1 | /* |
1 | /* |
2 | * static char *rcsid_los_c = |
2 | * static char *rcsid_los_c = |
3 | * "$Id: los.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; |
3 | * "$Id: los.C,v 1.2 2006/08/29 08:01:35 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
65 | int index=block[x][y].index,i; |
65 | int index=block[x][y].index,i; |
66 | |
66 | |
67 | /* Due to flipping, we may get duplicates - better safe than sorry. |
67 | /* Due to flipping, we may get duplicates - better safe than sorry. |
68 | */ |
68 | */ |
69 | for (i=0; i<index; i++) { |
69 | for (i=0; i<index; i++) { |
70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; |
70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; |
71 | } |
71 | } |
72 | |
72 | |
73 | block[x][y].x[index]=bx; |
73 | block[x][y].x[index]=bx; |
74 | block[x][y].y[index]=by; |
74 | block[x][y].y[index]=by; |
75 | block[x][y].index++; |
75 | block[x][y].index++; |
76 | #ifdef LOS_DEBUG |
76 | #ifdef LOS_DEBUG |
77 | LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, |
77 | LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, |
78 | block[x][y].index); |
78 | block[x][y].index); |
79 | #endif |
79 | #endif |
80 | } |
80 | } |
81 | |
81 | |
82 | /* |
82 | /* |
83 | * initialises the array used by the LOS routines. |
83 | * initialises the array used by the LOS routines. |
… | |
… | |
92 | void init_block(void) { |
92 | void init_block(void) { |
93 | int x,y, dx, dy, i; |
93 | int x,y, dx, dy, i; |
94 | static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; |
94 | static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; |
95 | |
95 | |
96 | for(x=0;x<MAP_CLIENT_X;x++) |
96 | for(x=0;x<MAP_CLIENT_X;x++) |
97 | for(y=0;y<MAP_CLIENT_Y;y++) { |
97 | for(y=0;y<MAP_CLIENT_Y;y++) { |
98 | block[x][y].index=0; |
98 | block[x][y].index=0; |
99 | } |
99 | } |
100 | |
100 | |
101 | |
101 | |
102 | /* The table should be symmetric, so only do the upper left |
102 | /* The table should be symmetric, so only do the upper left |
103 | * quadrant - makes the processing easier. |
103 | * quadrant - makes the processing easier. |
104 | */ |
104 | */ |
105 | for (x=1; x<=MAP_CLIENT_X/2; x++) { |
105 | for (x=1; x<=MAP_CLIENT_X/2; x++) { |
106 | for (y=1; y<=MAP_CLIENT_Y/2; y++) { |
106 | for (y=1; y<=MAP_CLIENT_Y/2; y++) { |
107 | for (i=0; i< 3; i++) { |
107 | for (i=0; i< 3; i++) { |
108 | dx = x + block_x[i]; |
108 | dx = x + block_x[i]; |
109 | dy = y + block_y[i]; |
109 | dy = y + block_y[i]; |
110 | |
110 | |
111 | /* center space never blocks */ |
111 | /* center space never blocks */ |
112 | if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; |
112 | if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; |
113 | |
113 | |
114 | /* If its a straight line, its blocked */ |
114 | /* If its a straight line, its blocked */ |
115 | if ((dx == x && x == MAP_CLIENT_X/2) || |
115 | if ((dx == x && x == MAP_CLIENT_X/2) || |
116 | (dy==y && y == MAP_CLIENT_Y/2)) { |
116 | (dy==y && y == MAP_CLIENT_Y/2)) { |
117 | /* For simplicity, we mirror the coordinates to block the other |
117 | /* For simplicity, we mirror the coordinates to block the other |
118 | * quadrants. |
118 | * quadrants. |
119 | */ |
119 | */ |
120 | set_block(x, y, dx, dy); |
120 | set_block(x, y, dx, dy); |
121 | if (x == MAP_CLIENT_X/2) { |
121 | if (x == MAP_CLIENT_X/2) { |
122 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); |
122 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); |
123 | } else if (y == MAP_CLIENT_Y/2) { |
123 | } else if (y == MAP_CLIENT_Y/2) { |
124 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
124 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
125 | } |
125 | } |
126 | } else { |
126 | } else { |
127 | float d1, r, s,l; |
127 | float d1, r, s,l; |
128 | |
128 | |
129 | /* We use the algorihm that found out how close the point |
129 | /* We use the algorihm that found out how close the point |
130 | * (x,y) is to the line from dx,dy to the center of the viewable |
130 | * (x,y) is to the line from dx,dy to the center of the viewable |
131 | * area. l is the distance from x,y to the line. |
131 | * area. l is the distance from x,y to the line. |
132 | * r is more a curiosity - it lets us know what direction (left/right) |
132 | * r is more a curiosity - it lets us know what direction (left/right) |
