1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
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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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|
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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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|
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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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|
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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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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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|
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#include <global.h> |
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#include <funcpoint.h> |
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#include <math.h> |
29 |
|
30 |
|
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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 |
33 |
* 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. |
36 |
*/ |
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|
38 |
#define SPACE_BLOCK 0.5 |
39 |
|
40 |
typedef struct blstr |
41 |
{ |
42 |
int x[4], y[4]; |
43 |
int index; |
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} blocks; |
45 |
|
46 |
blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
47 |
|
48 |
static void expand_lighted_sight (object *op); |
49 |
|
50 |
/* |
51 |
* Used to initialise the array used by the LOS routines. |
52 |
* 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 |
54 |
* 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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*/ |
59 |
|
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static void |
61 |
set_block (int x, int y, int bx, int by) |
62 |
{ |
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int index = block[x][y].index, i; |
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|
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/* Due to flipping, we may get duplicates - better safe than sorry. |
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*/ |
67 |
for (i = 0; i < index; i++) |
68 |
{ |
69 |
if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
70 |
return; |
71 |
} |
72 |
|
73 |
block[x][y].x[index] = bx; |
74 |
block[x][y].y[index] = by; |
75 |
block[x][y].index++; |
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#ifdef LOS_DEBUG |
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LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
78 |
#endif |
79 |
} |
80 |
|
81 |
/* |
82 |
* initialises the array used by the LOS routines. |
83 |
*/ |
84 |
|
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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. |
89 |
*/ |
90 |
|
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void |
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init_block (void) |
93 |
{ |
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int x, y, dx, dy, i; |
95 |
static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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{ |
97 |
-1, 0, -1}; |
98 |
|
99 |
for (x = 0; x < MAP_CLIENT_X; x++) |
100 |
for (y = 0; y < MAP_CLIENT_Y; y++) |
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{ |
102 |
block[x][y].index = 0; |
103 |
} |
104 |
|
105 |
|
106 |
/* The table should be symmetric, so only do the upper left |
107 |
* 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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{ |
111 |
for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
112 |
{ |
113 |
for (i = 0; i < 3; i++) |
114 |
{ |
115 |
dx = x + block_x[i]; |
116 |
dy = y + block_y[i]; |
117 |
|
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/* center space never blocks */ |
119 |
if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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continue; |
121 |
|
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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)) |
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{ |
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/* For simplicity, we mirror the coordinates to block the other |
126 |
* quadrants. |
127 |
*/ |
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set_block (x, y, dx, dy); |
129 |
if (x == MAP_CLIENT_X / 2) |
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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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else if (y == MAP_CLIENT_Y / 2) |
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{ |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
136 |
} |
137 |
} |
138 |
else |
139 |
{ |
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float d1, r, s, l; |
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|
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/* We use the algorihm that found out how close the point |
