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Comparing deliantra/server/common/los.C (file contents):
Revision 1.12 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.23 by root, Fri Feb 16 22:21:45 2007 UTC

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.
41{ 41{
42 int x[4], y[4]; 42 int x[4], y[4];
43 int index; 43 int index;
44} blocks; 44} blocks;
45 45
46// 31/32 == a speed hack
47// we would like to use 32 for speed, but the code loops endlessly
48// then, reason not yet identified, so only make the array use 32,
49// not the define's.
46blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
47 51
48static void expand_lighted_sight (object *op); 52static void expand_lighted_sight (object *op);
49 53
50/* 54/*
51 * Used to initialise the array used by the LOS routines. 55 * Used to initialise the array used by the LOS routines.
293 op->contr->blocked_los[dx][dy] = -1; 297 op->contr->blocked_los[dx][dy] = -1;
294 } 298 }
295 } 299 }
296 } 300 }
297 301
298 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ 302 if (op->map->darkness > 0) /* player is on a dark map */
299 expand_lighted_sight (op); 303 expand_lighted_sight (op);
300
301 304
302 /* clear mark squares */ 305 /* clear mark squares */
303 for (x = 0; x < op->contr->ns->mapx; x++) 306 for (x = 0; x < op->contr->ns->mapx; x++)
304 for (y = 0; y < op->contr->ns->mapy; y++) 307 for (y = 0; y < op->contr->ns->mapy; y++)
305 if (op->contr->blocked_los[x][y] < 0) 308 if (op->contr->blocked_los[x][y] < 0)
306 op->contr->blocked_los[x][y] = 0; 309 op->contr->blocked_los[x][y] = 0;
307} 310}
308 311
309
310
311
312/* returns true if op carries one or more lights 312/* returns true if op carries one or more lights
313 * This is a trivial function now days, but it used to 313 * This is a trivial function now days, but it used to
314 * be a bit longer. Probably better for callers to just 314 * be a bit longer. Probably better for callers to just
315 * check the op->glow_radius instead of calling this. 315 * check the op->glow_radius instead of calling this.
316 */ 316 */
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
455static void 455static void
456blinded_sight (object *op) 456blinded_sight (object *op)
457{ 457{
458 int x, y; 458 int x, y;
459 459
487 * could be examined multile times, as each path would be looked at. 487 * could be examined multile times, as each path would be looked at.
488 */ 488 */
489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
490 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) 490 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
491 check_wall (op, x, y); 491 check_wall (op, x, y);
492
493 492
494 /* do the los of the player. 3 (potential) cases */ 493 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 494 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496 blinded_sight (op); 495 blinded_sight (op);
497 else 496 else
498 expand_sight (op); 497 expand_sight (op);
499 498
499 //TODO: no range-checking whatsoever :(
500 if (QUERY_FLAG (op, FLAG_XRAYS)) 500 if (QUERY_FLAG (op, FLAG_XRAYS))
501 {
502 int x, y;
503
504 for (x = -2; x <= 2; x++) 501 for (int x = -2; x <= 2; x++)
505 for (y = -2; y <= 2; y++) 502 for (int y = -2; y <= 2; y++)
506 op->contr->blocked_los[dx + x][dy + y] = 0; 503 op->contr->blocked_los[dx + x][dy + y] = 0;
507 }
508} 504}
509 505
510/* update all_map_los is like update_all_los below, 506/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 507 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 508 * are. This generally should not be used, as a per
579 * and then add the players location, which gives 575 * and then add the players location, which gives
580 * a distance. 576 * a distance.
581 */ 577 */
582 else if (pl->ob->map == map->tile_map[0]) 578 else if (pl->ob->map == map->tile_map[0])
583 { 579 {
584 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)) 580 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
585 pl->do_los = 1; 581 pl->do_los = 1;
586 } 582 }
587 else if (pl->ob->map == map->tile_map[2]) 583 else if (pl->ob->map == map->tile_map[2])
588 { 584 {
589 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) 585 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
590 pl->do_los = 1; 586 pl->do_los = 1;
591 } 587 }
592 else if (pl->ob->map == map->tile_map[1]) 588 else if (pl->ob->map == map->tile_map[1])
593 { 589 {
594 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 590 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
595 pl->do_los = 1; 591 pl->do_los = 1;
596 } 592 }
597 else if (pl->ob->map == map->tile_map[3]) 593 else if (pl->ob->map == map->tile_map[3])
598 { 594 {
599 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)) 595 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
600 pl->do_los = 1; 596 pl->do_los = 1;
601 } 597 }
602 } 598 }
603} 599}
604 600

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