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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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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 <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 |
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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 |
36 |
|
37 |
typedef struct blstr |
38 |
{ |
39 |
int x[4], y[4]; |
40 |
int index; |
41 |
} blocks; |
42 |
|
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// 31/32 == a speed hack |
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// 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 |
|
49 |
static void expand_lighted_sight (object *op); |
50 |
|
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 |
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* be blocked. |
59 |
*/ |
60 |
|
61 |
static void |
62 |
set_block (int x, int y, int bx, int by) |
63 |
{ |
64 |
int index = block[x][y].index, i; |
65 |
|
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/* 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 |
} |
73 |
|
74 |
block[x][y].x[index] = bx; |
75 |
block[x][y].y[index] = by; |
76 |
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); |
79 |
#endif |
80 |
} |
81 |
|
82 |
/* |
83 |
* initialises the array used by the LOS routines. |
84 |
*/ |
85 |
|
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/* 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 |
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* sightline. |
90 |
*/ |
91 |
void |
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init_block (void) |
93 |
{ |
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static int block_x[3] = { -1, -1, 0 }, |
95 |
block_y[3] = { -1, 0, -1 }; |
96 |
|
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for (int x = 0; x < MAP_CLIENT_X; x++) |
98 |
for (int y = 0; y < MAP_CLIENT_Y; y++) |
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block[x][y].index = 0; |
100 |
|
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/* The table should be symmetric, so only do the upper left |
102 |
* quadrant - makes the processing easier. |
103 |
*/ |
104 |
for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
105 |
{ |
106 |
for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
107 |
{ |
108 |
for (int i = 0; i < 3; i++) |
109 |
{ |
110 |
int dx = x + block_x[i]; |
111 |
int dy = y + block_y[i]; |
112 |
|
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/* center space never blocks */ |
114 |
if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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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 |
*/ |
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set_block (x, y, dx, dy); |
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if (x == MAP_CLIENT_X / 2) |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
126 |
else if (y == MAP_CLIENT_Y / 2) |
127 |
set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
128 |
} |
129 |
else |
130 |
{ |
131 |
float d1, r, s, l; |
132 |
|
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/* We use the algorithm that found out how close the point |
134 |
* (x,y) is to the line from dx,dy to the center of the viewable |
135 |
* area. l is the distance from x,y to the line. |
136 |
* r is more a curiosity - it lets us know what direction (left/right) |
137 |
* the line is off |
138 |
*/ |
139 |
|
140 |
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 |
|
145 |
if (l <= SPACE_BLOCK) |
146 |
{ |
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/* For simplicity, we mirror the coordinates to block the other |
148 |
* quadrants. |
149 |
*/ |
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set_block (x, y, dx, dy); |
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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); |
153 |
set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
154 |
} |
155 |
} |
156 |
} |
157 |
} |
158 |
} |
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 |
static void |
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set_wall (object *op, int x, int y) |
173 |
{ |
174 |
for (int i = 0; i < block[x][y].index; i++) |
175 |
{ |
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. |
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*/ |
181 |
ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
182 |
ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
183 |
|
184 |
if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
185 |
continue; |
186 |
#if 0 |
187 |
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
188 |
#endif |
189 |
/* 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. |
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*/ |
193 |
op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
194 |
set_wall (op, dx, dy); |
195 |
} |
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 |
static void |
204 |
check_wall (object *op, int x, int y) |
205 |
{ |
206 |
int ax, ay; |
207 |
|
208 |
if (!block[x][y].index) |
209 |
return; |
210 |
|
211 |
/* ax, ay are coordinates as indexed into the look window */ |
212 |
ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
213 |
ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
214 |
|
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/* If the converted coordinates are outside the viewable |
216 |
* area for the client, return now. |
217 |
*/ |
218 |
if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
219 |
return; |
220 |
|
221 |
#if 0 |
222 |
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); |
224 |
#endif |
225 |
|
226 |
/* 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 |
if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
231 |
return; |
232 |
|
233 |
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 |
} |
236 |
|
237 |
/* |
238 |
* Clears/initialises the los-array associated to the player |
239 |
* controlling the object. |
240 |
*/ |
241 |
|
242 |
void |
243 |
clear_los (player *pl) |
244 |
{ |
245 |
/* This is safer than using the ns->mapx, mapy because |
246 |
* 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 |
memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
251 |
} |
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 |
static void |
260 |
expand_sight (object *op) |
261 |
{ |
262 |
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 |
|
274 |
if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
275 |
op->contr->blocked_los[dx][dy] = -1; |
276 |
} |
277 |
} |
278 |
|
279 |
