |
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for (y = 1; y < op->contr->socket->mapy - 1; y++) |
281 |
root |
1.4 |
{ |
282 |
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if (!op->contr->blocked_los[x][y] && |
283 |
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!(get_map_flags (op->map, NULL, |
284 |
root |
1.8 |
op->x - op->contr->socket->mapx / 2 + x, |
285 |
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op->y - op->contr->socket->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
286 |
root |
1.4 |
{ |
287 |
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288 |
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for (i = 1; i <= 8; i += 1) |
289 |
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{ /* mark all directions */ |
290 |
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dx = x + freearr_x[i]; |
291 |
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dy = y + freearr_y[i]; |
292 |
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if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
293 |
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op->contr->blocked_los[dx][dy] = -1; |
294 |
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} |
295 |
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} |
296 |
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} |
297 |
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298 |
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if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
299 |
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expand_lighted_sight (op); |
300 |
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301 |
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302 |
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/* clear mark squares */ |
303 |
root |
1.8 |
for (x = 0; x < op->contr->socket->mapx; x++) |
304 |
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for (y = 0; y < op->contr->socket->mapy; y++) |
305 |
root |
1.4 |
if (op->contr->blocked_los[x][y] < 0) |
306 |
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op->contr->blocked_los[x][y] = 0; |
307 |
elmex |
1.1 |
} |
308 |
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309 |
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310 |
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311 |
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312 |
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/* returns true if op carries one or more lights |
313 |
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* This is a trivial function now days, but it used to |
314 |
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* be a bit longer. Probably better for callers to just |
315 |
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* check the op->glow_radius instead of calling this. |
316 |
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*/ |
317 |
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|
318 |
root |
1.4 |
int |
319 |
|
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has_carried_lights (const object *op) |
320 |
|
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{ |
321 |
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/* op may glow! */ |
322 |
|
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if (op->glow_radius > 0) |
323 |
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return 1; |
324 |
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325 |
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return 0; |
326 |
|
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} |
327 |
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328 |
|
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static void |
329 |
|
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expand_lighted_sight (object *op) |
330 |
|
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{ |
331 |
|
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int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
332 |
root |
1.6 |
maptile *m = op->map; |
333 |
root |
1.4 |
sint16 nx, ny; |
334 |
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|
335 |
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darklevel = MAP_DARKNESS (m); |
336 |
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337 |
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/* If the player can see in the dark, lower the darklevel for him */ |
338 |
|
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if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 |
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darklevel -= 2; |
340 |
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341 |
