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Comparing deliantra/server/common/los.C (file contents):
Revision 1.16 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.30 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26 25
27#include <global.h> 26#include <global.h>
28#include <funcpoint.h>
29#include <math.h> 27#include <math.h>
30
31 28
32/* Distance must be less than this for the object to be blocked. 29/* Distance must be less than this for the object to be blocked.
33 * An object is 1.0 wide, so if set to 0.5, it means the object 30 * An object is 1.0 wide, so if set to 0.5, it means the object
34 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
35 * block view in our tables. 32 * block view in our tables.
42{ 39{
43 int x[4], y[4]; 40 int x[4], y[4];
44 int index; 41 int index;
45} blocks; 42} blocks;
46 43
44// 31/32 == a speed hack
45// we would like to use 32 for speed, but the code loops endlessly
46// then, reason not yet identified, so only make the array use 32,
47// not the define's.
47blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 48blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
48 49
49static void expand_lighted_sight (object *op); 50static void expand_lighted_sight (object *op);
50 51
51/* 52/*
52 * Used to initialise the array used by the LOS routines. 53 * Used to initialise the array used by the LOS routines.
91 92
92void 93void
93init_block (void) 94init_block (void)
94{ 95{
95 int x, y, dx, dy, i; 96 int x, y, dx, dy, i;
96 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 97 static int block_x[3] = { -1, -1, 0 },
97 { 98 block_y[3] = { -1, 0, -1 };
98 -1, 0, -1};
99 99
100 for (x = 0; x < MAP_CLIENT_X; x++) 100 for (x = 0; x < MAP_CLIENT_X; x++)
101 for (y = 0; y < MAP_CLIENT_Y; y++) 101 for (y = 0; y < MAP_CLIENT_Y; y++)
102 {
103 block[x][y].index = 0; 102 block[x][y].index = 0;
104 }
105 103
106 104
107 /* The table should be symmetric, so only do the upper left 105 /* The table should be symmetric, so only do the upper left
108 * quadrant - makes the processing easier. 106 * quadrant - makes the processing easier.
109 */ 107 */
126 /* For simplicity, we mirror the coordinates to block the other 124 /* For simplicity, we mirror the coordinates to block the other
127 * quadrants. 125 * quadrants.
128 */ 126 */
129 set_block (x, y, dx, dy); 127 set_block (x, y, dx, dy);
130 if (x == MAP_CLIENT_X / 2) 128 if (x == MAP_CLIENT_X / 2)
131 {
132 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 129 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
133 }
134 else if (y == MAP_CLIENT_Y / 2) 130 else if (y == MAP_CLIENT_Y / 2)
135 {
136 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 131 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
137 }
138 } 132 }
139 else 133 else
140 { 134 {
141 float d1, r, s, l; 135 float d1, r, s, l;
142 136
176 * that if some particular space is blocked, it blocks 170 * that if some particular space is blocked, it blocks
177 * the view of the spaces 'behind' it, and those blocked 171 * the view of the spaces 'behind' it, and those blocked
178 * spaces behind it may block other spaces, etc. 172 * spaces behind it may block other spaces, etc.
179 * In this way, the chain of visibility is set. 173 * In this way, the chain of visibility is set.
180 */ 174 */
181
182static void 175static void
183set_wall (object *op, int x, int y) 176set_wall (object *op, int x, int y)
184{ 177{
185 int i; 178 int i;
186 179
253 * Clears/initialises the los-array associated to the player 246 * Clears/initialises the los-array associated to the player
254 * controlling the object. 247 * controlling the object.
255 */ 248 */
256 249
257void 250void
258clear_los (object *op) 251clear_los (player *pl)
259{ 252{
260 /* This is safer than using the ns->mapx, mapy because 253 /* This is safer than using the ns->mapx, mapy because
261 * we index the blocked_los as a 2 way array, so clearing 254 * we index the blocked_los as a 2 way array, so clearing
262 * the first z spaces may not not cover the spaces we are 255 * the first z spaces may not not cover the spaces we are
263 * actually going to use 256 * actually going to use
264 */ 257 */
265 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 258 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
266} 259}
267 260
268/* 261/*
269 * expand_sight goes through the array of what the given player is 262 * expand_sight goes through the array of what the given player is
270 * able to see, and expands the visible area a bit, so the player will, 263 * able to see, and expands the visible area a bit, so the player will,
297 } 290 }
298 291
299 if (op->map->darkness > 0) /* player is on a dark map */ 292 if (op->map->darkness > 0) /* player is on a dark map */
300 expand_lighted_sight (op); 293 expand_lighted_sight (op);
301 294
302
303 /* clear mark squares */ 295 /* clear mark squares */
304 for (x = 0; x < op->contr->ns->mapx; x++) 296 for (x = 0; x < op->contr->ns->mapx; x++)
305 for (y = 0; y < op->contr->ns->mapy; y++) 297 for (y = 0; y < op->contr->ns->mapy; y++)
306 if (op->contr->blocked_los[x][y] < 0) 298 if (op->contr->blocked_los[x][y] < 0)
307 op->contr->blocked_los[x][y] = 0; 299 op->contr->blocked_los[x][y] = 0;
308} 300}
309
310
311
312 301
313/* returns true if op carries one or more lights 302/* returns true if op carries one or more lights
314 * This is a trivial function now days, but it used to 303 * This is a trivial function now days, but it used to
315 * be a bit longer. Probably better for callers to just 304 * be a bit longer. Probably better for callers to just
316 * check the op->glow_radius instead of calling this. 305 * check the op->glow_radius instead of calling this.