143 |
* (x,y) is to the line from dx,dy to the center of the viewable |
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* area. l is the distance from x,y to the line. |
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* r is more a curiosity - it lets us know what direction (left/right) |
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* the line is off |
147 |
*/ |
148 |
|
149 |
d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
150 |
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
152 |
l = FABS (sqrt (d1) * s); |
153 |
|
154 |
if (l <= SPACE_BLOCK) |
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{ |
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/* For simplicity, we mirror the coordinates to block the other |
157 |
* quadrants. |
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*/ |
159 |
set_block (x, y, dx, dy); |
160 |
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 |
} |
164 |
} |
165 |
} |
166 |
} |
167 |
} |
168 |
} |
169 |
|
170 |
/* |
171 |
* Used to initialise the array used by the LOS routines. |
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* x,y are indexes into the blocked[][] array. |
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* This recursively sets the blocked line of sight view. |
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* From the blocked[][] array, we know for example |
175 |
* that if some particular space is blocked, it blocks |
176 |
* the view of the spaces 'behind' it, and those blocked |
177 |
* spaces behind it may block other spaces, etc. |
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* In this way, the chain of visibility is set. |
179 |
*/ |
180 |
|
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static void |
182 |
set_wall (object *op, int x, int y) |
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{ |
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int i; |
185 |
|
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for (i = 0; i < block[x][y].index; i++) |
187 |
{ |
188 |
int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
189 |
|
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/* ax, ay are the values as adjusted to be in the |
191 |
* socket look structure. |
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*/ |
193 |
ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
194 |
ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
195 |
|
196 |
if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
197 |
continue; |
198 |
#if 0 |
199 |
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
200 |
#endif |
201 |
/* we need to adjust to the fact that the socket |
202 |
* code wants the los to start from the 0,0 |
203 |
* and not be relative to middle of los array. |
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*/ |
205 |
op->contr->blocked_los[ax][ay] = 100; |
206 |
set_wall (op, dx, dy); |
207 |
} |
208 |
} |
209 |
|
210 |
/* |
211 |
* Used to initialise the array used by the LOS routines. |
212 |
* op is the object, x and y values based on MAP_CLIENT_X and Y. |
213 |
* this is because they index the blocked[][] arrays. |
214 |
*/ |
215 |
|
216 |
static void |
217 |
check_wall (object *op, int x, int y) |
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{ |
219 |
int ax, ay; |
220 |
|
221 |
if (!block[x][y].index) |
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return; |
223 |
|
224 |
/* ax, ay are coordinates as indexed into the look window */ |
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ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
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ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
227 |
|
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/* If the converted coordinates are outside the viewable |
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* area for the client, return now. |
230 |
*/ |
231 |
if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
232 |
return; |
233 |
|
234 |
#if 0 |
235 |
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
237 |
#endif |
238 |
|
239 |
/* If this space is already blocked, prune the processing - presumably |
240 |
* whatever has set this space to be blocked has done the work and already |
241 |
* done the dependency chain. |
242 |
*/ |
243 |
if (op->contr->blocked_los[ax][ay] == 100) |
244 |
return; |
245 |
|
246 |
|
247 |
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 |
set_wall (op, x, y); |
249 |
} |
250 |
|
251 |
/* |
252 |
* Clears/initialises the los-array associated to the player |
253 |
* controlling the object. |
254 |
*/ |
255 |
|
256 |
void |
257 |
clear_los (object *op) |
258 |
{ |
259 |
/* This is safer than using the ns->mapx, mapy because |
260 |
* we index the blocked_los as a 2 way array, so clearing |
261 |
* the first z spaces may not not cover the spaces we are |
262 |
* actually going to use |
263 |
*/ |
264 |
(void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
265 |
} |
266 |
|
267 |
/* |
268 |
* expand_sight goes through the array of what the given player is |
