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Comparing deliantra/server/common/los.C (file contents):
Revision 1.11 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.17 by root, Sun Jan 7 02:39:13 2007 UTC

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 */
521void 521void
522update_all_map_los (maptile *map) 522update_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
543void 541void
544update_all_los (const maptile *map, int x, int y) 542update_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

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