133 | * the line is off |
133 | * the line is off |
134 | */ |
134 | */ |
135 | |
135 | |
136 | d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); |
136 | d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); |
137 | r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; |
137 | r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; |
138 | s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; |
138 | s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; |
139 | l = FABS(sqrt(d1) * s); |
139 | l = FABS(sqrt(d1) * s); |
140 | |
140 | |
141 | if (l <= SPACE_BLOCK) { |
141 | if (l <= SPACE_BLOCK) { |
142 | /* For simplicity, we mirror the coordinates to block the other |
142 | /* For simplicity, we mirror the coordinates to block the other |
143 | * quadrants. |
143 | * quadrants. |
144 | */ |
144 | */ |
145 | set_block(x,y,dx,dy); |
145 | set_block(x,y,dx,dy); |
146 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
146 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
147 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); |
147 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); |
148 | set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); |
148 | set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); |
149 | } |
149 | } |
150 | } |
150 | } |
151 | } |
151 | } |
152 | } |
152 | } |
153 | } |
153 | } |
154 | } |
154 | } |
155 | |
155 | |
156 | /* |
156 | /* |
157 | * Used to initialise the array used by the LOS routines. |
157 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
166 | |
166 | |
167 | static void set_wall(object *op,int x,int y) { |
167 | static void set_wall(object *op,int x,int y) { |
168 | int i; |
168 | int i; |
169 | |
169 | |
170 | for(i=0;i<block[x][y].index;i++) { |
170 | for(i=0;i<block[x][y].index;i++) { |
171 | int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; |
171 | int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; |
172 | |
172 | |
173 | /* ax, ay are the values as adjusted to be in the |
173 | /* ax, ay are the values as adjusted to be in the |
174 | * socket look structure. |
174 | * socket look structure. |
175 | */ |
175 | */ |
176 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
176 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
177 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
177 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
178 | |
178 | |
179 | if (ax < 0 || ax>=op->contr->socket.mapx || |
179 | if (ax < 0 || ax>=op->contr->socket.mapx || |
180 | ay < 0 || ay>=op->contr->socket.mapy) continue; |
180 | ay < 0 || ay>=op->contr->socket.mapy) continue; |
181 | #if 0 |
181 | #if 0 |
182 | LOG(llevDebug, "blocked %d %d -> %d %d\n", |
182 | LOG(llevDebug, "blocked %d %d -> %d %d\n", |
183 | dx, dy, ax, ay); |
183 | dx, dy, ax, ay); |
184 | #endif |
184 | #endif |
185 | /* we need to adjust to the fact that the socket |
185 | /* we need to adjust to the fact that the socket |
186 | * code wants the los to start from the 0,0 |
186 | * code wants the los to start from the 0,0 |
187 | * and not be relative to middle of los array. |
187 | * and not be relative to middle of los array. |
188 | */ |
188 | */ |
189 | op->contr->blocked_los[ax][ay]=100; |
189 | op->contr->blocked_los[ax][ay]=100; |
190 | set_wall(op,dx,dy); |
190 | set_wall(op,dx,dy); |
191 | } |
191 | } |
192 | } |
192 | } |
193 | |
193 | |
194 | /* |
194 | /* |
195 | * Used to initialise the array used by the LOS routines. |
195 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
199 | |
199 | |
200 | static void check_wall(object *op,int x,int y) { |
200 | static void check_wall(object *op,int x,int y) { |
201 | int ax, ay; |
201 | int ax, ay; |
202 | |
202 | |
203 | if(!block[x][y].index) |
203 | if(!block[x][y].index) |
204 | return; |
204 | return; |
205 | |
205 | |
206 | /* ax, ay are coordinates as indexed into the look window */ |
206 | /* ax, ay are coordinates as indexed into the look window */ |
207 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
207 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
208 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
208 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
209 | |
209 | |
210 | /* If the converted coordinates are outside the viewable |
210 | /* If the converted coordinates are outside the viewable |
