1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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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 |
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293 | op->contr->blocked_los[dx][dy] = -1; |
294 | op->contr->blocked_los[dx][dy] = -1; |
294 | } |
295 | } |
295 | } |
296 | } |
296 | } |
297 | } |
297 | |
298 | |
298 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
299 | if (op->map->darkness > 0) /* player is on a dark map */ |
299 | expand_lighted_sight (op); |
300 | expand_lighted_sight (op); |
300 | |
301 | |
301 | |
302 | |
302 | /* clear mark squares */ |
303 | /* clear mark squares */ |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
304 | for (x = 0; x < op->contr->ns->mapx; x++) |
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330 | { |
331 | { |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
332 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
332 | maptile *m = op->map; |
333 | maptile *m = op->map; |
333 | sint16 nx, ny; |
334 | sint16 nx, ny; |
334 | |
335 | |
335 | darklevel = MAP_DARKNESS (m); |
336 | darklevel = m->darkness; |
336 | |
337 | |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | darklevel -= 2; |
340 | darklevel -= 2; |
340 | |
341 | |
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349 | /* Do a sanity check. If not valid, some code below may do odd |
350 | /* Do a sanity check. If not valid, some code below may do odd |
350 | * things. |
351 | * things. |
351 | */ |
352 | */ |
352 | if (darklevel > MAX_DARKNESS) |
353 | if (darklevel > MAX_DARKNESS) |
353 | { |
354 | { |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
355 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 | darklevel = MAX_DARKNESS; |
356 | darklevel = MAX_DARKNESS; |
356 | } |
357 | } |
357 | |
358 | |
358 | /* First, limit player furthest (unlighted) vision */ |
359 | /* First, limit player furthest (unlighted) vision */ |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
360 | for (x = 0; x < op->contr->ns->mapx; x++) |
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507 | } |
508 | } |
508 | } |
509 | } |
509 | |
510 | |
510 | /* update all_map_los is like update_all_los below, |
511 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
512 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
513 | * are. This generally should not be used, as a per |
513 | * specific map change doesn't make much sense when tiling |
514 | * specific map change doesn't make much sense when tiling |
514 | * is considered (lowering darkness would certainly be a |
515 | * is considered (lowering darkness would certainly be a |
515 | * strange effect if done on a tile map, as it makes |
516 | * strange effect if done on a tile map, as it makes |
516 | * the distinction between maps much more obvious to the |
517 | * the distinction between maps much more obvious to the |
517 | * players, which is should not be. |
518 | * players, which is should not be. |
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520 | */ |
521 | */ |
521 | void |
522 | void |
522 | update_all_map_los (maptile *map) |
523 | update_all_map_los (maptile *map) |
523 | { |
524 | { |
524 | for_all_players (pl) |
525 | for_all_players (pl) |
525 | if (pl->ob->map == map) |
526 | if (pl->ob && pl->ob->map == map) |
526 | pl->do_los = 1; |
527 | pl->do_los = 1; |
527 | } |
528 | } |
528 | |
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529 | |
529 | |
530 | /* |
530 | /* |
531 | * This function makes sure that update_los() will be called for all |
531 | * This function makes sure that update_los() will be called for all |
532 | * players on the given map within the next frame. |
532 | * players on the given map within the next frame. |
533 | * It is triggered by removal or inserting of objects which blocks |
533 | * It is triggered by removal or inserting of objects which blocks |
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537 | * means that just being on the same map is not sufficient - the |
537 | * means that just being on the same map is not sufficient - the |
538 | * space that changes must be withing your viewable area. |
538 | * space that changes must be withing your viewable area. |
539 | * |
539 | * |
540 | * map is the map that changed, x and y are the coordinates. |
540 | * map is the map that changed, x and y are the coordinates. |
541 | */ |
541 | */ |
542 | |
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543 | void |
542 | void |
544 | update_all_los (const maptile *map, int x, int y) |
543 | update_all_los (const maptile *map, int x, int y) |
545 | { |
544 | { |
546 | for_all_players (pl) |
545 | for_all_players (pl) |
547 | { |
546 | { |
548 | /* Player should not have a null map, but do this |
547 | /* Player should not have a null map, but do this |
549 | * check as a safety |
548 | * check as a safety |
550 | */ |
549 | */ |
551 | if (!pl->ob->map) |
550 | if (!pl->ob || !pl->ob->map || !pl->ns) |
552 | continue; |
551 | continue; |
553 | |
552 | |
554 | /* Same map is simple case - see if pl is close enough. |
553 | /* Same map is simple case - see if pl is close enough. |
555 | * Note in all cases, we did the check for same map first, |
554 | * Note in all cases, we did the check for same map first, |
556 | * and then see if the player is close enough and update |
555 | * and then see if the player is close enough and update |
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563 | if (pl->ob->map == map) |
562 | if (pl->ob->map == map) |
564 | { |
563 | { |
565 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
564 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
566 | pl->do_los = 1; |
565 | pl->do_los = 1; |
567 | } |
566 | } |
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567 | |
568 | /* Now we check to see if player is on adjacent |
568 | /* Now we check to see if player is on adjacent |
569 | * maps to the one that changed and also within |
569 | * maps to the one that changed and also within |
570 | * view. The tile_maps[] could be null, but in that |
570 | * view. The tile_maps[] could be null, but in that |
571 | * case it should never match the pl->ob->map, so |
571 | * case it should never match the pl->ob->map, so |
572 | * we want ever try to dereference any of the data in it. |
572 | * we want ever try to dereference any of the data in it. |
573 | */ |
573 | * |
574 | |
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575 | /* The logic for 0 and 3 is to see how far the player is |
574 | * The logic for 0 and 3 is to see how far the player is |
576 | * from the edge of the map (height/width) - pl->ob->(x,y) |
575 | * from the edge of the map (height/width) - pl->ob->(x,y) |
577 | * and to add current position on this map - that gives a |
576 | * and to add current position on this map - that gives a |
578 | * distance. |
577 | * distance. |
579 | * For 1 and 2, we check to see how far the given |
578 | * For 1 and 2, we check to see how far the given |
580 | * coordinate (x,y) is from the corresponding edge, |
579 | * coordinate (x,y) is from the corresponding edge, |
581 | * and then add the players location, which gives |
580 | * and then add the players location, which gives |
582 | * a distance. |
581 | * a distance. |
583 | */ |
582 | */ |
584 | else if (pl->ob->map == map->tile_map[0]) |
583 | else if (pl->ob->map == map->tile_map[0]) |
585 | { |
584 | { |
586 | 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)) |
585 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
587 | pl->do_los = 1; |
586 | pl->do_los = 1; |
588 | } |
587 | } |
589 | else if (pl->ob->map == map->tile_map[2]) |
588 | else if (pl->ob->map == map->tile_map[2]) |
590 | { |
589 | { |
591 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) |
590 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
592 | pl->do_los = 1; |
591 | pl->do_los = 1; |
593 | } |
592 | } |
594 | else if (pl->ob->map == map->tile_map[1]) |
593 | else if (pl->ob->map == map->tile_map[1]) |
595 | { |
594 | { |
596 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
595 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
597 | pl->do_los = 1; |
596 | pl->do_los = 1; |
598 | } |
597 | } |
599 | else if (pl->ob->map == map->tile_map[3]) |
598 | else if (pl->ob->map == map->tile_map[3]) |
600 | { |
599 | { |
601 | 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)) |
600 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
602 | pl->do_los = 1; |
601 | pl->do_los = 1; |
603 | } |
602 | } |
604 | } |
603 | } |
605 | } |
604 | } |
606 | |
605 | |