1 | |
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2 | /* |
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3 | * static char *rcsid_los_c = |
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4 | * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
22 | |
16 | |
23 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
20 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
22 | */ |
29 | |
23 | |
30 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
31 | |
25 | |
32 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
150 | * area. l is the distance from x,y to the line. |
144 | * area. l is the distance from x,y to the line. |
151 | * r is more a curiosity - it lets us know what direction (left/right) |
145 | * r is more a curiosity - it lets us know what direction (left/right) |
152 | * the line is off |
146 | * the line is off |
153 | */ |
147 | */ |
154 | |
148 | |
155 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); |
149 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
156 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
150 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
157 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
151 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
158 | l = FABS (sqrt (d1) * s); |
152 | l = FABS (sqrt (d1) * s); |
159 | |
153 | |
160 | if (l <= SPACE_BLOCK) |
154 | if (l <= SPACE_BLOCK) |
… | |
… | |
194 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
188 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
195 | |
189 | |
196 | /* ax, ay are the values as adjusted to be in the |
190 | /* ax, ay are the values as adjusted to be in the |
197 | * socket look structure. |
191 | * socket look structure. |
198 | */ |
192 | */ |
199 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
193 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
200 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
194 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
201 | |
195 | |
202 | if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) |
196 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
203 | continue; |
197 | continue; |
204 | #if 0 |
198 | #if 0 |
205 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
199 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
206 | #endif |
200 | #endif |
207 | /* we need to adjust to the fact that the socket |
201 | /* we need to adjust to the fact that the socket |
… | |
… | |
226 | |
220 | |
227 | if (!block[x][y].index) |
221 | if (!block[x][y].index) |
228 | return; |
222 | return; |
229 | |
223 | |
230 | /* ax, ay are coordinates as indexed into the look window */ |
224 | /* ax, ay are coordinates as indexed into the look window */ |
231 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
225 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
232 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
226 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
233 | |
227 | |
234 | /* If the converted coordinates are outside the viewable |
228 | /* If the converted coordinates are outside the viewable |
235 | * area for the client, return now. |
229 | * area for the client, return now. |
236 | */ |
230 | */ |
237 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
231 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
238 | return; |
232 | return; |
239 | |
233 | |
240 | #if 0 |
234 | #if 0 |
241 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
235 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
242 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
236 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
… | |
… | |
260 | */ |
254 | */ |
261 | |
255 | |
262 | void |
256 | void |
263 | clear_los (object *op) |
257 | clear_los (object *op) |
264 | { |
258 | { |
265 | /* This is safer than using the socket->mapx, mapy because |
259 | /* This is safer than using the ns->mapx, mapy because |
266 | * we index the blocked_los as a 2 way array, so clearing |
260 | * we index the blocked_los as a 2 way array, so clearing |
267 | * the first z spaces may not not cover the spaces we are |
261 | * the first z spaces may not not cover the spaces we are |
268 | * actually going to use |
262 | * actually going to use |
269 | */ |
263 | */ |
270 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
264 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
… | |
… | |
280 | static void |
274 | static void |
281 | expand_sight (object *op) |
275 | expand_sight (object *op) |
282 | { |
276 | { |
283 | int i, x, y, dx, dy; |
277 | int i, x, y, dx, dy; |
284 | |
278 | |
285 | for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ |
279 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
286 | for (y = 1; y < op->contr->socket.mapy - 1; y++) |
280 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
287 | { |
281 | { |
288 | if (!op->contr->blocked_los[x][y] && |