211 | * area for the client, return now. |
211 | * area for the client, return now. |
212 | */ |
212 | */ |
213 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
213 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
214 | return; |
214 | return; |
215 | |
215 | |
216 | #if 0 |
216 | #if 0 |
217 | LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
217 | LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
218 | ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); |
218 | ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); |
219 | #endif |
219 | #endif |
220 | |
220 | |
221 | /* If this space is already blocked, prune the processing - presumably |
221 | /* If this space is already blocked, prune the processing - presumably |
222 | * whatever has set this space to be blocked has done the work and already |
222 | * whatever has set this space to be blocked has done the work and already |
223 | * done the dependency chain. |
223 | * done the dependency chain. |
224 | */ |
224 | */ |
225 | if (op->contr->blocked_los[ax][ay] == 100) return; |
225 | if (op->contr->blocked_los[ax][ay] == 100) return; |
226 | |
226 | |
227 | |
227 | |
228 | if(get_map_flags(op->map, NULL, |
228 | if(get_map_flags(op->map, NULL, |
229 | op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2, |
229 | op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2, |
230 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
230 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
231 | set_wall(op,x,y); |
231 | set_wall(op,x,y); |
232 | } |
232 | } |
233 | |
233 | |
234 | /* |
234 | /* |
235 | * Clears/initialises the los-array associated to the player |
235 | * Clears/initialises the los-array associated to the player |
236 | * controlling the object. |
236 | * controlling the object. |
… | |
… | |
241 | * we index the blocked_los as a 2 way array, so clearing |
241 | * we index the blocked_los as a 2 way array, so clearing |
242 | * the first z spaces may not not cover the spaces we are |
242 | * the first z spaces may not not cover the spaces we are |
243 | * actually going to use |
243 | * actually going to use |
244 | */ |
244 | */ |
245 | (void)memset((void *) op->contr->blocked_los,0, |
245 | (void)memset((void *) op->contr->blocked_los,0, |
246 | MAP_CLIENT_X * MAP_CLIENT_Y); |
246 | MAP_CLIENT_X * MAP_CLIENT_Y); |
247 | } |
247 | } |
248 | |
248 | |
249 | /* |
249 | /* |
250 | * expand_sight goes through the array of what the given player is |
250 | * expand_sight goes through the array of what the given player is |
251 | * able to see, and expands the visible area a bit, so the player will, |
251 | * able to see, and expands the visible area a bit, so the player will, |
… | |
… | |
256 | static void expand_sight(object *op) |
256 | static void expand_sight(object *op) |
257 | { |
257 | { |
258 | int i,x,y, dx, dy; |
258 | int i,x,y, dx, dy; |
259 | |
259 | |
260 | for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ |
260 | for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ |
261 | for(y=1;y<op->contr->socket.mapy-1;y++) { |
261 | for(y=1;y<op->contr->socket.mapy-1;y++) { |
262 | if (!op->contr->blocked_los[x][y] && |
262 | if (!op->contr->blocked_los[x][y] && |
263 | !(get_map_flags(op->map,NULL, |
263 | !(get_map_flags(op->map,NULL, |
264 | op->x-op->contr->socket.mapx/2+x, |
264 | op->x-op->contr->socket.mapx/2+x, |
265 | op->y-op->contr->socket.mapy/2+y, |
265 | op->y-op->contr->socket.mapy/2+y, |
266 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { |
266 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { |
267 | |
267 | |
268 | for(i=1;i<=8;i+=1) { /* mark all directions */ |
268 | for(i=1;i<=8;i+=1) { /* mark all directions */ |
269 | dx = x + freearr_x[i]; |
269 | dx = x + freearr_x[i]; |
270 | dy = y + freearr_y[i]; |
270 | dy = y + freearr_y[i]; |
271 | if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
271 | if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
272 | op->contr->blocked_los[dx][dy]= -1; |
272 | op->contr->blocked_los[dx][dy]= -1; |
273 | } |
273 | } |
274 | } |
274 | } |
275 | } |
275 | } |
276 | |
276 | |
277 | if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ |
277 | if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ |
278 | expand_lighted_sight(op); |
278 | expand_lighted_sight(op); |
279 | |
279 | |
280 | |