269 |
* able to see, and expands the visible area a bit, so the player will, |
270 |
* to a certain degree, be able to see into corners. |
271 |
* This is somewhat suboptimal, would be better to improve the formula. |
272 |
*/ |
273 |
|
274 |
static void |
275 |
expand_sight (object *op) |
276 |
{ |
277 |
int i, x, y, dx, dy; |
278 |
|
279 |
for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
280 |
for (y = 1; y < op->contr->ns->mapy - 1; y++) |
281 |
{ |
282 |
if (!op->contr->blocked_los[x][y] && |
283 |
!(get_map_flags (op->map, NULL, |
284 |
op->x - op->contr->ns->mapx / 2 + x, |
285 |
op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
286 |
{ |
287 |
|
288 |
for (i = 1; i <= 8; i += 1) |
289 |
{ /* mark all directions */ |
290 |
dx = x + freearr_x[i]; |
291 |
dy = y + freearr_y[i]; |
292 |
if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
293 |
op->contr->blocked_los[dx][dy] = -1; |
294 |
} |
295 |
} |
296 |
} |
297 |
|
298 |
if (op->map->darkness > 0) /* player is on a dark map */ |
299 |
expand_lighted_sight (op); |
300 |
|
301 |
|
302 |
/* clear mark squares */ |
303 |
for (x = 0; x < op->contr->ns->mapx; x++) |
304 |
for (y = 0; y < op->contr->ns->mapy; y++) |
305 |
if (op->contr->blocked_los[x][y] < 0) |
306 |
op->contr->blocked_los[x][y] = 0; |
307 |
} |
308 |
|
309 |
|
310 |
|
311 |
|
312 |
/* returns true if op carries one or more lights |
313 |
* This is a trivial function now days, but it used to |
314 |
* be a bit longer. Probably better for callers to just |
315 |
* check the op->glow_radius instead of calling this. |
316 |
*/ |
317 |
|
318 |
int |
319 |
has_carried_lights (const object *op) |
320 |
{ |
321 |
/* op may glow! */ |
322 |
if (op->glow_radius > 0) |
323 |
return 1; |
324 |
|
325 |
return 0; |
326 |
} |
327 |
|
328 |
static void |
329 |
expand_lighted_sight (object *op) |
330 |
{ |
331 |
int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
332 |
maptile *m = op->map; |
333 |
sint16 nx, ny; |
334 |
|
335 |
darklevel = m->darkness; |
336 |
|
337 |
/* If the player can see in the dark, lower the darklevel for him */ |
338 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 |
darklevel -= 2; |
340 |
|
341 |
/* add light, by finding all (non-null) nearby light sources, then |
342 |
* mark those squares specially. If the darklevel<1, there is no |
343 |
* reason to do this, so we skip this function |
344 |
*/ |
345 |
|
346 |
if (darklevel < 1) |
347 |
return; |
348 |
|
349 |
/* Do a sanity check. If not valid, some code below may do odd |
350 |
* things. |
351 |
*/ |
352 |
if (darklevel > MAX_DARKNESS) |
353 |
{ |
354 |
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 |
darklevel = MAX_DARKNESS; |
356 |
} |
357 |
|
358 |
/* First, limit player furthest (unlighted) vision */ |
359 |
for (x = 0; x < op->contr->ns->mapx; x++) |
360 |
for (y = 0; y < op->contr->ns->mapy; y++) |
361 |
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 |
for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
371 |
x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
372 |
{ |
373 |
|
374 |
for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
375 |
y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
376 |
{ |
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 |
#if 0 |
393 |
LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
394 |
#endif |
395 |
for (ax = basex - light; ax <= basex + light; ax++) |
396 |
{ |
397 |
if (ax < 0 || ax >= op->contr->ns->mapx) |
398 |
continue; |
399 |
for (ay = basey - light; ay <= basey + light; ay++) |
400 |
{ |
401 |
if (ay < 0 || ay >= op->contr->ns->mapy) |
402 |
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 |
if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
432 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
433 |
|
434 |
for (x = -1; x <= 1; x++) |
435 |
for (y = -1; y <= 1; y++) |
436 |
{ |
437 |
if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
438 |
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
439 |
} |
440 |
} |
441 |
/* 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 |
if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
445 |
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
446 |
MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
447 |
} |
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 |
static void |
456 |
blinded_sight (object *op) |
457 |
{ |
458 |
int x, y; |
459 |
|
460 |
for (x = 0; x < op->contr->ns->mapx; x++) |
461 |
for (y = 0; y < op->contr->ns->mapy; y++) |
462 |
op->contr->blocked_los[x][y] = 100; |
463 |
|
464 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
465 |
} |
466 |
|
467 |
/* |
468 |
* update_los() recalculates the array which specifies what is |
469 |
* visible for the given player-object. |
470 |
*/ |
471 |
|
472 |
void |
473 |
update_los (object *op) |
474 |
{ |
475 |
int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
476 |
|
477 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 |
return; |
479 |
|
480 |
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 |
for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
490 |
