… | |
… | |
30 | * 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 |
31 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
32 | * block view in our tables. |
32 | * block view in our tables. |
33 | * .4 or less lets you see through walls. .5 is about right. |
33 | * .4 or less lets you see through walls. .5 is about right. |
34 | */ |
34 | */ |
35 | |
|
|
36 | #define SPACE_BLOCK 0.5 |
35 | #define SPACE_BLOCK 0.5 |
37 | |
36 | |
38 | typedef struct blstr |
37 | typedef struct blstr |
39 | { |
38 | { |
40 | int x[4], y[4]; |
39 | int x[4], y[4]; |
… | |
… | |
87 | /* since we are only doing the upper left quadrant, only |
86 | /* since we are only doing the upper left quadrant, only |
88 | * these spaces could possibly get blocked, since these |
87 | * these spaces could possibly get blocked, since these |
89 | * are the only ones further out that are still possibly in the |
88 | * are the only ones further out that are still possibly in the |
90 | * sightline. |
89 | * sightline. |
91 | */ |
90 | */ |
92 | |
|
|
93 | void |
91 | void |
94 | init_block (void) |
92 | init_block (void) |
95 | { |
93 | { |
96 | int x, y, dx, dy, i; |
|
|
97 | static int block_x[3] = { -1, -1, 0 }, |
94 | static int block_x[3] = { -1, -1, 0 }, |
98 | block_y[3] = { -1, 0, -1 }; |
95 | block_y[3] = { -1, 0, -1 }; |
99 | |
96 | |
100 | for (x = 0; x < MAP_CLIENT_X; x++) |
97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
101 | for (y = 0; y < MAP_CLIENT_Y; y++) |
98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
102 | block[x][y].index = 0; |
99 | block[x][y].index = 0; |
103 | |
|
|
104 | |
100 | |
105 | /* The table should be symmetric, so only do the upper left |
101 | /* The table should be symmetric, so only do the upper left |
106 | * quadrant - makes the processing easier. |
102 | * quadrant - makes the processing easier. |
107 | */ |
103 | */ |
108 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
109 | { |
105 | { |
110 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
111 | { |
107 | { |
112 | for (i = 0; i < 3; i++) |
108 | for (int i = 0; i < 3; i++) |
113 | { |
109 | { |
114 | dx = x + block_x[i]; |
110 | int dx = x + block_x[i]; |
115 | dy = y + block_y[i]; |
111 | int dy = y + block_y[i]; |
116 | |
112 | |
117 | /* center space never blocks */ |
113 | /* center space never blocks */ |
118 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
119 | continue; |
115 | continue; |
120 | |
116 | |
… | |
… | |
132 | } |
128 | } |
133 | else |
129 | else |
134 | { |
130 | { |
135 | float d1, r, s, l; |
131 | float d1, r, s, l; |
136 | |
132 | |
137 | /* We use the algorihm that found out how close the point |
133 | /* We use the algorithm that found out how close the point |
138 | * (x,y) is to the line from dx,dy to the center of the viewable |
134 | * (x,y) is to the line from dx,dy to the center of the viewable |
139 | * area. l is the distance from x,y to the line. |
135 | * area. l is the distance from x,y to the line. |
140 | * r is more a curiosity - it lets us know what direction (left/right) |
136 | * r is more a curiosity - it lets us know what direction (left/right) |
141 | * the line is off |
137 | * the line is off |
142 | */ |
138 | */ |
143 | |
139 | |
144 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f)); |
145 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
141 | r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
146 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
142 | s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
147 | l = FABS (sqrt (d1) * s); |
143 | l = fabs (sqrtf (d1) * s); |
148 | |
144 | |
149 | if (l <= SPACE_BLOCK) |
145 | if (l <= SPACE_BLOCK) |
150 | { |
146 | { |
151 | /* For simplicity, we mirror the coordinates to block the other |
147 | /* For simplicity, we mirror the coordinates to block the other |
152 | * quadrants. |
148 | * quadrants. |
… | |
… | |
173 | * In this way, the chain of visibility is set. |
169 | * In this way, the chain of visibility is set. |
174 | */ |
170 | */ |
175 | static void |
171 | static void |
176 | set_wall (object *op, int x, int y) |
172 | set_wall (object *op, int x, int y) |
177 | { |
173 | { |
178 | int i; |
|
|
179 | |
|
|
180 | for (i = 0; i < block[x][y].index; i++) |
174 | for (int i = 0; i < block[x][y].index; i++) |