280 | |
281 | /* clear mark squares */ |
281 | /* clear mark squares */ |
282 | for (x = 0; x < op->contr->socket.mapx; x++) |
282 | for (x = 0; x < op->contr->socket.mapx; x++) |
283 | for (y = 0; y < op->contr->socket.mapy; y++) |
283 | for (y = 0; y < op->contr->socket.mapy; y++) |
284 | if (op->contr->blocked_los[x][y] < 0) |
284 | if (op->contr->blocked_los[x][y] < 0) |
285 | op->contr->blocked_los[x][y] = 0; |
285 | op->contr->blocked_los[x][y] = 0; |
286 | } |
286 | } |
287 | |
287 | |
288 | |
288 | |
289 | |
289 | |
290 | |
290 | |
… | |
… | |
321 | |
321 | |
322 | /* Do a sanity check. If not valid, some code below may do odd |
322 | /* Do a sanity check. If not valid, some code below may do odd |
323 | * things. |
323 | * things. |
324 | */ |
324 | */ |
325 | if (darklevel > MAX_DARKNESS) { |
325 | if (darklevel > MAX_DARKNESS) { |
326 | LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", |
326 | LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", |
327 | op->name, op->map->path, darklevel); |
327 | op->name, op->map->path, darklevel); |
328 | darklevel = MAX_DARKNESS; |
328 | darklevel = MAX_DARKNESS; |
329 | } |
329 | } |
330 | |
330 | |
331 | /* First, limit player furthest (unlighted) vision */ |
331 | /* First, limit player furthest (unlighted) vision */ |
332 | for (x = 0; x < op->contr->socket.mapx; x++) |
332 | for (x = 0; x < op->contr->socket.mapx; x++) |
333 | for (y = 0; y < op->contr->socket.mapy; y++) |
333 | for (y = 0; y < op->contr->socket.mapy; y++) |
334 | if(op->contr->blocked_los[x][y]!=100) |
334 | if(op->contr->blocked_los[x][y]!=100) |
335 | op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; |
335 | op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; |
336 | |
336 | |
337 | /* the spaces[] darkness value contains the information we need. |
337 | /* the spaces[] darkness value contains the information we need. |
338 | * Only process the area of interest. |
338 | * Only process the area of interest. |
339 | * the basex, basey values represent the position in the op->contr->blocked_los |
339 | * the basex, basey values represent the position in the op->contr->blocked_los |
340 | * array. Its easier to just increment them here (and start with the right |
340 | * array. Its easier to just increment them here (and start with the right |
341 | * value) than to recalculate them down below. |
341 | * value) than to recalculate them down below. |
342 | */ |
342 | */ |
343 | for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; |
343 | for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; |
344 | x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { |
344 | x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { |
345 | |
345 | |
346 | for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; |
346 | for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; |
347 | y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { |
347 | y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { |
348 | m = op->map; |
348 | m = op->map; |
349 | nx = x; |
349 | nx = x; |
350 | ny = y; |
350 | ny = y; |
351 | |
351 | |
352 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
352 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
353 | |
353 | |
354 | if (mflags & P_OUT_OF_MAP) continue; |
354 | if (mflags & P_OUT_OF_MAP) continue; |
355 | |
355 | |
356 | /* This space is providing light, so we need to brighten up the |
356 | /* This space is providing light, so we need to brighten up the |
357 | * spaces around here. |
357 | * spaces around here. |
358 | */ |
358 | */ |
359 | light = GET_MAP_LIGHT(m, nx, ny); |
359 | light = GET_MAP_LIGHT(m, nx, ny); |
360 | if (light != 0) { |
360 | if (light != 0) { |
361 | #if 0 |
361 | #if 0 |
362 | LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", |
362 | LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", |
363 | x, y, basex, basey); |
363 | x, y, basex, basey); |
364 | #endif |
364 | #endif |
365 | for (ax=basex - light; ax<=basex+light; ax++) { |
365 | for (ax=basex - light; ax<=basex+light; ax++) { |
366 | if (ax<0 || ax>=op->contr->socket.mapx) continue; |
366 | if (ax<0 || ax>=op->contr->socket.mapx) continue; |
367 | for (ay=basey - light; ay<=basey+light; ay++) { |
367 | for (ay=basey - light; ay<=basey+light; ay++) { |
368 | if (ay<0 || ay>=op->contr->socket.mapy) continue; |