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/* add light, by finding all (non-null) nearby light sources, then |
342 |
|
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* mark those squares specially. If the darklevel<1, there is no |
343 |
|
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* reason to do this, so we skip this function |
344 |
|
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*/ |
345 |
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346 |
|
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if (darklevel < 1) |
347 |
|
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return; |
348 |
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349 |
|
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/* Do a sanity check. If not valid, some code below may do odd |
350 |
|
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* things. |
351 |
|
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*/ |
352 |
|
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if (darklevel > MAX_DARKNESS) |
353 |
|
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{ |
354 |
|
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LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
355 |
|
|
darklevel = MAX_DARKNESS; |
356 |
elmex |
1.1 |
} |
357 |
|
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|
358 |
root |
1.4 |
/* First, limit player furthest (unlighted) vision */ |
359 |
root |
1.8 |
for (x = 0; x < op->contr->socket->mapx; x++) |
360 |
|
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for (y = 0; y < op->contr->socket->mapy; y++) |
361 |
root |
1.4 |
if (op->contr->blocked_los[x][y] != 100) |
362 |
|
|
op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
363 |
|
|
|
364 |
|
|
/* the spaces[] darkness value contains the information we need. |
365 |
|
|
* Only process the area of interest. |
366 |
|
|
* the basex, basey values represent the position in the op->contr->blocked_los |
367 |
|
|
* array. Its easier to just increment them here (and start with the right |
368 |
|
|
* value) than to recalculate them down below. |
369 |
|
|
*/ |
370 |
root |
1.8 |
for (x = (op->x - op->contr->socket->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
371 |
|
|
x <= (op->x + op->contr->socket->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
372 |
root |
1.4 |
{ |
373 |
|
|
|
374 |
root |
1.8 |
for (y = (op->y - op->contr->socket->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
375 |
|
|
y <= (op->y + op->contr->socket->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
376 |
root |
1.4 |
{ |
377 |
|
|
m = op->map; |
378 |
|
|
nx = x; |
379 |
|
|
ny = y; |
380 |
|
|
|
381 |
|
|
mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
382 |
|
|
|
383 |
|
|
if (mflags & P_OUT_OF_MAP) |
384 |
|
|
continue; |
385 |
|
|
|
386 |
|
|
/* This space is providing light, so we need to brighten up the |
387 |
|
|
* spaces around here. |
388 |
|
|
*/ |
389 |
|
|
light = GET_MAP_LIGHT (m, nx, ny); |
390 |
|
|
if (light != 0) |
391 |
|
|
{ |
392 |
elmex |
1.1 |
#if 0 |
393 |
root |
1.4 |
LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
394 |
elmex |
1.1 |
#endif |
395 |
root |
1.4 |
for (ax = basex - light; ax <= basex + light; ax++) |
396 |
|
|
{ |
397 |
root |
1.8 |
if (ax < 0 || ax >= op->contr->socket->mapx) |
398 |
root |
1.4 |
continue; |
399 |
|
|
for (ay = basey - light; ay <= basey + light; ay++) |
400 |
|
|
{ |
401 |
root |
1.8 |
if (ay < 0 || ay >= op->contr->socket->mapy) |
402 |
root |
1.4 |
continue; |
403 |
|
|
|
404 |
|
|
/* If the space is fully blocked, do nothing. Otherwise, we |
405 |
|
|
* brighten the space. The further the light is away from the |
406 |
|
|
* source (basex-x), the less effect it has. Though light used |
407 |
|
|
* to dim in a square manner, it now dims in a circular manner |
408 |
|
|
* using the the pythagorean theorem. glow_radius still |
409 |
|
|
* represents the radius |
410 |
|
|
*/ |
411 |
|
|
if (op->contr->blocked_los[ax][ay] != 100) |
412 |
|
|
{ |
413 |
|
|
x1 = abs (basex - ax) * abs (basex - ax); |
414 |
|
|
y1 = abs (basey - ay) * abs (basey - ay); |
415 |
|
|
if (light > 0) |
416 |
|
|
op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
417 |
|
|
if (light < 0) |
418 |
|
|
op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
419 |
|
|
} |
420 |
|
|
} /* for ay */ |
421 |
|
|
} /* for ax */ |
422 |
|
|
} /* if this space is providing light */ |
423 |
|
|
} /* for y */ |
424 |
|
|
} /* for x */ |
425 |
|
|
|
426 |
|
|
/* Outdoor should never really be completely pitch black dark like |
427 |
|
|
* a dungeon, so let the player at least see a little around themselves |
428 |
|
|
*/ |
429 |
|
|
if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
430 |
|
|
{ |
431 |
root |
1.8 |