181 | { |
175 | { |
182 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
176 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
183 | |
177 | |
184 | /* ax, ay are the values as adjusted to be in the |
178 | /* ax, ay are the values as adjusted to be in the |
185 | * socket look structure. |
179 | * socket look structure. |
… | |
… | |
204 | /* |
198 | /* |
205 | * Used to initialise the array used by the LOS routines. |
199 | * Used to initialise the array used by the LOS routines. |
206 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
200 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
207 | * this is because they index the blocked[][] arrays. |
201 | * this is because they index the blocked[][] arrays. |
208 | */ |
202 | */ |
209 | |
|
|
210 | static void |
203 | static void |
211 | check_wall (object *op, int x, int y) |
204 | check_wall (object *op, int x, int y) |
212 | { |
205 | { |
213 | int ax, ay; |
206 | int ax, ay; |
214 | |
207 | |
… | |
… | |
261 | * expand_sight goes through the array of what the given player is |
254 | * expand_sight goes through the array of what the given player is |
262 | * able to see, and expands the visible area a bit, so the player will, |
255 | * able to see, and expands the visible area a bit, so the player will, |
263 | * to a certain degree, be able to see into corners. |
256 | * to a certain degree, be able to see into corners. |
264 | * This is somewhat suboptimal, would be better to improve the formula. |
257 | * This is somewhat suboptimal, would be better to improve the formula. |
265 | */ |
258 | */ |
266 | |
|
|
267 | static void |
259 | static void |
268 | expand_sight (object *op) |
260 | expand_sight (object *op) |
269 | { |
261 | { |
270 | int i, x, y, dx, dy; |
|
|
271 | |
|
|
272 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
273 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
274 | { |
|
|
275 | if (!op->contr->blocked_los[x][y] && |
264 | if (!op->contr->blocked_los[x][y] && |
276 | !(get_map_flags (op->map, NULL, |
265 | !(get_map_flags (op->map, NULL, |
277 | op->x - op->contr->ns->mapx / 2 + x, |
266 | op->x - op->contr->ns->mapx / 2 + x, |
278 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
279 | { |
268 | { |
280 | |
|
|
281 | for (i = 1; i <= 8; i += 1) |
269 | for (int i = 1; i <= 8; i += 1) |
282 | { /* mark all directions */ |
270 | { /* mark all directions */ |
283 | dx = x + freearr_x[i]; |
271 | int dx = x + freearr_x[i]; |
284 | dy = y + freearr_y[i]; |
272 | int dy = y + freearr_y[i]; |
|
|
273 | |
285 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
274 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
286 | op->contr->blocked_los[dx][dy] = -1; |
275 | op->contr->blocked_los[dx][dy] = -1; |
287 | } |
276 | } |
288 | } |
277 | } |
289 | } |
|
|
290 | |
278 | |
291 | if (op->map->darkness > 0) /* player is on a dark map */ |
279 | if (op->map->darkness > 0) /* player is on a dark map */ |
292 | expand_lighted_sight (op); |
280 | expand_lighted_sight (op); |
293 | |
281 | |
294 | /* clear mark squares */ |
282 | /* clear mark squares */ |
295 | for (x = 0; x < op->contr->ns->mapx; x++) |
283 | for (int x = 0; x < op->contr->ns->mapx; x++) |
296 | for (y = 0; y < op->contr->ns->mapy; y++) |
284 | for (int y = 0; y < op->contr->ns->mapy; y++) |
297 | if (op->contr->blocked_los[x][y] < 0) |
285 | if (op->contr->blocked_los[x][y] < 0) |
298 | op->contr->blocked_los[x][y] = 0; |
286 | op->contr->blocked_los[x][y] = 0; |
299 | } |
287 | } |
300 | |
288 | |
301 | /* returns true if op carries one or more lights |
289 | /* returns true if op carries one or more lights |
302 | * This is a trivial function now days, but it used to |
290 | * This is a trivial function now days, but it used to |
303 | * be a bit longer. Probably better for callers to just |
291 | * be a bit longer. Probably better for callers to just |
304 | * check the op->glow_radius instead of calling this. |
292 | * check the op->glow_radius instead of calling this. |
305 | */ |
293 | */ |
306 | |
|
|
307 | int |
294 | int |
308 | has_carried_lights (const object *op) |
295 | has_carried_lights (const object *op) |
309 | { |
296 | { |
310 | /* op may glow! */ |
297 | /* op may glow! */ |
311 | if (op->glow_radius > 0) |
298 | if (op->glow_radius > 0) |