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Comparing deliantra/server/common/los.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.29 by root, Thu Nov 8 19:43:23 2007 UTC

1
2/* 1/*
3 * static char *rcsid_los_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
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>
33#include <funcpoint.h> 27#include <funcpoint.h>
34#include <math.h> 28#include <math.h>
35
36 29
37/* Distance must be less than this for the object to be blocked. 30/* Distance must be less than this for the object to be blocked.
38 * An object is 1.0 wide, so if set to 0.5, it means the object 31 * An object is 1.0 wide, so if set to 0.5, it means the object
39 * that blocks half the view (0.0 is complete block) will 32 * that blocks half the view (0.0 is complete block) will
40 * block view in our tables. 33 * block view in our tables.
47{ 40{
48 int x[4], y[4]; 41 int x[4], y[4];
49 int index; 42 int index;
50} blocks; 43} blocks;
51 44
45// 31/32 == a speed hack
46// we would like to use 32 for speed, but the code loops endlessly
47// then, reason not yet identified, so only make the array use 32,
48// not the define's.
52blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 49blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
53 50
54static void expand_lighted_sight (object *op); 51static void expand_lighted_sight (object *op);
55 52
56/* 53/*
57 * Used to initialise the array used by the LOS routines. 54 * Used to initialise the array used by the LOS routines.
96 93
97void 94void
98init_block (void) 95init_block (void)
99{ 96{
100 int x, y, dx, dy, i; 97 int x, y, dx, dy, i;
101 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 98 static int block_x[3] = { -1, -1, 0 },
102 { 99 block_y[3] = { -1, 0, -1 };
103 -1, 0, -1};
104 100
105 for (x = 0; x < MAP_CLIENT_X; x++) 101 for (x = 0; x < MAP_CLIENT_X; x++)
106 for (y = 0; y < MAP_CLIENT_Y; y++) 102 for (y = 0; y < MAP_CLIENT_Y; y++)
107 {
108 block[x][y].index = 0; 103 block[x][y].index = 0;
109 }
110 104
111 105
112 /* The table should be symmetric, so only do the upper left 106 /* The table should be symmetric, so only do the upper left
113 * quadrant - makes the processing easier. 107 * quadrant - makes the processing easier.
114 */ 108 */
131 /* For simplicity, we mirror the coordinates to block the other 125 /* For simplicity, we mirror the coordinates to block the other
132 * quadrants. 126 * quadrants.
133 */ 127 */
134 set_block (x, y, dx, dy); 128 set_block (x, y, dx, dy);
135 if (x == MAP_CLIENT_X / 2) 129 if (x == MAP_CLIENT_X / 2)
136 {
137 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 130 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
138 }
139 else if (y == MAP_CLIENT_Y / 2) 131 else if (y == MAP_CLIENT_Y / 2)
140 {
141 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 132 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
142 }
143 } 133 }
144 else 134 else
145 { 135 {
146 float d1, r, s, l; 136 float d1, r, s, l;
147 137
150 * area. l is the distance from x,y to the line. 140 * 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) 141 * r is more a curiosity - it lets us know what direction (left/right)
152 * the line is off 142 * the line is off
153 */ 143 */
154 144
155 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); 145 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; 146 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; 147 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
158 l = FABS (sqrt (d1) * s); 148 l = FABS (sqrt (d1) * s);
159 149
160 if (l <= SPACE_BLOCK) 150 if (l <= SPACE_BLOCK)
181 * that if some particular space is blocked, it blocks 171 * that if some particular space is blocked, it blocks
182 * the view of the spaces 'behind' it, and those blocked 172 * the view of the spaces 'behind' it, and those blocked
183 * spaces behind it may block other spaces, etc. 173 * spaces behind it may block other spaces, etc.
184 * In this way, the chain of visibility is set. 174 * In this way, the chain of visibility is set.
185 */ 175 */
186
187static void 176static void
188set_wall (object *op, int x, int y) 177set_wall (object *op, int x, int y)
189{ 178{
190 int i; 179 int i;
191 180
194 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; 183 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
195 184
196 /* ax, ay are the values as adjusted to be in the 185 /* ax, ay are the values as adjusted to be in the
197 * socket look structure. 186 * socket look structure.