for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
491 |
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 |
} |
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 |
void |
522 |
update_all_map_los (maptile *map) |
523 |
{ |
524 |
for_all_players (pl) |
525 |
if (pl->ob && pl->ob->map == map) |
526 |
pl->do_los = 1; |
527 |
} |
528 |
|
529 |
/* |
530 |
* This function makes sure that update_los() will be called for all |
531 |
* players on the given map within the next frame. |
532 |
* It is triggered by removal or inserting of objects which blocks |
533 |
* the sight in the map. |
534 |
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
535 |
* position, and to also take map tiling into account. This change |
536 |
* means that just being on the same map is not sufficient - the |
537 |
* space that changes must be withing your viewable area. |
538 |
* |
539 |
* map is the map that changed, x and y are the coordinates. |
540 |
*/ |
541 |
void |
542 |
update_all_los (const maptile *map, int x, int y) |
543 |
{ |
544 |
for_all_players (pl) |
545 |
{ |
546 |
/* Player should not have a null map, but do this |
547 |
* check as a safety |
548 |
*/ |
549 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
550 |
continue; |
551 |
|
552 |
/* Same map is simple case - see if pl is close enough. |
553 |
* Note in all cases, we did the check for same map first, |
554 |
* and then see if the player is close enough and update |
555 |
* los if that is the case. If the player is on the |
556 |
* corresponding map, but not close enough, then the |
557 |
* player can't be on another map that may be closer, |
558 |
* so by setting it up this way, we trim processing |
559 |
* some. |
560 |
*/ |
561 |
if (pl->ob->map == map) |
562 |
{ |
563 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
564 |
pl->do_los = 1; |
565 |
} |
566 |
|
567 |
/* Now we check to see if player is on adjacent |
568 |
* maps to the one that changed and also within |
569 |
* view. The tile_maps[] could be null, but in that |
570 |
* case it should never match the pl->ob->map, so |
571 |
* we want ever try to dereference any of the data in it. |
572 |
* |
573 |
* The logic for 0 and 3 is to see how far the player is |
574 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
575 |
* and to add current position on this map - that gives a |
576 |
* distance. |
577 |
* For 1 and 2, we check to see how far the given |
578 |
* coordinate (x,y) is from the corresponding edge, |
579 |
* and then add the players location, which gives |
580 |
* a distance. |
581 |
*/ |
582 |
else if (pl->ob->map == map->tile_map[0]) |
583 |
{ |
584 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
585 |
pl->do_los = 1; |
586 |
} |
587 |
else if (pl->ob->map == map->tile_map[2]) |
588 |
{ |
589 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
590 |
pl->do_los = 1; |
591 |
} |
592 |
else if (pl->ob->map == map->tile_map[1]) |
593 |
{ |
594 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
595 |
pl->do_los = 1; |
596 |
} |
597 |
else if (pl->ob->map == map->tile_map[3]) |
598 |
{ |
599 |
if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
600 |
pl->do_los = 1; |
601 |
} |
602 |
} |
603 |
} |
604 |
|
605 |
/* |
606 |
* Debug-routine which dumps the array which specifies the visible |
607 |
* area of a player. Triggered by the z key in DM mode. |
608 |
*/ |
609 |
void |
610 |
print_los (object *op) |
611 |
{ |
612 |
int x, y; |
613 |
char buf[50], buf2[10]; |
614 |
|
615 |
strcpy (buf, " "); |
616 |
|
617 |
for (x = 0; x < op->contr->ns->mapx; x++) |
618 |
{ |
619 |
sprintf (buf2, "%2d", x); |
620 |
strcat (buf, buf2); |
621 |
} |
622 |
|
623 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
624 |
|
625 |
for (y = 0; y < op->contr->ns->mapy; y++) |
626 |
{ |
627 |
sprintf (buf, "%2d:", y); |
628 |
|
629 |
for (x = 0; x < op->contr->ns->mapx; x++) |
630 |
{ |
631 |
sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
632 |
strcat (buf, buf2); |
633 |
} |
634 |
|
635 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
636 |
} |
637 |
} |
638 |
|
639 |
/* |
640 |
* make_sure_seen: The object is supposed to be visible through walls, thus |
641 |
* check if any players are nearby, and edit their LOS array. |
642 |
*/ |
643 |
|
644 |
void |
645 |
make_sure_seen (const object *op) |
646 |
{ |
647 |
for_all_players (pl) |
648 |
if (pl->ob->map == op->map && |
649 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
650 |
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) |
651 |
pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
652 |
} |
653 |
|
654 |
/* |
655 |
* make_sure_not_seen: The object which is supposed to be visible through |
656 |
* walls has just been removed from the map, so update the los of any |
657 |
* players within its range |
658 |
*/ |
659 |
|
660 |
void |
661 |
make_sure_not_seen (const object *op) |
662 |
{ |
663 |
for_all_players (pl) |
664 |
if (pl->ob->map == op->map && |
665 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
666 |
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) |
667 |
pl->do_los = 1; |
668 |
} |