1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
|
|
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | |
7 | This program is free software; you can redistribute it and/or modify |
8 | This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | it under the terms of the GNU General Public License as published by |
… | |
… | |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 | |
26 | |
26 | #include <global.h> |
27 | #include <global.h> |
27 | #include <funcpoint.h> |
28 | #include <funcpoint.h> |
28 | #include <math.h> |
29 | #include <math.h> |
29 | |
|
|
30 | |
30 | |
31 | /* Distance must be less than this for the object to be blocked. |
31 | /* Distance must be less than this for the object to be blocked. |
32 | * An object is 1.0 wide, so if set to 0.5, it means the object |
32 | * 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 |
33 | * that blocks half the view (0.0 is complete block) will |
34 | * block view in our tables. |
34 | * block view in our tables. |
… | |
… | |
293 | op->contr->blocked_los[dx][dy] = -1; |
293 | op->contr->blocked_los[dx][dy] = -1; |
294 | } |
294 | } |
295 | } |
295 | } |
296 | } |
296 | } |
297 | |
297 | |
298 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
298 | if (op->map->darkness > 0) /* player is on a dark map */ |
299 | expand_lighted_sight (op); |
299 | expand_lighted_sight (op); |
300 | |
300 | |
301 | |
301 | |
302 | /* clear mark squares */ |
302 | /* clear mark squares */ |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
… | |
… | |
330 | { |
330 | { |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
332 | maptile *m = op->map; |
332 | maptile *m = op->map; |
333 | sint16 nx, ny; |
333 | sint16 nx, ny; |
334 | |
334 | |
335 | darklevel = MAP_DARKNESS (m); |
335 | darklevel = m->darkness; |
336 | |
336 | |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | darklevel -= 2; |
339 | darklevel -= 2; |
340 | |
340 | |
… | |
… | |
349 | /* Do a sanity check. If not valid, some code below may do odd |
349 | /* Do a sanity check. If not valid, some code below may do odd |
350 | * things. |
350 | * things. |
351 | */ |
351 | */ |
352 | if (darklevel > MAX_DARKNESS) |
352 | if (darklevel > MAX_DARKNESS) |
353 | { |
353 | { |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 | darklevel = MAX_DARKNESS; |
355 | darklevel = MAX_DARKNESS; |
356 | } |
356 | } |
357 | |
357 | |
358 | /* First, limit player furthest (unlighted) vision */ |
358 | /* First, limit player furthest (unlighted) vision */ |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
… | |
… | |
507 | } |
507 | } |
508 | } |
508 | } |
509 | |
509 | |
510 | /* update all_map_los is like update_all_los below, |
510 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
511 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
512 | * are. This generally should not be used, as a per |
513 | * specific map change doesn't make much sense when tiling |
513 | * specific map change doesn't make much sense when tiling |
514 | * is considered (lowering darkness would certainly be a |
514 | * is considered (lowering darkness would certainly be a |
515 | * strange effect if done on a tile map, as it makes |
515 | * strange effect if done on a tile map, as it makes |
516 | * the distinction between maps much more obvious to the |
516 | * the distinction between maps much more obvious to the |
517 | * players, which is should not be. |
517 | * players, which is should not be. |
… | |
… | |
520 | */ |
520 | */ |
521 | void |
521 | void |
522 | update_all_map_los (maptile *map) |
522 | update_all_map_los (maptile *map) |
523 | { |
523 | { |
524 | for_all_players (pl) |
524 | for_all_players (pl) |
525 | if (pl->ob->map == map) |
525 | if (pl->ob && pl->ob->map == map) |
526 | pl->do_los = 1; |
526 | pl->do_los = 1; |
527 | } |
527 | } |
528 | |
|
|
529 | |
528 | |
530 | /* |
529 | /* |
531 | * This function makes sure that update_los() will be called for all |
530 | * This function makes sure that update_los() will be called for all |
532 | * players on the given map within the next frame. |
531 | * players on the given map within the next frame. |
533 | * It is triggered by removal or inserting of objects which blocks |
532 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
537 | * means that just being on the same map is not sufficient - the |