198 */ 187 */
199 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 188 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
200 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 189 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
201 190
202 if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) 191 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
203 continue; 192 continue;
204#if 0 193#if 0
205 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); 194 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
206#endif 195#endif
207 /* we need to adjust to the fact that the socket 196 /* we need to adjust to the fact that the socket
226 215
227 if (!block[x][y].index) 216 if (!block[x][y].index)
228 return; 217 return;
229 218
230 /* ax, ay are coordinates as indexed into the look window */ 219 /* ax, ay are coordinates as indexed into the look window */
231 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 220 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
232 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 221 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
233 222
234 /* If the converted coordinates are outside the viewable 223 /* If the converted coordinates are outside the viewable
235 * area for the client, return now. 224 * area for the client, return now.
236 */ 225 */
237 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 226 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
238 return; 227 return;
239 228
240#if 0 229#if 0
241 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 230 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); 231 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
258 * Clears/initialises the los-array associated to the player 247 * Clears/initialises the los-array associated to the player
259 * controlling the object. 248 * controlling the object.
260 */ 249 */
261 250
262void 251void
263clear_los (object *op) 252clear_los (player *pl)
264{ 253{
265 /* This is safer than using the socket->mapx, mapy because 254 /* This is safer than using the ns->mapx, mapy because
266 * we index the blocked_los as a 2 way array, so clearing 255 * 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 256 * the first z spaces may not not cover the spaces we are
268 * actually going to use 257 * actually going to use
269 */ 258 */
270 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 259 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
271} 260}
272 261
273/* 262/*
274 * expand_sight goes through the array of what the given player is 263 * expand_sight goes through the array of what the given player is
275 * able to see, and expands the visible area a bit, so the player will, 264 * able to see, and expands the visible area a bit, so the player will,
280static void 269static void
281expand_sight (object *op) 270expand_sight (object *op)
282{ 271{
283 int i, x, y, dx, dy; 272 int i, x, y, dx, dy;
284 273
285 for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ 274 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++) 275 for (y = 1; y < op->contr->ns->mapy - 1; y++)
287 { 276 {
288 if (!op->contr->blocked_los[x][y] && 277 if (!op->contr->blocked_los[x][y] &&
289 !(get_map_flags (op->map, NULL, 278 !(get_map_flags (op->map, NULL,
290 op->x - op->contr->socket.mapx / 2 + x, 279 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))) 280 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
292 { 281 {
293 282
294 for (i = 1; i <= 8; i += 1) 283 for (i = 1; i <= 8; i += 1)
295 { /* mark all directions */ 284 { /* mark all directions */
296 dx = x + freearr_x[i]; 285 dx = x + freearr_x[i];
299 op->contr->blocked_los[dx][dy] = -1; 288 op->contr->blocked_los[dx][dy] = -1;
300 } 289 }
301 } 290 }
302 } 291 }
303 292
304 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ 293 if (op->map->darkness > 0) /* player is on a dark map */
305 expand_lighted_sight (op); 294 expand_lighted_sight (op);
306 295
307
308 /* clear mark squares */ 296 /* clear mark squares */
309 for (x = 0; x < op->contr->socket.mapx; x++) 297 for (x = 0; x < op->contr->ns->mapx; x++)
310 for (y = 0; y < op->contr->socket.mapy; y++) 298 for (y = 0; y < op->contr->ns->mapy; y++)
311 if (op->contr->blocked_los[x][y] < 0) 299 if (op->contr->blocked_los[x][y] < 0)
312 op->contr->blocked_los[x][y] = 0; 300 op->contr->blocked_los[x][y] = 0;
313} 301}
314
315
316
317 302
318/* returns true if op carries one or more lights 303/* returns true if op carries one or more lights
319 * This is a trivial function now days, but it used to 304 * This is a trivial function now days, but it used to
320 * be a bit longer. Probably better for callers to just 305 * be a bit longer. Probably better for callers to just
321 * check the op->glow_radius instead of calling this. 306 * check the op->glow_radius instead of calling this.
