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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
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++) |
… | |
… | |
394 | #endif |
394 | #endif |
395 | for (ax = basex - light; ax <= basex + light; ax++) |
395 | for (ax = basex - light; ax <= basex + light; ax++) |
396 | { |
396 | { |
397 | if (ax < 0 || ax >= op->contr->ns->mapx) |
397 | if (ax < 0 || ax >= op->contr->ns->mapx) |
398 | continue; |
398 | continue; |
|
|
399 | |
399 | for (ay = basey - light; ay <= basey + light; ay++) |
400 | for (ay = basey - light; ay <= basey + light; ay++) |
400 | { |
401 | { |
401 | if (ay < 0 || ay >= op->contr->ns->mapy) |
402 | if (ay < 0 || ay >= op->contr->ns->mapy) |
402 | continue; |
403 | continue; |
403 | |
404 | |
… | |
… | |
410 | */ |
411 | */ |
411 | if (op->contr->blocked_los[ax][ay] != 100) |
412 | if (op->contr->blocked_los[ax][ay] != 100) |
412 | { |
413 | { |
413 | x1 = abs (basex - ax) * abs (basex - ax); |
414 | x1 = abs (basex - ax) * abs (basex - ax); |
414 | y1 = abs (basey - ay) * abs (basey - ay); |
415 | y1 = abs (basey - ay) * abs (basey - ay); |
415 | if (light > 0) |
416 | |
416 | op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
417 | if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
417 | if (light < 0) |
|
|
418 | op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
418 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
419 | } |
419 | } |
420 | } /* for ay */ |
420 | } |
421 | } /* for ax */ |
421 | } |
422 | } /* if this space is providing light */ |
422 | } |
423 | } /* for y */ |
423 | } |
424 | } /* for x */ |
424 | } |
425 | |
425 | |
426 | /* Outdoor should never really be completely pitch black dark like |
426 | /* Outdoor should never really be completely pitch black dark like |
427 | * 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 |
428 | */ |
428 | */ |
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
… | |
… | |
436 | { |
436 | { |
437 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->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)) |
438 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->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; |
439 | } |
439 | } |
440 | } |
440 | } |
|
|
441 | |
441 | /* grant some vision to the player, based on the darklevel */ |
442 | /* grant some vision to the player, based on the darklevel */ |
442 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
443 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
443 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
444 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
444 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
445 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
445 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
446 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
… | |
… | |
449 | /* blinded_sight() - sets all veiwable squares to blocked except |
450 | /* blinded_sight() - sets all veiwable squares to blocked except |
450 | * for the one the central one that the player occupies. A little |
451 | * for the one the central one that the player occupies. A little |
451 | * odd that you can see yourself (and what your standing on), but |
452 | * odd that you can see yourself (and what your standing on), but |
452 | * really need for any reasonable game play. |
453 | * really need for any reasonable game play. |
453 | */ |
454 | */ |
454 | |
|
|
455 | static void |
455 | static void |
456 | blinded_sight (object *op) |
456 | blinded_sight (object *op) |
457 | { |
457 | { |
458 | int x, y; |
458 | int x, y; |
459 | |
459 | |
… | |
… | |
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. |
… | |
… | |
519 | * change_map_light function |
519 | * change_map_light function |
520 | */ |
520 | */ |
521 | void |
521 | void |
522 | update_all_map_los (maptile *map) |
522 | update_all_map_los (maptile *map) |
523 | { |
523 | { |
524 | player *pl; |
524 | for_all_players (pl) |
525 | |
|
|
526 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
527 | { |
|
|
528 | if (pl->ob->map == map) |
525 | if (pl->ob && pl->ob->map == map) |
529 | pl->do_los = 1; |
526 | pl->do_los = 1; |
530 | } |
|
|
531 | } |
527 | } |
532 | |
|
|
533 | |
528 | |
534 | /* |
529 | /* |
535 | * 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 |
536 | * players on the given map within the next frame. |
531 | * players on the given map within the next frame. |
537 | * It is triggered by removal or inserting of objects which blocks |
532 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
541 | * 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 |
542 | * space that changes must be withing your viewable area. |
537 | * space that changes must be withing your viewable area. |
543 | * |
538 | * |
544 | * 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. |
545 | */ |
540 | */ |
546 | |
|
|
547 | void |
541 | void |
548 | update_all_los (const maptile *map, int x, int y) |
542 | update_all_los (const maptile *map, int x, int y) |
549 | { |
543 | { |
550 | player *pl; |
544 | for_all_players (pl) |
551 | |
|
|
552 | for (pl = first_player; pl; pl = pl->next) |
|
|
553 | { |
545 | { |
554 | /* Player should not have a null map, but do this |
546 | /* Player should not have a null map, but do this |
555 | * check as a safety |
547 | * check as a safety |
556 | */ |
548 | */ |
557 | if (!pl->ob->map) |
549 | if (!pl->ob || !pl->ob->map || !pl->ns) |
558 | continue; |
550 | continue; |
559 | |
551 | |
560 | /* Same map is simple case - see if pl is close enough. |
552 | /* Same map is simple case - see if pl is close enough. |
561 | * 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, |