expand_lighted_sight (op); |
280 |
|
281 |
/* clear mark squares */ |
282 |
for (int x = 0; x < op->contr->ns->mapx; x++) |
283 |
for (int y = 0; y < op->contr->ns->mapy; y++) |
284 |
if (op->contr->blocked_los[x][y] < 0) |
285 |
op->contr->blocked_los[x][y] = 0; |
286 |
} |
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 |
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 |
/* radius, distance => lightness adjust */ |
304 |
static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
305 |
|
306 |
static struct darkness_init |
307 |
{ |
308 |
darkness_init () |
309 |
{ |
310 |
for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
311 |
for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
312 |
{ |
313 |
// max intensity |
314 |
int intensity = min (LOS_MAX, abs (radius) + 1); |
315 |
|
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 |
? min (3, intensity) |
321 |
: LOS_MAX - intensity; |
322 |
} |
323 |
} |
324 |
} darkness_init; |
325 |
|
326 |
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 |
static void |
360 |
expand_lighted_sight (object *op) |
361 |
{ |
362 |
int darklevel, mflags, light, x1, y1; |
363 |
maptile *m = op->map; |
364 |
sint16 nx, ny; |
365 |
|
366 |
darklevel = m->darkness; |
367 |
|
368 |
/* If the player can see in the dark, lower the darklevel for him */ |
369 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
370 |
darklevel -= LOS_MAX / 2; |
371 |
|
372 |
/* Do a sanity check. If not valid, some code below may do odd |
373 |
* things. |
374 |
*/ |
375 |
if (darklevel > MAX_DARKNESS) |
376 |
{ |
377 |
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
378 |
darklevel = MAX_DARKNESS; |
379 |
} |
380 |
|
381 |
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 |
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 |
{ |
431 |
int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
432 |
|
433 |
apply_light<los_brighten> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]); |
434 |
} |
435 |
} |
436 |
|
437 |
// possibly do 2nd pass for rare negative glow radii |
438 |
// 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 |
{ |
444 |
maptile *m = op->map; |
445 |
sint16 nx = x; |
446 |
sint16 ny = y; |
447 |
|
448 |
if (!xy_normalise (m, nx, ny)) |
449 |
continue; |
450 |
|
451 |
mapspace &ms = m->at (nx, ny); |
452 |
ms.update (); |
453 |
sint8 light = ms.light; |
454 |
|
455 |
if (expect_false (light < 0)) |
456 |
apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]); |
457 |
} |
458 |
} |
459 |
|
460 |
/* blinded_sight() - sets all viewable squares to blocked except |
461 |
* 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 |
static void |
466 |
blinded_sight (object *op) |
467 |
{ |
468 |
int x, y; |
469 |
|
470 |
for (x = 0; x < op->contr->ns->mapx; x++) |
471 |
for (y = 0; y < op->contr->ns->mapy; y++) |
472 |
op->contr->blocked_los[x][y] = LOS_BLOCKED; |
473 |
|
474 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
475 |
} |
476 |
|
477 |
/* |
478 |
* update_los() recalculates the array which specifies what is |
479 |
* visible for the given player-object. |
480 |
*/ |
481 |
void |
482 |
update_los (object *op) |
483 |
{ |
484 |
int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
485 |
|
486 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
487 |
return; |
488 |
|
489 |
clear_los (op->contr); |
490 |
|
491 |
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 |
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 |
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 |
//TODO: no range-checking whatsoever :( |
510 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
511 |
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 |
} |
515 |
|
516 |
/* update all_map_los is like update_all_los below, |
517 |
* but updates everyone on the map, no matter where they |
518 |
* are. This generally should not be used, as a per |
519 |
* 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 |
void |
528 |
update_all_map_los (maptile *map) |
529 |
{ |
530 |
for_all_players (pl) |
531 |
if (pl->ob && pl->ob->map == map) |
532 |
pl->do_los = 1; |
533 |
} |
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 |
void |
548 |
update_all_los (const maptile *map, int x, int y) |
549 |
{ |
550 |
for_all_players (pl) |
551 |
{ |
552 |
/* Player should not have a null map, but do this |
553 |
* check as a safety |
554 |
*/ |
555 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
556 |
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 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
570 |
pl->do_los = 1; |
571 |
} |
572 |
|
573 |
/* 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 |
* |
579 |
* The logic for 0 and 3 is to see how far the player is |
580 |
* 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 |
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 |
pl->do_los = 1; |
592 |
} |
593 |
else if (pl->ob->map == map->tile_map[2]) |
594 |
{ |
595 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
596 |
pl->do_los = 1; |
597 |
} |
598 |
else if (pl->ob->map == map->tile_map[1]) |
599 |
{ |
600 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
601 |
pl->do_los = 1; |
602 |
} |
603 |
else if (pl->ob->map == map->tile_map[3]) |
604 |
{ |
605 |
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 |
pl->do_los = 1; |
607 |
} |
608 |
} |
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 |
void |
616 |
print_los (object *op) |
617 |
{ |
618 |
int x, y; |
619 |
char buf[50], buf2[10]; |
620 |
|
621 |
strcpy (buf, " "); |
622 |
|
623 |
for (x = 0; x < op->contr->ns->mapx; x++) |
624 |
{ |
625 |
sprintf (buf2, "%2d", x); |
626 |
strcat (buf, buf2); |
627 |
} |
628 |
|
629 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
630 |
|
631 |
for (y = 0; y < op->contr->ns->mapy; y++) |
632 |
{ |
633 |
sprintf (buf, "%2d:", y); |
634 |
|
635 |
for (x = 0; x < op->contr->ns->mapx; x++) |
636 |
{ |
637 |
sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
638 |
strcat (buf, buf2); |
639 |
} |
640 |
|
641 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
642 |
} |
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 |
void |
651 |
make_sure_seen (const object *op) |
652 |
{ |
653 |
for_all_players (pl) |
654 |
if (pl->ob->map == op->map && |
655 |
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 |
} |
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 |
void |
667 |
make_sure_not_seen (const object *op) |
668 |
{ |
669 |
for_all_players (pl) |
670 |
if (pl->ob->map == op->map && |
671 |
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 |
pl->do_los = 1; |
674 |
} |