333 318
334static void 319static void
335expand_lighted_sight (object *op) 320expand_lighted_sight (object *op)
336{ 321{
337 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 322 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
338 mapstruct *m = op->map; 323 maptile *m = op->map;
339 sint16 nx, ny; 324 sint16 nx, ny;
340 325
341 darklevel = MAP_DARKNESS (m); 326 darklevel = m->darkness;
342 327
343 /* If the player can see in the dark, lower the darklevel for him */ 328 /* If the player can see in the dark, lower the darklevel for him */
344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 329 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 darklevel -= 2; 330 darklevel -= 2;
346 331
355 /* Do a sanity check. If not valid, some code below may do odd 340 /* Do a sanity check. If not valid, some code below may do odd
356 * things. 341 * things.
357 */ 342 */
358 if (darklevel > MAX_DARKNESS) 343 if (darklevel > MAX_DARKNESS)
359 { 344 {
360 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 345 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
361 darklevel = MAX_DARKNESS; 346 darklevel = MAX_DARKNESS;
362 } 347 }
363 348
364 /* First, limit player furthest (unlighted) vision */ 349 /* First, limit player furthest (unlighted) vision */
365 for (x = 0; x < op->contr->socket.mapx; x++) 350 for (x = 0; x < op->contr->ns->mapx; x++)
366 for (y = 0; y < op->contr->socket.mapy; y++) 351 for (y = 0; y < op->contr->ns->mapy; y++)
367 if (op->contr->blocked_los[x][y] != 100) 352 if (op->contr->blocked_los[x][y] != 100)
368 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 353 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
369 354
370 /* the spaces[] darkness value contains the information we need. 355 /* the spaces[] darkness value contains the information we need.
371 * Only process the area of interest. 356 * Only process the area of interest.
372 * the basex, basey values represent the position in the op->contr->blocked_los 357 * 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 358 * array. Its easier to just increment them here (and start with the right
374 * value) than to recalculate them down below. 359 * value) than to recalculate them down below.
375 */ 360 */
376 for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 361 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++) 362 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
378 { 363 {
379 364
380 for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; 365 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++) 366 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
382 { 367 {
383 m = op->map; 368 m = op->map;
384 nx = x; 369 nx = x;
385 ny = y; 370 ny = y;
386 371
398#if 0 383#if 0
399 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); 384 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
400#endif 385#endif
401 for (ax = basex - light; ax <= basex + light; ax++) 386 for (ax = basex - light; ax <= basex + light; ax++)
402 { 387 {
403 if (ax < 0 || ax >= op->contr->socket.mapx) 388 if (ax < 0 || ax >= op->contr->ns->mapx)
404 continue; 389 continue;
390
405 for (ay = basey - light; ay <= basey + light; ay++) 391 for (ay = basey - light; ay <= basey + light; ay++)
406 { 392 {
407 if (ay < 0 || ay >= op->contr->socket.mapy) 393 if (ay < 0 || ay >= op->contr->ns->mapy)
408 continue; 394 continue;
409 395
410 /* If the space is fully blocked, do nothing. Otherwise, we 396 /* If the space is fully blocked, do nothing. Otherwise, we
411 * brighten the space. The further the light is away from the 397 * brighten the space. The further the light is away from the
412 * source (basex-x), the less effect it has. Though light used 398 * source (basex-x), the less effect it has. Though light used
416 */ 402 */
417 if (op->contr->blocked_los[ax][ay] != 100) 403 if (op->contr->blocked_los[ax][ay] != 100)
418 { 404 {
419 x1 = abs (basex - ax) * abs (basex - ax); 405 x1 = abs (basex - ax) * abs (basex - ax);
420 y1 = abs (basey - ay) * abs (basey - ay); 406 y1 = abs (basey - ay) * abs (basey - ay);
421 if (light > 0) 407
422 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 408 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
423 if (light < 0)
424 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); 409 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
425 } 410 }
426 } /* for ay */ 411 }
427 } /* for ax */ 412 }
428 } /* if this space is providing light */ 413 }
429 } /* for y */ 414 }
430 } /* for x */ 415 }
431 416
432 /* Outdoor should never really be completely pitch black dark like 417 /* Outdoor should never really be completely pitch black dark like
433 * a dungeon, so let the player at least see a little around themselves 418 * a dungeon, so let the player at least see a little around themselves
434 */ 419 */
435 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 420 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 { 421 {