282 | if (!op->contr->blocked_los[x][y] && |
289 | !(get_map_flags (op->map, NULL, |
283 | !(get_map_flags (op->map, NULL, |
290 | op->x - op->contr->socket.mapx / 2 + x, |
284 | op->x - op->contr->ns->mapx / 2 + x, |
291 | op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
285 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
292 | { |
286 | { |
293 | |
287 | |
294 | for (i = 1; i <= 8; i += 1) |
288 | for (i = 1; i <= 8; i += 1) |
295 | { /* mark all directions */ |
289 | { /* mark all directions */ |
296 | dx = x + freearr_x[i]; |
290 | dx = x + freearr_x[i]; |
… | |
… | |
304 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
298 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
305 | expand_lighted_sight (op); |
299 | expand_lighted_sight (op); |
306 | |
300 | |
307 | |
301 | |
308 | /* clear mark squares */ |
302 | /* clear mark squares */ |
309 | for (x = 0; x < op->contr->socket.mapx; x++) |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
310 | for (y = 0; y < op->contr->socket.mapy; y++) |
304 | for (y = 0; y < op->contr->ns->mapy; y++) |
311 | if (op->contr->blocked_los[x][y] < 0) |
305 | if (op->contr->blocked_los[x][y] < 0) |
312 | op->contr->blocked_los[x][y] = 0; |
306 | op->contr->blocked_los[x][y] = 0; |
313 | } |
307 | } |
314 | |
308 | |
315 | |
309 | |
… | |
… | |
333 | |
327 | |
334 | static void |
328 | static void |
335 | expand_lighted_sight (object *op) |
329 | expand_lighted_sight (object *op) |
336 | { |
330 | { |
337 | 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; |
338 | mapstruct *m = op->map; |
332 | maptile *m = op->map; |
339 | sint16 nx, ny; |
333 | sint16 nx, ny; |
340 | |
334 | |
341 | darklevel = MAP_DARKNESS (m); |
335 | darklevel = MAP_DARKNESS (m); |
342 | |
336 | |
343 | /* 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 */ |
… | |
… | |
360 | 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); |
361 | darklevel = MAX_DARKNESS; |
355 | darklevel = MAX_DARKNESS; |
362 | } |
356 | } |
363 | |
357 | |
364 | /* First, limit player furthest (unlighted) vision */ |
358 | /* First, limit player furthest (unlighted) vision */ |
365 | for (x = 0; x < op->contr->socket.mapx; x++) |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
366 | for (y = 0; y < op->contr->socket.mapy; y++) |
360 | for (y = 0; y < op->contr->ns->mapy; y++) |
367 | if (op->contr->blocked_los[x][y] != 100) |
361 | if (op->contr->blocked_los[x][y] != 100) |
368 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
362 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
369 | |
363 | |
370 | /* the spaces[] darkness value contains the information we need. |
364 | /* the spaces[] darkness value contains the information we need. |
371 | * Only process the area of interest. |
365 | * Only process the area of interest. |
372 | * the basex, basey values represent the position in the op->contr->blocked_los |
366 | * the basex, basey values represent the position in the op->contr->blocked_los |
373 | * array. Its easier to just increment them here (and start with the right |
367 | * array. Its easier to just increment them here (and start with the right |
374 | * value) than to recalculate them down below. |
368 | * value) than to recalculate them down below. |
375 | */ |
369 | */ |
376 | for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
370 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
377 | x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
371 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
378 | { |
372 | { |
379 | |
373 | |
380 | for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
374 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
381 | y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
375 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
382 | { |
376 | { |
383 | m = op->map; |
377 | m = op->map; |
384 | nx = x; |
378 | nx = x; |
385 | ny = y; |
379 | ny = y; |
386 | |
380 | |
… | |
… | |
398 | #if 0 |
392 | #if 0 |
399 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
393 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
400 | #endif |
394 | #endif |
401 | for (ax = basex - light; ax <= basex + light; ax++) |
395 | for (ax = basex - light; ax <= basex + light; ax++) |
402 | { |
396 | { |
403 | if (ax < 0 || ax >= op->contr->socket.mapx) |
397 | if (ax < 0 || ax >= op->contr->ns->mapx) |
404 | continue; |
398 | continue; |
405 | for (ay = basey - light; ay <= basey + light; ay++) |
399 | for (ay = basey - light; ay <= basey + light; ay++) |
406 | { |
400 | { |
407 | if (ay < 0 || ay >= op->contr->socket.mapy) |
401 | if (ay < 0 || ay >= op->contr->ns->mapy) |
408 | continue; |
402 | continue; |
409 | |
403 | |
410 | /* If the space is fully blocked, do nothing. Otherwise, we |
404 | /* If the space is fully blocked, do nothing. Otherwise, we |
411 | * brighten the space. The further the light is away from the |
405 | * brighten the space. The further the light is away from the |