536 | * means that just being on the same map is not sufficient - the |
538 | * space that changes must be withing your viewable area. |
537 | * space that changes must be withing your viewable area. |
539 | * |
538 | * |
540 | * map is the map that changed, x and y are the coordinates. |
539 | * map is the map that changed, x and y are the coordinates. |
541 | */ |
540 | */ |
542 | |
|
|
543 | void |
541 | void |
544 | update_all_los (const maptile *map, int x, int y) |
542 | update_all_los (const maptile *map, int x, int y) |
545 | { |
543 | { |
546 | for_all_players (pl) |
544 | for_all_players (pl) |
547 | { |
545 | { |
548 | /* Player should not have a null map, but do this |
546 | /* Player should not have a null map, but do this |
549 | * check as a safety |
547 | * check as a safety |
550 | */ |
548 | */ |
551 | if (!pl->ob->map) |
549 | if (!pl->ob || !pl->ob->map || !pl->ns) |
552 | continue; |
550 | continue; |
553 | |
551 | |
554 | /* Same map is simple case - see if pl is close enough. |
552 | /* Same map is simple case - see if pl is close enough. |
555 | * Note in all cases, we did the check for same map first, |
553 | * Note in all cases, we did the check for same map first, |
556 | * and then see if the player is close enough and update |
554 | * and then see if the player is close enough and update |
… | |
… | |
563 | if (pl->ob->map == map) |
561 | if (pl->ob->map == map) |
564 | { |
562 | { |
565 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
563 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
566 | pl->do_los = 1; |
564 | pl->do_los = 1; |
567 | } |
565 | } |
|
|
566 | |
568 | /* Now we check to see if player is on adjacent |
567 | /* Now we check to see if player is on adjacent |
569 | * maps to the one that changed and also within |
568 | * maps to the one that changed and also within |
570 | * view. The tile_maps[] could be null, but in that |
569 | * view. The tile_maps[] could be null, but in that |
571 | * case it should never match the pl->ob->map, so |
570 | * case it should never match the pl->ob->map, so |
572 | * we want ever try to dereference any of the data in it. |
571 | * we want ever try to dereference any of the data in it. |
573 | */ |
572 | * |
574 | |
|
|
575 | /* The logic for 0 and 3 is to see how far the player is |
573 | * The logic for 0 and 3 is to see how far the player is |
576 | * from the edge of the map (height/width) - pl->ob->(x,y) |
574 | * from the edge of the map (height/width) - pl->ob->(x,y) |
577 | * and to add current position on this map - that gives a |
575 | * and to add current position on this map - that gives a |
578 | * distance. |
576 | * distance. |
579 | * For 1 and 2, we check to see how far the given |
577 | * For 1 and 2, we check to see how far the given |
580 | * coordinate (x,y) is from the corresponding edge, |
578 | * coordinate (x,y) is from the corresponding edge, |
581 | * and then add the players location, which gives |
579 | * and then add the players location, which gives |
582 | * a distance. |
580 | * a distance. |
583 | */ |
581 | */ |
584 | else if (pl->ob->map == map->tile_map[0]) |
582 | else if (pl->ob->map == map->tile_map[0]) |
585 | { |
583 | { |
586 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->ns->mapy / 2)) |
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)) |
587 | pl->do_los = 1; |
585 | pl->do_los = 1; |
588 | } |
586 | } |
589 | else if (pl->ob->map == map->tile_map[2]) |
587 | else if (pl->ob->map == map->tile_map[2]) |
590 | { |
588 | { |
591 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) |
589 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
592 | pl->do_los = 1; |
590 | pl->do_los = 1; |
593 | } |
591 | } |
594 | else if (pl->ob->map == map->tile_map[1]) |
592 | else if (pl->ob->map == map->tile_map[1]) |
595 | { |
593 | { |
596 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
594 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
597 | pl->do_los = 1; |
595 | pl->do_los = 1; |
598 | } |
596 | } |
599 | else if (pl->ob->map == map->tile_map[3]) |
597 | else if (pl->ob->map == map->tile_map[3]) |
600 | { |
598 | { |
601 | if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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)) |
602 | pl->do_los = 1; |
600 | pl->do_los = 1; |
603 | } |
601 | } |
604 | } |
602 | } |
605 | } |
603 | } |
606 | |
604 | |