437 if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) 422 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; 423 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
439 424
440 for (x = -1; x <= 1; x++) 425 for (x = -1; x <= 1; x++)
441 for (y = -1; y <= 1; y++) 426 for (y = -1; y <= 1; y++)
442 { 427 {
443 if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) 428 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; 429 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
445 } 430 }
446 } 431 }
432
447 /* grant some vision to the player, based on the darklevel */ 433 /* grant some vision to the player, based on the darklevel */
448 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 434 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
449 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 435 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)) 436 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] -= 437 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))); 438 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
453} 439}
454 440
455/* blinded_sight() - sets all veiwable squares to blocked except 441/* blinded_sight() - sets all veiwable squares to blocked except
456 * for the one the central one that the player occupies. A little 442 * for the one the central one that the player occupies. A little
457 * odd that you can see yourself (and what your standing on), but 443 * odd that you can see yourself (and what your standing on), but
458 * really need for any reasonable game play. 444 * really need for any reasonable game play.
459 */ 445 */
460
461static void 446static void
462blinded_sight (object *op) 447blinded_sight (object *op)
463{ 448{
464 int x, y; 449 int x, y;
465 450
466 for (x = 0; x < op->contr->socket.mapx; x++) 451 for (x = 0; x < op->contr->ns->mapx; x++)
467 for (y = 0; y < op->contr->socket.mapy; y++) 452 for (y = 0; y < op->contr->ns->mapy; y++)
468 op->contr->blocked_los[x][y] = 100; 453 op->contr->blocked_los[x][y] = 100;
469 454
470 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; 455 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
471} 456}
472 457
473/* 458/*
474 * update_los() recalculates the array which specifies what is 459 * update_los() recalculates the array which specifies what is
475 * visible for the given player-object. 460 * visible for the given player-object.
476 */ 461 */
477
478void 462void
479update_los (object *op) 463update_los (object *op)
480{ 464{
481 int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; 465 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
482 466
483 if (QUERY_FLAG (op, FLAG_REMOVED)) 467 if (QUERY_FLAG (op, FLAG_REMOVED))
484 return; 468 return;
485 469
486 clear_los (op); 470 clear_los (op->contr);
471
487 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 472 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
488 return; 473 return;
489 474
490 /* For larger maps, this is more efficient than the old way which 475 /* 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 476 * 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 477 * 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. 478 * could be examined multile times, as each path would be looked at.
494 */ 479 */
495 for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) 480 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++) 481 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); 482 check_wall (op, x, y);
498
499 483
500 /* do the los of the player. 3 (potential) cases */ 484 /* do the los of the player. 3 (potential) cases */
501 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 485 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
502 blinded_sight (op); 486 blinded_sight (op);
503 else 487 else
504 expand_sight (op); 488 expand_sight (op);
505 489
490 //TODO: no range-checking whatsoever :(
506 if (QUERY_FLAG (op, FLAG_XRAYS)) 491 if (QUERY_FLAG (op, FLAG_XRAYS))
507 {
508 int x, y;
509
510 for (x = -2; x <= 2; x++) 492 for (int x = -2; x <= 2; x++)
511 for (y = -2; y <= 2; y++) 493 for (int y = -2; y <= 2; y++)
512 op->contr->blocked_los[dx + x][dy + y] = 0; 494 op->contr->blocked_los[dx + x][dy + y] = 0;
513 }
514} 495}
515 496
516/* update all_map_los is like update_all_los below, 497/* update all_map_los is like update_all_los below,
517 * but updates everyone on the map, no matter where they 498 * but updates everyone on the map, no matter where they
518 * are. This generally should not be used, as a per 499 * are. This generally should not be used, as a per
519 * specific map change doesn't make much sense when tiling 500 * specific map change doesn't make much sense when tiling
520 * is considered (lowering darkness would certainly be a 501 * is considered (lowering darkness would certainly be a
521 * strange effect if done on a tile map, as it makes 502 * strange effect if done on a tile map, as it makes
522 * the distinction between maps much more obvious to the 503 * the distinction between maps much more obvious to the
523 * players, which is should not be. 504 * players, which is should not be.