395#endif 384#endif
396 for (ax = basex - light; ax <= basex + light; ax++) 385 for (ax = basex - light; ax <= basex + light; ax++)
397 { 386 {
398 if (ax < 0 || ax >= op->contr->ns->mapx) 387 if (ax < 0 || ax >= op->contr->ns->mapx)
399 continue; 388 continue;
389
400 for (ay = basey - light; ay <= basey + light; ay++) 390 for (ay = basey - light; ay <= basey + light; ay++)
401 { 391 {
402 if (ay < 0 || ay >= op->contr->ns->mapy) 392 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue; 393 continue;
404 394
411 */ 401 */
412 if (op->contr->blocked_los[ax][ay] != 100) 402 if (op->contr->blocked_los[ax][ay] != 100)
413 { 403 {
414 x1 = abs (basex - ax) * abs (basex - ax); 404 x1 = abs (basex - ax) * abs (basex - ax);
415 y1 = abs (basey - ay) * abs (basey - ay); 405 y1 = abs (basey - ay) * abs (basey - ay);
416 if (light > 0) 406
417 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 407 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
418 if (light < 0)
419 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); 408 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
420 } 409 }
421 } /* for ay */ 410 }
422 } /* for ax */ 411 }
423 } /* if this space is providing light */ 412 }
424 } /* for y */ 413 }
425 } /* for x */ 414 }
426 415
427 /* Outdoor should never really be completely pitch black dark like 416 /* Outdoor should never really be completely pitch black dark like
428 * a dungeon, so let the player at least see a little around themselves 417 * a dungeon, so let the player at least see a little around themselves
429 */ 418 */
430 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 419 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
437 { 426 {
438 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 427 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
439 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; 428 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
440 } 429 }
441 } 430 }
431
442 /* grant some vision to the player, based on the darklevel */ 432 /* grant some vision to the player, based on the darklevel */
443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 433 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 434 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
445 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 435 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
446 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 436 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
450/* blinded_sight() - sets all veiwable squares to blocked except 440/* blinded_sight() - sets all veiwable squares to blocked except
451 * for the one the central one that the player occupies. A little 441 * for the one the central one that the player occupies. A little
452 * odd that you can see yourself (and what your standing on), but 442 * odd that you can see yourself (and what your standing on), but
453 * really need for any reasonable game play. 443 * really need for any reasonable game play.
454 */ 444 */
455
456static void 445static void
457blinded_sight (object *op) 446blinded_sight (object *op)
458{ 447{
459 int x, y; 448 int x, y;
460 449
467 456
468/* 457/*
469 * update_los() recalculates the array which specifies what is 458 * update_los() recalculates the array which specifies what is
470 * visible for the given player-object. 459 * visible for the given player-object.
471 */ 460 */
472
473void 461void
474update_los (object *op) 462update_los (object *op)
475{ 463{
476 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 464 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
477 465
478 if (QUERY_FLAG (op, FLAG_REMOVED)) 466 if (QUERY_FLAG (op, FLAG_REMOVED))
479 return; 467 return;
480 468
481 clear_los (op); 469 clear_los (op->contr);
470
482 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 471 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
483 return; 472 return;
484 473
485 /* For larger maps, this is more efficient than the old way which 474 /* For larger maps, this is more efficient than the old way which
486 * used the chaining of the block array. Since many space views could 475 * used the chaining of the block array. Since many space views could
488 * could be examined multile times, as each path would be looked at. 477 * could be examined multile times, as each path would be looked at.
489 */ 478 */
490 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 479 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
491 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) 480 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
492 check_wall (op, x, y); 481 check_wall (op, x, y);
493
494 482
495 /* do the los of the player. 3 (potential) cases */ 483 /* do the los of the player. 3 (potential) cases */
496 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 484 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
497 blinded_sight (op); 485 blinded_sight (op);
498 else 486 else
499 expand_sight (op); 487 expand_sight (op);
500 488
489 //TODO: no range-checking whatsoever :(
501 if (QUERY_FLAG (op, FLAG_XRAYS)) 490 if (QUERY_FLAG (op, FLAG_XRAYS))
502 {
503 int x, y;
504
505 for (x = -2; x <= 2; x++) 491 for (int x = -2; x <= 2; x++)
506 for (y = -2; y <= 2; y++) 492 for (int y = -2; y <= 2; y++)
507 op->contr->blocked_los[dx + x][dy + y] = 0; 493 op->contr->blocked_los[dx + x][dy + y] = 0;
508 }
509} 494}
510 495
511/* update all_map_los is like update_all_los below, 496/* update all_map_los is like update_all_los below,
512 * but updates everyone on the map, no matter where they 497 * but updates everyone on the map, no matter where they
513 * are. This generally should not be used, as a per 498 * are. This generally should not be used, as a per

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