/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
#include
#include
#include
/* Distance must be less than this for the object to be blocked.
* An object is 1.0 wide, so if set to 0.5, it means the object
* that blocks half the view (0.0 is complete block) will
* block view in our tables.
* .4 or less lets you see through walls. .5 is about right.
*/
#define SPACE_BLOCK 0.5
typedef struct blstr
{
int x[4], y[4];
int index;
} blocks;
// 31/32 == a speed hack
// we would like to use 32 for speed, but the code loops endlessly
// then, reason not yet identified, so only make the array use 32,
// not the define's.
blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
static void expand_lighted_sight (object *op);
/*
* Used to initialise the array used by the LOS routines.
* What this sets if that x,y blocks the view of bx,by
* This then sets up a relation - for example, something
* at 5,4 blocks view at 5,3 which blocks view at 5,2
* etc. So when we check 5,4 and find it block, we have
* the data to know that 5,3 and 5,2 and 5,1 should also
* be blocked.
*/
static void
set_block (int x, int y, int bx, int by)
{
int index = block[x][y].index, i;
/* Due to flipping, we may get duplicates - better safe than sorry.
*/
for (i = 0; i < index; i++)
{
if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
return;
}
block[x][y].x[index] = bx;
block[x][y].y[index] = by;
block[x][y].index++;
#ifdef LOS_DEBUG
LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
#endif
}
/*
* initialises the array used by the LOS routines.
*/
/* since we are only doing the upper left quadrant, only
* these spaces could possibly get blocked, since these
* are the only ones further out that are still possibly in the
* sightline.
*/
void
init_block (void)
{
int x, y, dx, dy, i;
static int block_x[3] = { -1, -1, 0 },
block_y[3] = { -1, 0, -1 };
for (x = 0; x < MAP_CLIENT_X; x++)
for (y = 0; y < MAP_CLIENT_Y; y++)
block[x][y].index = 0;
/* The table should be symmetric, so only do the upper left
* quadrant - makes the processing easier.
*/
for (x = 1; x <= MAP_CLIENT_X / 2; x++)
{
for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
{
for (i = 0; i < 3; i++)
{
dx = x + block_x[i];
dy = y + block_y[i];
/* center space never blocks */
if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
continue;
/* If its a straight line, its blocked */
if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
{
/* For simplicity, we mirror the coordinates to block the other
* quadrants.
*/
set_block (x, y, dx, dy);
if (x == MAP_CLIENT_X / 2)
set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
else if (y == MAP_CLIENT_Y / 2)
set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
}
else
{
float d1, r, s, l;
/* We use the algorihm that found out how close the point
* (x,y) is to the line from dx,dy to the center of the viewable
* area. l is the distance from x,y to the line.
* r is more a curiosity - it lets us know what direction (left/right)
* the line is off
*/
d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
l = FABS (sqrt (d1) * s);
if (l <= SPACE_BLOCK)
{
/* For simplicity, we mirror the coordinates to block the other
* quadrants.
*/
set_block (x, y, dx, dy);
set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
}
}
}
}
}
}
/*
* Used to initialise the array used by the LOS routines.
* x,y are indexes into the blocked[][] array.
* This recursively sets the blocked line of sight view.
* From the blocked[][] array, we know for example
* that if some particular space is blocked, it blocks
* the view of the spaces 'behind' it, and those blocked
* spaces behind it may block other spaces, etc.
* In this way, the chain of visibility is set.
*/
static void
set_wall (object *op, int x, int y)
{
int i;
for (i = 0; i < block[x][y].index; i++)
{
int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
/* ax, ay are the values as adjusted to be in the
* socket look structure.
*/
ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
continue;
#if 0
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
#endif
/* we need to adjust to the fact that the socket
* code wants the los to start from the 0,0
* and not be relative to middle of los array.
*/
op->contr->blocked_los[ax][ay] = 100;
set_wall (op, dx, dy);
}
}
/*
* Used to initialise the array used by the LOS routines.
* op is the object, x and y values based on MAP_CLIENT_X and Y.
* this is because they index the blocked[][] arrays.
*/
static void
check_wall (object *op, int x, int y)
{
int ax, ay;
if (!block[x][y].index)
return;
/* ax, ay are coordinates as indexed into the look window */
ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
/* If the converted coordinates are outside the viewable
* area for the client, return now.
*/
if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
return;
#if 0
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
#endif
/* If this space is already blocked, prune the processing - presumably
* whatever has set this space to be blocked has done the work and already
* done the dependency chain.
*/
if (op->contr->blocked_los[ax][ay] == 100)
return;
if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
set_wall (op, x, y);
}
/*
* Clears/initialises the los-array associated to the player
* controlling the object.