524 * Currently, this function is called from the 505 * Currently, this function is called from the
525 * change_map_light function 506 * change_map_light function
526 */ 507 */
527void 508void
528update_all_map_los (mapstruct *map) 509update_all_map_los (maptile *map)
529{ 510{
530 player *pl; 511 for_all_players (pl)
531
532 for (pl = first_player; pl != NULL; pl = pl->next)
533 {
534 if (pl->ob->map == map) 512 if (pl->ob && pl->ob->map == map)
535 pl->do_los = 1; 513 pl->do_los = 1;
536 }
537} 514}
538
539 515
540/* 516/*
541 * This function makes sure that update_los() will be called for all 517 * This function makes sure that update_los() will be called for all
542 * players on the given map within the next frame. 518 * players on the given map within the next frame.
543 * It is triggered by removal or inserting of objects which blocks 519 * It is triggered by removal or inserting of objects which blocks
547 * means that just being on the same map is not sufficient - the 523 * means that just being on the same map is not sufficient - the
548 * space that changes must be withing your viewable area. 524 * space that changes must be withing your viewable area.
549 * 525 *
550 * map is the map that changed, x and y are the coordinates. 526 * map is the map that changed, x and y are the coordinates.
551 */ 527 */
552
553void 528void
554update_all_los (const mapstruct *map, int x, int y) 529update_all_los (const maptile *map, int x, int y)
555{ 530{
556 player *pl; 531 for_all_players (pl)
557
558 for (pl = first_player; pl != NULL; pl = pl->next)
559 { 532 {
560 /* Player should not have a null map, but do this 533 /* Player should not have a null map, but do this
561 * check as a safety 534 * check as a safety
562 */ 535 */
563 if (!pl->ob->map) 536 if (!pl->ob || !pl->ob->map || !pl->ns)
564 continue; 537 continue;
565 538
566 /* Same map is simple case - see if pl is close enough. 539 /* Same map is simple case - see if pl is close enough.
567 * Note in all cases, we did the check for same map first, 540 * Note in all cases, we did the check for same map first,
568 * and then see if the player is close enough and update 541 * and then see if the player is close enough and update
572 * so by setting it up this way, we trim processing 545 * so by setting it up this way, we trim processing
573 * some. 546 * some.
574 */ 547 */
575 if (pl->ob->map == map) 548 if (pl->ob->map == map)
576 { 549 {
577 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 550 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
578 pl->do_los = 1; 551 pl->do_los = 1;
579 } 552 }
553
580 /* Now we check to see if player is on adjacent 554 /* Now we check to see if player is on adjacent
581 * maps to the one that changed and also within 555 * maps to the one that changed and also within
582 * view. The tile_maps[] could be null, but in that 556 * view. The tile_maps[] could be null, but in that
583 * case it should never match the pl->ob->map, so 557 * case it should never match the pl->ob->map, so
584 * we want ever try to dereference any of the data in it. 558 * we want ever try to dereference any of the data in it.
585 */ 559 *
586
587 /* The logic for 0 and 3 is to see how far the player is 560 * 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) 561 * from the edge of the map (height/width) - pl->ob->(x,y)
589 * and to add current position on this map - that gives a 562 * and to add current position on this map - that gives a
590 * distance. 563 * distance.
591 * For 1 and 2, we check to see how far the given 564 * For 1 and 2, we check to see how far the given
592 * coordinate (x,y) is from the corresponding edge, 565 * coordinate (x,y) is from the corresponding edge,
593 * and then add the players location, which gives 566 * and then add the players location, which gives
594 * a distance. 567 * a distance.