412 | * source (basex-x), the less effect it has. Though light used |
406 | * source (basex-x), the less effect it has. Though light used |
… | |
… | |
432 | /* Outdoor should never really be completely pitch black dark like |
426 | /* Outdoor should never really be completely pitch black dark like |
433 | * a dungeon, so let the player at least see a little around themselves |
427 | * a dungeon, so let the player at least see a little around themselves |
434 | */ |
428 | */ |
435 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
436 | { |
430 | { |
437 | if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) |
431 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
438 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; |
432 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
439 | |
433 | |
440 | for (x = -1; x <= 1; x++) |
434 | for (x = -1; x <= 1; x++) |
441 | for (y = -1; y <= 1; y++) |
435 | for (y = -1; y <= 1; y++) |
442 | { |
436 | { |
443 | if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) |
437 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
444 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.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; |
445 | } |
439 | } |
446 | } |
440 | } |
447 | /* grant some vision to the player, based on the darklevel */ |
441 | /* grant some vision to the player, based on the darklevel */ |
448 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
442 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
449 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
443 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
450 | if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100)) |
444 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
451 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= |
445 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
452 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
446 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
453 | } |
447 | } |
454 | |
448 | |
455 | /* blinded_sight() - sets all veiwable squares to blocked except |
449 | /* blinded_sight() - sets all veiwable squares to blocked except |
456 | * for the one the central one that the player occupies. A little |
450 | * for the one the central one that the player occupies. A little |
… | |
… | |
461 | static void |
455 | static void |
462 | blinded_sight (object *op) |
456 | blinded_sight (object *op) |
463 | { |
457 | { |
464 | int x, y; |
458 | int x, y; |
465 | |
459 | |
466 | for (x = 0; x < op->contr->socket.mapx; x++) |
460 | for (x = 0; x < op->contr->ns->mapx; x++) |
467 | for (y = 0; y < op->contr->socket.mapy; y++) |
461 | for (y = 0; y < op->contr->ns->mapy; y++) |
468 | op->contr->blocked_los[x][y] = 100; |
462 | op->contr->blocked_los[x][y] = 100; |
469 | |
463 | |
470 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; |
464 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
471 | } |
465 | } |
472 | |
466 | |
473 | /* |
467 | /* |
474 | * update_los() recalculates the array which specifies what is |
468 | * update_los() recalculates the array which specifies what is |
475 | * visible for the given player-object. |
469 | * visible for the given player-object. |
476 | */ |
470 | */ |
477 | |
471 | |
478 | void |
472 | void |
479 | update_los (object *op) |
473 | update_los (object *op) |
480 | { |
474 | { |
481 | int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; |
475 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
482 | |
476 | |
483 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
477 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
484 | return; |
478 | return; |
485 | |
479 | |
486 | clear_los (op); |
480 | clear_los (op); |
… | |
… | |
490 | /* For larger maps, this is more efficient than the old way which |
484 | /* For larger maps, this is more efficient than the old way which |
491 | * used the chaining of the block array. Since many space views could |
485 | * used the chaining of the block array. Since many space views could |
492 | * be blocked by different spaces in front, this mean that a lot of spaces |
486 | * be blocked by different spaces in front, this mean that a lot of spaces |
493 | * could be examined multile times, as each path would be looked at. |
487 | * could be examined multile times, as each path would be looked at. |
494 | */ |
488 | */ |
495 | for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) |
489 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
496 | for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) |
490 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
497 | check_wall (op, x, y); |
491 | check_wall (op, x, y); |
498 | |
492 | |
499 | |
493 | |
500 | /* do the los of the player. 3 (potential) cases */ |
494 | /* do the los of the player. 3 (potential) cases */ |
501 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