if (op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] > (MAX_DARKNESS - 3)) |
432 |
|
|
op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] = MAX_DARKNESS - 3; |
433 |
root |
1.4 |
|
434 |
|
|
for (x = -1; x <= 1; x++) |
435 |
|
|
for (y = -1; y <= 1; y++) |
436 |
|
|
{ |
437 |
root |
1.8 |
if (op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] > (MAX_DARKNESS - 2)) |
438 |
|
|
op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] = MAX_DARKNESS - 2; |
439 |
root |
1.4 |
} |
440 |
elmex |
1.1 |
} |
441 |
root |
1.4 |
/* grant some vision to the player, based on the darklevel */ |
442 |
|
|
for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
443 |
|
|
for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
444 |
root |
1.8 |
if (!(op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] == 100)) |
445 |
|
|
op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] -= |
446 |
root |
1.4 |
MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
447 |
elmex |
1.1 |
} |
448 |
|
|
|
449 |
|
|
/* blinded_sight() - sets all veiwable squares to blocked except |
450 |
|
|
* for the one the central one that the player occupies. A little |
451 |
|
|
* odd that you can see yourself (and what your standing on), but |
452 |
|
|
* really need for any reasonable game play. |
453 |
|
|
*/ |
454 |
|
|
|
455 |
root |
1.4 |
static void |
456 |
|
|
blinded_sight (object *op) |
457 |
|
|
{ |
458 |
|
|
int x, y; |
459 |
elmex |
1.1 |
|
460 |
root |
1.8 |
for (x = 0; x < op->contr->socket->mapx; x++) |
461 |
|
|
for (y = 0; y < op->contr->socket->mapy; y++) |
462 |
root |
1.4 |
op->contr->blocked_los[x][y] = 100; |
463 |
elmex |
1.1 |
|
464 |
root |
1.8 |
op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] = 0; |
465 |
elmex |
1.1 |
} |
466 |
|
|
|
467 |
|
|
/* |
468 |
|
|
* update_los() recalculates the array which specifies what is |
469 |
|
|
* visible for the given player-object. |
470 |
|
|
*/ |
471 |
|
|
|
472 |
root |
1.4 |
void |
473 |
|
|
update_los (object *op) |
474 |
|
|
{ |
475 |
root |
1.8 |
int dx = op->contr->socket->mapx / 2, dy = op->contr->socket->mapy / 2, x, y; |
476 |
elmex |
1.1 |
|
477 |
root |
1.4 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 |
|
|
return; |
479 |
elmex |
1.1 |
|
480 |
root |
1.4 |
clear_los (op); |
481 |
|
|
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
482 |
|
|
return; |
483 |
|
|
|
484 |
|
|
/* For larger maps, this is more efficient than the old way which |
485 |
|
|
* used the chaining of the block array. Since many space views could |
486 |
|
|
* be blocked by different spaces in front, this mean that a lot of spaces |
487 |
|
|
* could be examined multile times, as each path would be looked at. |
488 |
|
|
*/ |
489 |
root |
1.8 |
for (x = (MAP_CLIENT_X - op->contr->socket->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket->mapx) / 2 + 1; x++) |
490 |
|
|
for (y = (MAP_CLIENT_Y - op->contr->socket->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket->mapy) / 2 + 1; y++) |
491 |
root |
1.4 |
check_wall (op, x, y); |
492 |
|
|
|
493 |
|
|
|
494 |
|
|
/* do the los of the player. 3 (potential) cases */ |
495 |
|
|
if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 |
|
|
blinded_sight (op); |
497 |
|
|
else |
498 |
|
|
expand_sight (op); |
499 |
|
|
|
500 |
|
|
if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 |
|
|
{ |
502 |
|
|
int x, y; |
503 |
|
|
|
504 |
|
|
for (x = -2; x <= 2; x++) |
505 |
|
|
for (y = -2; y <= 2; y++) |
506 |
|
|
op->contr->blocked_los[dx + x][dy + y] = 0; |
507 |
elmex |
1.1 |
} |
508 |
|
|
} |
509 |
|
|
|
510 |
|
|
/* update all_map_los is like update_all_los below, |
511 |
|
|
* but updates everyone on the map, no matter where they |
512 |
|
|
* are. This generally should not be used, as a per |
513 |
|
|
* specific map change doesn't make much sense when tiling |
514 |
|
|
* is considered (lowering darkness would certainly be a |
515 |
|
|
* strange effect if done on a tile map, as it makes |
516 |
|
|
* the distinction between maps much more obvious to the |
517 |
|
|
* players, which is should not be. |
518 |
|
|
* Currently, this function is called from the |
519 |
|
|
* change_map_light function |
520 |
|
|
*/ |
521 |
root |
1.4 |
void |
522 |
root |
1.6 |
update_all_map_los (maptile *map) |
523 |
root |
1.4 |
{ |
524 |
|
|
player *pl; |
525 |
elmex |
1.1 |
|
526 |
root |
1.4 |
for (pl = first_player; pl != NULL; pl = pl->next) |
527 |
|
|
{ |
528 |
|
|
if (pl->ob->map == map) |
529 |
|
|
pl->do_los = 1; |
530 |
elmex |
1.1 |
} |
531 |
|
|
} |
532 |
|
|
|
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 |
|
|
|
547 |
root |
1.4 |
void |
548 |
root |
1.6 |
update_all_los (const maptile *map, int x, int y) |
549 |
root |
1.4 |
{ |
550 |
|
|
player *pl; |
551 |
elmex |
1.1 |
|
552 |
root |