*/
void
clear_los (player *pl)
{
/* This is safer than using the ns->mapx, mapy because
* we index the blocked_los as a 2 way array, so clearing
* the first z spaces may not not cover the spaces we are
* actually going to use
*/
memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
}
/*
* expand_sight goes through the array of what the given player is
* able to see, and expands the visible area a bit, so the player will,
* to a certain degree, be able to see into corners.
* This is somewhat suboptimal, would be better to improve the formula.
*/
static void
expand_sight (object *op)
{
int i, x, y, dx, dy;
for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
for (y = 1; y < op->contr->ns->mapy - 1; y++)
{
if (!op->contr->blocked_los[x][y] &&
!(get_map_flags (op->map, NULL,
op->x - op->contr->ns->mapx / 2 + x,
op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
{
for (i = 1; i <= 8; i += 1)
{ /* mark all directions */
dx = x + freearr_x[i];
dy = y + freearr_y[i];
if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
op->contr->blocked_los[dx][dy] = -1;
}
}
}
if (op->map->darkness > 0) /* player is on a dark map */
expand_lighted_sight (op);
/* clear mark squares */
for (x = 0; x < op->contr->ns->mapx; x++)
for (y = 0; y < op->contr->ns->mapy; y++)
if (op->contr->blocked_los[x][y] < 0)
op->contr->blocked_los[x][y] = 0;
}
/* returns true if op carries one or more lights
* This is a trivial function now days, but it used to
* be a bit longer. Probably better for callers to just
* check the op->glow_radius instead of calling this.
*/
int
has_carried_lights (const object *op)
{
/* op may glow! */
if (op->glow_radius > 0)
return 1;
return 0;
}
static void
expand_lighted_sight (object *op)
{
int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
maptile *m = op->map;
sint16 nx, ny;
darklevel = m->darkness;
/* If the player can see in the dark, lower the darklevel for him */
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
darklevel -= 2;
/* add light, by finding all (non-null) nearby light sources, then
* mark those squares specially. If the darklevel<1, there is no
* reason to do this, so we skip this function
*/
if (darklevel < 1)
return;
/* Do a sanity check. If not valid, some code below may do odd
* things.
*/
if (darklevel > MAX_DARKNESS)
{
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
darklevel = MAX_DARKNESS;
}
/* First, limit player furthest (unlighted) vision */
for (x = 0; x < op->contr->ns->mapx; x++)
for (y = 0; y < op->contr->ns->mapy; y++)
if (op->contr->blocked_los[x][y] != 100)
op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
/* the spaces[] darkness value contains the information we need.
* Only process the area of interest.
* the basex, basey values represent the position in the op->contr->blocked_los
* array. Its easier to just increment them here (and start with the right
* value) than to recalculate them down below.
*/
for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
{
for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
{
m = op->map;
nx = x;
ny = y;
mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
if (mflags & P_OUT_OF_MAP)
continue;
/* This space is providing light, so we need to brighten up the
* spaces around here.
*/
light = GET_MAP_LIGHT (m, nx, ny);
if (light != 0)
{
#if 0
LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
#endif
for (ax = basex - light; ax <= basex + light; ax++)
{
if (ax < 0 || ax >= op->contr->ns->mapx)
continue;
for (ay = basey - light; ay <= basey + light; ay++)
{
if (ay < 0 || ay >= op->contr->ns->mapy)
continue;
/* If the space is fully blocked, do nothing. Otherwise, we
* brighten the space. The further the light is away from the
* source (basex-x), the less effect it has. Though light used
* to dim in a square manner, it now dims in a circular manner
* using the the pythagorean theorem. glow_radius still
* represents the radius
*/
if (op->contr->blocked_los[ax][ay] != 100)
{
x1 = abs (basex - ax) * abs (basex - ax);
y1 = abs (basey - ay) * abs (basey - ay);
if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
}
}
}
}
}
}
/* Outdoor should never really be completely pitch black dark like
* a dungeon, so let the player at least see a little around themselves
*/
if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
{
if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
for (x = -1; x <= 1; x++)
for (y = -1; y <= 1; y++)
{
if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
}
}
/* grant some vision to the player, based on the darklevel */
for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
}
/* blinded_sight() - sets all veiwable squares to blocked except
* for the one the central one that the player occupies. A little
* odd that you can see yourself (and what your standing on), but
* really need for any reasonable game play.
*/
static void
blinded_sight (object *op)
{
int x, y;
for (x = 0; x < op->contr->ns->mapx; x++)
for (y = 0; y < op->contr->ns->mapy; y++)
op->contr->blocked_los[x][y] = 100;
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
}
/*
* update_los() recalculates the array which specifies what is
* visible for the given player-object.