562 | * and then see if the player is close enough and update |
554 | * and then see if the player is close enough and update |
… | |
… | |
569 | if (pl->ob->map == map) |
561 | if (pl->ob->map == map) |
570 | { |
562 | { |
571 | 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)) |
572 | pl->do_los = 1; |
564 | pl->do_los = 1; |
573 | } |
565 | } |
|
|
566 | |
574 | /* Now we check to see if player is on adjacent |
567 | /* Now we check to see if player is on adjacent |
575 | * maps to the one that changed and also within |
568 | * maps to the one that changed and also within |
576 | * view. The tile_maps[] could be null, but in that |
569 | * view. The tile_maps[] could be null, but in that |
577 | * case it should never match the pl->ob->map, so |
570 | * case it should never match the pl->ob->map, so |
578 | * 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. |
579 | */ |
572 | * |
580 | |
|
|
581 | /* 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 |
582 | * 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) |
583 | * and to add current position on this map - that gives a |
575 | * and to add current position on this map - that gives a |
584 | * distance. |
576 | * distance. |
585 | * 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 |
586 | * coordinate (x,y) is from the corresponding edge, |
578 | * coordinate (x,y) is from the corresponding edge, |
587 | * and then add the players location, which gives |
579 | * and then add the players location, which gives |
588 | * a distance. |
580 | * a distance. |
589 | */ |
581 | */ |
590 | else if (pl->ob->map == map->tile_map[0]) |
582 | else if (pl->ob->map == map->tile_map[0]) |
591 | { |
583 | { |
592 | 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)) |
593 | pl->do_los = 1; |
585 | pl->do_los = 1; |
594 | } |
586 | } |
595 | else if (pl->ob->map == map->tile_map[2]) |
587 | else if (pl->ob->map == map->tile_map[2]) |
596 | { |
588 | { |
597 | 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)) |
598 | pl->do_los = 1; |
590 | pl->do_los = 1; |
599 | } |
591 | } |
600 | else if (pl->ob->map == map->tile_map[1]) |
592 | else if (pl->ob->map == map->tile_map[1]) |
601 | { |
593 | { |
602 | 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)) |
603 | pl->do_los = 1; |
595 | pl->do_los = 1; |
604 | } |
596 | } |
605 | else if (pl->ob->map == map->tile_map[3]) |
597 | else if (pl->ob->map == map->tile_map[3]) |
606 | { |
598 | { |
607 | 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)) |
608 | pl->do_los = 1; |
600 | pl->do_los = 1; |
609 | } |
601 | } |
610 | } |
602 | } |
611 | } |
603 | } |
612 | |
604 | |
613 | /* |
605 | /* |
614 | * Debug-routine which dumps the array which specifies the visible |
606 | * Debug-routine which dumps the array which specifies the visible |
615 | * 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. |
616 | */ |
608 | */ |
617 | |
|
|
618 | void |
609 | void |
619 | print_los (object *op) |
610 | print_los (object *op) |
620 | { |
611 | { |
621 | int x, y; |
612 | int x, y; |
622 | char buf[50], buf2[10]; |
613 | char buf[50], buf2[10]; |
623 | |
614 | |
624 | strcpy (buf, " "); |
615 | strcpy (buf, " "); |
|
|
616 | |
625 | for (x = 0; x < op->contr->ns->mapx; x++) |
617 | for (x = 0; x < op->contr->ns->mapx; x++) |
626 | { |
618 | { |
627 | sprintf (buf2, "%2d", x); |
619 | sprintf (buf2, "%2d", x); |
628 | strcat (buf, buf2); |
620 | strcat (buf, buf2); |
629 | } |
621 | } |
|
|
622 | |
630 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
623 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
624 | |
631 | for (y = 0; y < op->contr->ns->mapy; y++) |
625 | for (y = 0; y < op->contr->ns->mapy; y++) |
632 | { |
626 | { |
633 | sprintf (buf, "%2d:", y); |
627 | sprintf (buf, "%2d:", y); |
|
|
628 | |
634 | for (x = 0; x < op->contr->ns->mapx; x++) |
629 | for (x = 0; x < op->contr->ns->mapx; x++) |
635 | { |
630 | { |
636 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
631 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
637 | strcat (buf, buf2); |
632 | strcat (buf, buf2); |
638 | } |
633 | } |
|
|
634 | |
639 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
635 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
640 | } |
636 | } |
641 | } |
637 | } |
642 | |
638 | |
643 | /* |
639 | /* |
… | |
… | |
646 | */ |
642 | */ |
647 | |
643 | |
648 | void |
644 | void |
649 | make_sure_seen (const object *op) |
645 | make_sure_seen (const object *op) |
650 | { |
646 | { |
651 | player *pl; |
647 | for_all_players (pl) |
652 | |
|
|
653 | for (pl = first_player; pl; pl = pl->next) |
|
|
654 | if (pl->ob->map == op->map && |
648 | if (pl->ob->map == op->map && |
655 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
649 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
656 | 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) |
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) |
657 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->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; |
658 | } |
652 | } |
… | |
… | |
664 | */ |
658 | */ |
665 | |
659 | |
666 | void |
660 | void |
667 | make_sure_not_seen (const object *op) |
661 | make_sure_not_seen (const object *op) |
668 | { |
662 | { |
669 | player *pl; |
663 | for_all_players (pl) |
670 | |
|
|
671 | for (pl = first_player; pl; pl = pl->next) |
|
|
672 | if (pl->ob->map == op->map && |
664 | if (pl->ob->map == op->map && |
673 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
665 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
674 | 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) |
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) |
675 | pl->do_los = 1; |
667 | pl->do_los = 1; |
676 | } |
668 | } |