595 */ 568 */
596 else if (pl->ob->map == map->tile_map[0]) 569 else if (pl->ob->map == map->tile_map[0])
597 { 570 {
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)) 571 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
599 pl->do_los = 1; 572 pl->do_los = 1;
600 } 573 }
601 else if (pl->ob->map == map->tile_map[2]) 574 else if (pl->ob->map == map->tile_map[2])
602 { 575 {
603 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) 576 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
604 pl->do_los = 1; 577 pl->do_los = 1;
605 } 578 }
606 else if (pl->ob->map == map->tile_map[1]) 579 else if (pl->ob->map == map->tile_map[1])
607 { 580 {
608 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 581 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
609 pl->do_los = 1; 582 pl->do_los = 1;
610 } 583 }
611 else if (pl->ob->map == map->tile_map[3]) 584 else if (pl->ob->map == map->tile_map[3])
612 { 585 {
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)) 586 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
614 pl->do_los = 1; 587 pl->do_los = 1;
615 } 588 }
616 } 589 }
617} 590}
618 591
619/* 592/*
620 * Debug-routine which dumps the array which specifies the visible 593 * Debug-routine which dumps the array which specifies the visible
621 * area of a player. Triggered by the z key in DM mode. 594 * area of a player. Triggered by the z key in DM mode.
622 */ 595 */
623
624void 596void
625print_los (object *op) 597print_los (object *op)
626{ 598{
627 int x, y; 599 int x, y;
628 char buf[50], buf2[10]; 600 char buf[50], buf2[10];
629 601
630 strcpy (buf, " "); 602 strcpy (buf, " ");
603
631 for (x = 0; x < op->contr->socket.mapx; x++) 604 for (x = 0; x < op->contr->ns->mapx; x++)
632 { 605 {
633 sprintf (buf2, "%2d", x); 606 sprintf (buf2, "%2d", x);
634 strcat (buf, buf2); 607 strcat (buf, buf2);
635 } 608 }
609
636 new_draw_info (NDI_UNIQUE, 0, op, buf); 610 new_draw_info (NDI_UNIQUE, 0, op, buf);
611
637 for (y = 0; y < op->contr->socket.mapy; y++) 612 for (y = 0; y < op->contr->ns->mapy; y++)
638 { 613 {
639 sprintf (buf, "%2d:", y); 614 sprintf (buf, "%2d:", y);
615
640 for (x = 0; x < op->contr->socket.mapx; x++) 616 for (x = 0; x < op->contr->ns->mapx; x++)
641 { 617 {
642 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 618 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
643 strcat (buf, buf2); 619 strcat (buf, buf2);
644 } 620 }
621
645 new_draw_info (NDI_UNIQUE, 0, op, buf); 622 new_draw_info (NDI_UNIQUE, 0, op, buf);
646 } 623 }
647} 624}
648 625
649/* 626/*
652 */ 629 */
653 630
654void 631void
655make_sure_seen (const object *op) 632make_sure_seen (const object *op)
656{ 633{
657 player *pl; 634 for_all_players (pl)
658
659 for (pl = first_player; pl; pl = pl->next)
660 if (pl->ob->map == op->map && 635 if (pl->ob->map == op->map &&
661 pl->ob->y - pl->socket.mapy / 2 <= op->y && 636 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) 637 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; 638 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
664} 639}
665 640
666/* 641/*
667 * make_sure_not_seen: The object which is supposed to be visible through 642 * 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 643 * walls has just been removed from the map, so update the los of any
670 */ 645 */
671 646
672void 647void
673make_sure_not_seen (const object *op) 648make_sure_not_seen (const object *op)
674{ 649{
675 player *pl; 650 for_all_players (pl)
676
677 for (pl = first_player; pl; pl = pl->next)
678 if (pl->ob->map == op->map && 651 if (pl->ob->map == op->map &&
679 pl->ob->y - pl->socket.mapy / 2 <= op->y && 652 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) 653 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; 654 pl->do_los = 1;
682} 655}

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