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. |
… | |
… | |
519 | * change_map_light function |
520 | * change_map_light function |
520 | */ |
521 | */ |
521 | void |
522 | void |
522 | update_all_map_los (maptile *map) |
523 | update_all_map_los (maptile *map) |
523 | { |
524 | { |
524 | player *pl; |
525 | for_all_players (pl) |
525 | |
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526 | for (pl = first_player; pl != NULL; pl = pl->next) |
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527 | { |
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528 | if (pl->ob->map == map) |
526 | if (pl->ob && pl->ob->map == map) |
529 | pl->do_los = 1; |
527 | pl->do_los = 1; |
530 | } |
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531 | } |
528 | } |
532 | |
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533 | |
529 | |
534 | /* |
530 | /* |
535 | * 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 |
536 | * players on the given map within the next frame. |
532 | * players on the given map within the next frame. |
537 | * It is triggered by removal or inserting of objects which blocks |
533 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
541 | * 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 |
542 | * space that changes must be withing your viewable area. |
538 | * space that changes must be withing your viewable area. |
543 | * |
539 | * |
544 | * 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. |
545 | */ |
541 | */ |
546 | |
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547 | void |
542 | void |
548 | update_all_los (const maptile *map, int x, int y) |
543 | update_all_los (const maptile *map, int x, int y) |
549 | { |
544 | { |
550 | player *pl; |
545 | for_all_players (pl) |
551 | |
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552 | for (pl = first_player; pl; pl = pl->next) |
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553 | { |
546 | { |
554 | /* Player should not have a null map, but do this |
547 | /* Player should not have a null map, but do this |
555 | * check as a safety |
548 | * check as a safety |
556 | */ |
549 | */ |
557 | if (!pl->ob->map) |
550 | if (!pl->ob || !pl->ob->map || !pl->ns) |
558 | continue; |
551 | continue; |
559 | |
552 | |
560 | /* Same map is simple case - see if pl is close enough. |
553 | /* Same map is simple case - see if pl is close enough. |
561 | * 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, |
562 | * 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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569 | if (pl->ob->map == map) |
562 | if (pl->ob->map == map) |
570 | { |
563 | { |
571 | 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)) |
572 | pl->do_los = 1; |
565 | pl->do_los = 1; |
573 | } |
566 | } |
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567 | |
574 | /* Now we check to see if player is on adjacent |
568 | /* Now we check to see if player is on adjacent |
575 | * maps to the one that changed and also within |
569 | * maps to the one that changed and also within |
576 | * view. The tile_maps[] could be null, but in that |
570 | * view. The tile_maps[] could be null, but in that |
577 | * case it should never match the pl->ob->map, so |
571 | * case it should never match the pl->ob->map, so |
578 | * 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. |
579 | */ |
573 | * |
580 | |
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581 | /* 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 |
582 | * 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) |
583 | * and to add current position on this map - that gives a |
576 | * and to add current position on this map - that gives a |
584 | * distance. |
577 | * distance. |
585 | * 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 |
586 | * coordinate (x,y) is from the corresponding edge, |
579 | * coordinate (x,y) is from the corresponding edge, |
587 | * and then add the players location, which gives |
580 | * and then add the players location, which gives |
588 | * a distance. |
581 | * a distance. |
589 | */ |
582 | */ |
590 | else if (pl->ob->map == map->tile_map[0]) |
583 | else if (pl->ob->map == map->tile_map[0]) |
591 | { |
584 | { |
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)) |
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)) |
593 | pl->do_los = 1; |
586 | pl->do_los = 1; |
594 | } |
587 | } |
595 | else if (pl->ob->map == map->tile_map[2]) |
588 | else if (pl->ob->map == map->tile_map[2]) |
596 | { |
589 | { |
597 | 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)) |
598 | pl->do_los = 1; |
591 | pl->do_los = 1; |
599 | } |
592 | } |
600 | else if (pl->ob->map == map->tile_map[1]) |
593 | else if (pl->ob->map == map->tile_map[1]) |
601 | { |
594 | { |
602 | 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)) |
603 | pl->do_los = 1; |
596 | pl->do_los = 1; |
604 | } |
597 | } |
605 | else if (pl->ob->map == map->tile_map[3]) |
598 | else if (pl->ob->map == map->tile_map[3]) |
606 | { |
599 | { |
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)) |
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)) |
608 | pl->do_los = 1; |
601 | pl->do_los = 1; |
609 | } |
602 | } |
610 | } |
603 | } |
611 | } |
604 | } |
612 | |
605 | |
613 | /* |
606 | /* |
614 | * Debug-routine which dumps the array which specifies the visible |
607 | * Debug-routine which dumps the array which specifies the visible |
615 | * area of a player. Triggered by the z key in DM mode. |
608 | * area of a player. Triggered by the z key in DM mode. |
616 | */ |
609 | */ |
617 | |
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618 | void |
610 | void |
619 | print_los (object *op) |
611 | print_los (object *op) |
620 | { |
612 | { |
621 | int x, y; |
613 | int x, y; |
622 | char buf[50], buf2[10]; |
614 | char buf[50], buf2[10]; |
623 | |
615 | |
624 | strcpy (buf, " "); |
616 | strcpy (buf, " "); |
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617 | |
625 | for (x = 0; x < op->contr->ns->mapx; x++) |
618 | for (x = 0; x < op->contr->ns->mapx; x++) |
626 | { |
619 | { |
627 | sprintf (buf2, "%2d", x); |
620 | sprintf (buf2, "%2d", x); |
628 | strcat (buf, buf2); |
621 | strcat (buf, buf2); |
629 | } |
622 | } |
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623 | |
630 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
624 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
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625 | |
631 | for (y = 0; y < op->contr->ns->mapy; y++) |
626 | for (y = 0; y < op->contr->ns->mapy; y++) |
632 | { |
627 | { |
633 | sprintf (buf, "%2d:", y); |
628 | sprintf (buf, "%2d:", y); |
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629 | |
634 | for (x = 0; x < op->contr->ns->mapx; x++) |
630 | for (x = 0; x < op->contr->ns->mapx; x++) |
635 | { |
631 | { |
636 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
632 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
637 | strcat (buf, buf2); |
633 | strcat (buf, buf2); |
638 | } |
634 | } |
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635 | |
639 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
640 | } |
637 | } |
641 | } |
638 | } |
642 | |
639 | |
643 | /* |
640 | /* |
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646 | */ |
643 | */ |
647 | |
644 | |
648 | void |
645 | void |
649 | make_sure_seen (const object *op) |
646 | make_sure_seen (const object *op) |
650 | { |
647 | { |
651 | player *pl; |
648 | for_all_players (pl) |
652 | |
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653 | for (pl = first_player; pl; pl = pl->next) |
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654 | if (pl->ob->map == op->map && |
649 | if (pl->ob->map == op->map && |
655 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
650 | 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) |
651 | 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; |
652 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
658 | } |
653 | } |
… | |
… | |
664 | */ |
659 | */ |
665 | |
660 | |
666 | void |
661 | void |
667 | make_sure_not_seen (const object *op) |
662 | make_sure_not_seen (const object *op) |
668 | { |
663 | { |
669 | player *pl; |
664 | for_all_players (pl) |
670 | |
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671 | for (pl = first_player; pl; pl = pl->next) |
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672 | if (pl->ob->map == op->map && |
665 | if (pl->ob->map == op->map && |
673 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
666 | 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) |
667 | 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; |
668 | pl->do_los = 1; |
676 | } |
669 | } |