495 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
… | |
… | |
513 | } |
507 | } |
514 | } |
508 | } |
515 | |
509 | |
516 | /* update all_map_los is like update_all_los below, |
510 | /* update all_map_los is like update_all_los below, |
517 | * but updates everyone on the map, no matter where they |
511 | * but updates everyone on the map, no matter where they |
518 | * are. This generally should not be used, as a per |
512 | * are. This generally should not be used, as a per |
519 | * specific map change doesn't make much sense when tiling |
513 | * specific map change doesn't make much sense when tiling |
520 | * is considered (lowering darkness would certainly be a |
514 | * is considered (lowering darkness would certainly be a |
521 | * strange effect if done on a tile map, as it makes |
515 | * strange effect if done on a tile map, as it makes |
522 | * the distinction between maps much more obvious to the |
516 | * the distinction between maps much more obvious to the |
523 | * players, which is should not be. |
517 | * players, which is should not be. |
524 | * Currently, this function is called from the |
518 | * Currently, this function is called from the |
525 | * change_map_light function |
519 | * change_map_light function |
526 | */ |
520 | */ |
527 | void |
521 | void |
528 | update_all_map_los (mapstruct *map) |
522 | update_all_map_los (maptile *map) |
529 | { |
523 | { |
530 | player *pl; |
524 | for_all_players (pl) |
531 | |
|
|
532 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
533 | { |
|
|
534 | if (pl->ob->map == map) |
525 | if (pl->ob && pl->ob->map == map) |
535 | pl->do_los = 1; |
526 | pl->do_los = 1; |
536 | } |
|
|
537 | } |
527 | } |
538 | |
|
|
539 | |
528 | |
540 | /* |
529 | /* |
541 | * 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 |
542 | * players on the given map within the next frame. |
531 | * players on the given map within the next frame. |
543 | * It is triggered by removal or inserting of objects which blocks |
532 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
547 | * 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 |
548 | * space that changes must be withing your viewable area. |
537 | * space that changes must be withing your viewable area. |
549 | * |
538 | * |
550 | * 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. |
551 | */ |
540 | */ |
552 | |
|
|
553 | void |
541 | void |
554 | update_all_los (const mapstruct *map, int x, int y) |
542 | update_all_los (const maptile *map, int x, int y) |
555 | { |
543 | { |
556 | player *pl; |
544 | for_all_players (pl) |
557 | |
|
|
558 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
559 | { |
545 | { |
560 | /* Player should not have a null map, but do this |
546 | /* Player should not have a null map, but do this |
561 | * check as a safety |
547 | * check as a safety |
562 | */ |
548 | */ |
563 | if (!pl->ob->map) |
549 | if (!pl->ob || !pl->ob->map || !pl->ns) |
564 | continue; |
550 | continue; |
565 | |
551 | |
566 | /* Same map is simple case - see if pl is close enough. |
552 | /* Same map is simple case - see if pl is close enough. |
567 | * 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, |
568 | * and then see if the player is close enough and update |
554 | * and then see if the player is close enough and update |
… | |
… | |
572 | * so by setting it up this way, we trim processing |
558 | * so by setting it up this way, we trim processing |
573 | * some. |
559 | * some. |
574 | */ |
560 | */ |
575 | if (pl->ob->map == map) |
561 | if (pl->ob->map == map) |
576 | { |
562 | { |
577 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
563 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
578 | pl->do_los = 1; |
564 | pl->do_los = 1; |
579 | } |
565 | } |
|
|
566 | |
580 | /* Now we check to see if player is on adjacent |
567 | /* Now we check to see if player is on adjacent |
581 | * maps to the one that changed and also within |
568 | * maps to the one that changed and also within |
582 | * view. The tile_maps[] could be null, but in that |
569 | * view. The tile_maps[] could be null, but in that |
583 | * case it should never match the pl->ob->map, so |
570 | * case it should never match the pl->ob->map, so |
584 | * 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. |
585 | */ |
572 | * |
586 | |
|
|
587 | /* 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 |
588 | * 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) |
589 | * and to add current position on this map - that gives a |
575 | * and to add current position on this map - that gives a |
590 | * distance. |
576 | * distance. |
591 | * 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 |
592 | * coordinate (x,y) is from the corresponding edge, |
578 | * coordinate (x,y) is from the corresponding edge, |
593 | * and then add the players location, which gives |
579 | * and then add the players location, which gives |