*/
void
update_los (object *op)
{
int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
if (QUERY_FLAG (op, FLAG_REMOVED))
return;
clear_los (op->contr);
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
return;
/* For larger maps, this is more efficient than the old way which
* used the chaining of the block array. Since many space views could
* be blocked by different spaces in front, this mean that a lot of spaces
* could be examined multile times, as each path would be looked at.
*/
for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
check_wall (op, x, y);
/* do the los of the player. 3 (potential) cases */
if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
blinded_sight (op);
else
expand_sight (op);
//TODO: no range-checking whatsoever :(
if (QUERY_FLAG (op, FLAG_XRAYS))
for (int x = -2; x <= 2; x++)
for (int y = -2; y <= 2; y++)
op->contr->blocked_los[dx + x][dy + y] = 0;
}
/* update all_map_los is like update_all_los below,
* but updates everyone on the map, no matter where they
* are. This generally should not be used, as a per
* specific map change doesn't make much sense when tiling
* is considered (lowering darkness would certainly be a
* strange effect if done on a tile map, as it makes
* the distinction between maps much more obvious to the
* players, which is should not be.
* Currently, this function is called from the
* change_map_light function
*/
void
update_all_map_los (maptile *map)
{
for_all_players (pl)
if (pl->ob && pl->ob->map == map)
pl->do_los = 1;
}
/*
* This function makes sure that update_los() will be called for all
* players on the given map within the next frame.
* It is triggered by removal or inserting of objects which blocks
* the sight in the map.
* Modified by MSW 2001-07-12 to take a coordinate of the changed
* position, and to also take map tiling into account. This change
* means that just being on the same map is not sufficient - the
* space that changes must be withing your viewable area.
*
* map is the map that changed, x and y are the coordinates.
*/
void
update_all_los (const maptile *map, int x, int y)
{
for_all_players (pl)
{
/* Player should not have a null map, but do this
* check as a safety
*/
if (!pl->ob || !pl->ob->map || !pl->ns)
continue;
/* Same map is simple case - see if pl is close enough.
* Note in all cases, we did the check for same map first,
* and then see if the player is close enough and update
* los if that is the case. If the player is on the
* corresponding map, but not close enough, then the
* player can't be on another map that may be closer,
* so by setting it up this way, we trim processing
* some.
*/
if (pl->ob->map == map)
{
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
pl->do_los = 1;
}
/* Now we check to see if player is on adjacent
* maps to the one that changed and also within
* view. The tile_maps[] could be null, but in that
* case it should never match the pl->ob->map, so
* we want ever try to dereference any of the data in it.
*
* The logic for 0 and 3 is to see how far the player is
* from the edge of the map (height/width) - pl->ob->(x,y)
* and to add current position on this map - that gives a
* distance.
* For 1 and 2, we check to see how far the given
* coordinate (x,y) is from the corresponding edge,
* and then add the players location, which gives
* a distance.
*/
else if (pl->ob->map == map->tile_map[0])
{
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
pl->do_los = 1;
}
else if (pl->ob->map == map->tile_map[2])
{
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
pl->do_los = 1;
}
else if (pl->ob->map == map->tile_map[1])
{
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
pl->do_los = 1;
}
else if (pl->ob->map == map->tile_map[3])
{
if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
pl->do_los = 1;
}
}
}
/*
* Debug-routine which dumps the array which specifies the visible
* area of a player. Triggered by the z key in DM mode.
*/
void
print_los (object *op)
{
int x, y;
char buf[50], buf2[10];
strcpy (buf, " ");
for (x = 0; x < op->contr->ns->mapx; x++)
{
sprintf (buf2, "%2d", x);
strcat (buf, buf2);
}
new_draw_info (NDI_UNIQUE, 0, op, buf);
for (y = 0; y < op->contr->ns->mapy; y++)
{
sprintf (buf, "%2d:", y);
for (x = 0; x < op->contr->ns->mapx; x++)
{
sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
strcat (buf, buf2);
}
new_draw_info (NDI_UNIQUE, 0, op, buf);
}
}
/*
* make_sure_seen: The object is supposed to be visible through walls, thus
* check if any players are nearby, and edit their LOS array.
*/
void
make_sure_seen (const object *op)
{
for_all_players (pl)
if (pl->ob->map == op->map &&
pl->ob->y - pl->ns->mapy / 2 <= op->y &&
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)
pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
}
/*
* make_sure_not_seen: The object which is supposed to be visible through
* walls has just been removed from the map, so update the los of any
* players within its range
*/
void
make_sure_not_seen (const object *op)
{
for_all_players (pl)
if (pl->ob->map == op->map &&
pl->ob->y - pl->ns->mapy / 2 <= op->y &&
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)
pl->do_los = 1;
}