1.4 |
for (pl = first_player; pl != NULL; pl = pl->next) |
553 |
|
|
{ |
554 |
|
|
/* Player should not have a null map, but do this |
555 |
|
|
* check as a safety |
556 |
|
|
*/ |
557 |
|
|
if (!pl->ob->map) |
558 |
|
|
continue; |
559 |
|
|
|
560 |
|
|
/* Same map is simple case - see if pl is close enough. |
561 |
|
|
* Note in all cases, we did the check for same map first, |
562 |
|
|
* and then see if the player is close enough and update |
563 |
|
|
* los if that is the case. If the player is on the |
564 |
|
|
* corresponding map, but not close enough, then the |
565 |
|
|
* player can't be on another map that may be closer, |
566 |
|
|
* so by setting it up this way, we trim processing |
567 |
|
|
* some. |
568 |
|
|
*/ |
569 |
|
|
if (pl->ob->map == map) |
570 |
|
|
{ |
571 |
root |
1.8 |
if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) |
572 |
root |
1.4 |
pl->do_los = 1; |
573 |
root |
1.2 |
} |
574 |
root |
1.4 |
/* Now we check to see if player is on adjacent |
575 |
|
|
* maps to the one that changed and also within |
576 |
|
|
* view. The tile_maps[] could be null, but in that |
577 |
|
|
* case it should never match the pl->ob->map, so |
578 |
|
|
* we want ever try to dereference any of the data in it. |
579 |
|
|
*/ |
580 |
|
|
|
581 |
|
|
/* The logic for 0 and 3 is to see how far the player is |
582 |
|
|
* from the edge of the map (height/width) - pl->ob->(x,y) |
583 |
|
|
* and to add current position on this map - that gives a |
584 |
|
|
* distance. |
585 |
|
|
* For 1 and 2, we check to see how far the given |
586 |
|
|
* coordinate (x,y) is from the corresponding edge, |
587 |
|
|
* and then add the players location, which gives |
588 |
|
|
* a distance. |
589 |
|
|
*/ |
590 |
|
|
else if (pl->ob->map == map->tile_map[0]) |
591 |
|
|
{ |
592 |
root |
1.8 |
if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->socket->mapy / 2)) |
593 |
root |
1.4 |
pl->do_los = 1; |
594 |
root |
1.2 |
} |
595 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[2]) |
596 |
|
|
{ |
597 |
root |
1.8 |
if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket->mapy / 2)) |
598 |
root |
1.4 |
pl->do_los = 1; |
599 |
root |
1.2 |
} |
600 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[1]) |
601 |
|
|
{ |
602 |
root |
1.8 |
if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->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[3]) |
606 |
|
|
{ |
607 |
root |
1.8 |
if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) |
608 |
root |
1.4 |
pl->do_los = 1; |
609 |
root |
1.2 |
} |
610 |
elmex |
1.1 |
} |
611 |
|
|
} |
612 |
|
|
|
613 |
|
|
/* |
614 |
|
|
* Debug-routine which dumps the array which specifies the visible |
615 |
|
|
* area of a player. Triggered by the z key in DM mode. |
616 |
|
|
*/ |
617 |
|
|
|
618 |
root |
1.4 |
void |
619 |
|
|
print_los (object *op) |
620 |
|
|
{ |
621 |
|
|
int x, y; |
622 |
|
|
char buf[50], buf2[10]; |
623 |
|
|
|
624 |
|
|
strcpy (buf, " "); |
625 |
root |
1.8 |
for (x = 0; x < op->contr->socket->mapx; x++) |
626 |
root |
1.4 |
{ |
627 |
|
|
sprintf (buf2, "%2d", x); |
628 |
|
|
strcat (buf, buf2); |
629 |
elmex |
1.1 |
} |
630 |
root |
1.4 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
631 |
root |
1.8 |
for (y = 0; y < op->contr->socket->mapy; y++) |
632 |
root |
1.4 |
{ |
633 |
|
|
sprintf (buf, "%2d:", y); |
634 |
root |
1.8 |
for (x = 0; x < op->contr->socket->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 |
1.4 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
640 |
elmex |
1.1 |
} |
641 |
|
|
} |
642 |
|
|
|
643 |
|
|
/* |
644 |
|
|
* make_sure_seen: The object is supposed to be visible through walls, thus |
645 |
|
|
* check if any players are nearby, and edit their LOS array. |
646 |
|
|
*/ |
647 |
|
|
|
648 |
root |
1.4 |
void |
649 |
|
|
make_sure_seen (const object *op) |
650 |
|
|
{ |
651 |
|
|
player *pl; |
652 |
elmex |
1.1 |
|
653 |
root |
1.4 |
for (pl = first_player; pl; pl = pl->next) |
654 |
|
|
if (pl->ob->map == op->map && |
655 |
root |
1.8 |
pl->ob->y - pl->socket->mapy / 2 <= op->y && |
656 |
|
|
pl->ob->y + pl->socket->mapy / 2 >= op->y && pl->ob->x - pl->socket->mapx / 2 <= op->x && pl->ob->x + pl->socket->mapx / 2 >= op->x) |
657 |
|
|
pl->blocked_los[pl->socket->mapx / 2 + op->x - pl->ob->x][pl->socket->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 |
|
|
player *pl; |
670 |
|
|
|
671 |
|
|
for (pl = first_player; pl; pl = pl->next) |
672 |
|
|
if (pl->ob->map == op->map && |
673 |
root |
1.8 |
pl->ob->y - pl->socket->mapy / 2 <= op->y && |
674 |
|
|
pl->ob->y + pl->socket->mapy / 2 >= op->y && pl->ob->x - pl->socket->mapx / 2 <= op->x && pl->ob->x + pl->socket->mapx / 2 >= op->x) |
675 |
root |
1.4 |
pl->do_los = 1; |
676 |
elmex |
1.1 |
} |