594 | * a distance. |
580 | * a distance. |
595 | */ |
581 | */ |
596 | else if (pl->ob->map == map->tile_map[0]) |
582 | else if (pl->ob->map == map->tile_map[0]) |
597 | { |
583 | { |
598 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy / 2)) |
584 | 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)) |
599 | pl->do_los = 1; |
585 | pl->do_los = 1; |
600 | } |
586 | } |
601 | else if (pl->ob->map == map->tile_map[2]) |
587 | else if (pl->ob->map == map->tile_map[2]) |
602 | { |
588 | { |
603 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) |
589 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) |
604 | pl->do_los = 1; |
590 | pl->do_los = 1; |
605 | } |
591 | } |
606 | else if (pl->ob->map == map->tile_map[1]) |
592 | else if (pl->ob->map == map->tile_map[1]) |
607 | { |
593 | { |
608 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
594 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
609 | pl->do_los = 1; |
595 | pl->do_los = 1; |
610 | } |
596 | } |
611 | else if (pl->ob->map == map->tile_map[3]) |
597 | else if (pl->ob->map == map->tile_map[3]) |
612 | { |
598 | { |
613 | if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
599 | 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)) |
614 | pl->do_los = 1; |
600 | pl->do_los = 1; |
615 | } |
601 | } |
616 | } |
602 | } |
617 | } |
603 | } |
618 | |
604 | |
619 | /* |
605 | /* |
620 | * Debug-routine which dumps the array which specifies the visible |
606 | * Debug-routine which dumps the array which specifies the visible |
621 | * area of a player. Triggered by the z key in DM mode. |
607 | * area of a player. Triggered by the z key in DM mode. |
622 | */ |
608 | */ |
623 | |
|
|
624 | void |
609 | void |
625 | print_los (object *op) |
610 | print_los (object *op) |
626 | { |
611 | { |
627 | int x, y; |
612 | int x, y; |
628 | char buf[50], buf2[10]; |
613 | char buf[50], buf2[10]; |
629 | |
614 | |
630 | strcpy (buf, " "); |
615 | strcpy (buf, " "); |
|
|
616 | |
631 | for (x = 0; x < op->contr->socket.mapx; x++) |
617 | for (x = 0; x < op->contr->ns->mapx; x++) |
632 | { |
618 | { |
633 | sprintf (buf2, "%2d", x); |
619 | sprintf (buf2, "%2d", x); |
634 | strcat (buf, buf2); |
620 | strcat (buf, buf2); |
635 | } |
621 | } |
|
|
622 | |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
623 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
624 | |
637 | for (y = 0; y < op->contr->socket.mapy; y++) |
625 | for (y = 0; y < op->contr->ns->mapy; y++) |
638 | { |
626 | { |
639 | sprintf (buf, "%2d:", y); |
627 | sprintf (buf, "%2d:", y); |
|
|
628 | |
640 | for (x = 0; x < op->contr->socket.mapx; x++) |
629 | for (x = 0; x < op->contr->ns->mapx; x++) |
641 | { |
630 | { |
642 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
631 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
643 | strcat (buf, buf2); |
632 | strcat (buf, buf2); |
644 | } |
633 | } |
|
|
634 | |
645 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
635 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
646 | } |
636 | } |
647 | } |
637 | } |
648 | |
638 | |
649 | /* |
639 | /* |
… | |
… | |
652 | */ |
642 | */ |
653 | |
643 | |
654 | void |
644 | void |
655 | make_sure_seen (const object *op) |
645 | make_sure_seen (const object *op) |
656 | { |
646 | { |
657 | player *pl; |
647 | for_all_players (pl) |
658 | |
|
|
659 | for (pl = first_player; pl; pl = pl->next) |
|
|
660 | if (pl->ob->map == op->map && |
648 | if (pl->ob->map == op->map && |
661 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
649 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
662 | pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) |
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) |
663 | pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; |
651 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
664 | } |
652 | } |
665 | |
653 | |
666 | /* |
654 | /* |
667 | * make_sure_not_seen: The object which is supposed to be visible through |
655 | * make_sure_not_seen: The object which is supposed to be visible through |
668 | * walls has just been removed from the map, so update the los of any |
656 | * walls has just been removed from the map, so update the los of any |
… | |
… | |
670 | */ |
658 | */ |
671 | |
659 | |
672 | void |
660 | void |
673 | make_sure_not_seen (const object *op) |
661 | make_sure_not_seen (const object *op) |
674 | { |
662 | { |
675 | player *pl; |
663 | for_all_players (pl) |
676 | |
|
|
677 | for (pl = first_player; pl; pl = pl->next) |
|
|
678 | if (pl->ob->map == op->map && |
664 | if (pl->ob->map == op->map && |
679 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
665 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
680 | pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) |
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) |
681 | pl->do_los = 1; |
667 | pl->do_los = 1; |
682 | } |
668 | } |