368 | if (ay<0 || ay>=op->contr->socket.mapy) continue; |
369 | |
369 | |
370 | /* If the space is fully blocked, do nothing. Otherwise, we |
370 | /* If the space is fully blocked, do nothing. Otherwise, we |
371 | * brighten the space. The further the light is away from the |
371 | * brighten the space. The further the light is away from the |
372 | * source (basex-x), the less effect it has. Though light used |
372 | * source (basex-x), the less effect it has. Though light used |
373 | * to dim in a square manner, it now dims in a circular manner |
373 | * to dim in a square manner, it now dims in a circular manner |
374 | * using the the pythagorean theorem. glow_radius still |
374 | * using the the pythagorean theorem. glow_radius still |
375 | * represents the radius |
375 | * represents the radius |
376 | */ |
376 | */ |
377 | if(op->contr->blocked_los[ax][ay]!=100) { |
377 | if(op->contr->blocked_los[ax][ay]!=100) { |
378 | x1 = abs(basex-ax)*abs(basex-ax); |
378 | x1 = abs(basex-ax)*abs(basex-ax); |
379 | y1 = abs(basey-ay)*abs(basey-ay); |
379 | y1 = abs(basey-ay)*abs(basey-ay); |
380 | if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); |
380 | if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); |
381 | if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); |
381 | if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); |
382 | } |
382 | } |
383 | } /* for ay */ |
383 | } /* for ay */ |
384 | } /* for ax */ |
384 | } /* for ax */ |
385 | } /* if this space is providing light */ |
385 | } /* if this space is providing light */ |
386 | } /* for y */ |
386 | } /* for y */ |
387 | } /* for x */ |
387 | } /* for x */ |
388 | |
388 | |
389 | /* Outdoor should never really be completely pitch black dark like |
389 | /* Outdoor should never really be completely pitch black dark like |
390 | * a dungeon, so let the player at least see a little around themselves |
390 | * a dungeon, so let the player at least see a little around themselves |
391 | */ |
391 | */ |
392 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { |
392 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { |
393 | if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) |
393 | if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) |
394 | op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; |
394 | op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; |
395 | |
395 | |
396 | for (x=-1; x<=1; x++) |
396 | for (x=-1; x<=1; x++) |
397 | for (y=-1; y<=1; y++) { |
397 | for (y=-1; y<=1; y++) { |
398 | if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) |
398 | if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) |
399 | op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; |
399 | op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; |
400 | } |
400 | } |
401 | } |
401 | } |
402 | /* grant some vision to the player, based on the darklevel */ |
402 | /* grant some vision to the player, based on the darklevel */ |
403 | for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) |
403 | for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) |
404 | for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) |
404 | for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) |
405 | if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) |
405 | if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) |
406 | op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= |
406 | op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= |
407 | MAX(0,6 -darklevel - MAX(abs(x),abs(y))); |
407 | MAX(0,6 -darklevel - MAX(abs(x),abs(y))); |
408 | } |
408 | } |
409 | |
409 | |
410 | /* blinded_sight() - sets all veiwable squares to blocked except |
410 | /* blinded_sight() - sets all veiwable squares to blocked except |
411 | * for the one the central one that the player occupies. A little |
411 | * for the one the central one that the player occupies. A little |
412 | * odd that you can see yourself (and what your standing on), but |
412 | * odd that you can see yourself (and what your standing on), but |
… | |
… | |
415 | |
415 | |
416 | static void blinded_sight(object *op) { |
416 | static void blinded_sight(object *op) { |
417 | int x,y; |
417 | int x,y; |
418 | |
418 | |
419 | for (x = 0; x < op->contr->socket.mapx; x++) |
419 | for (x = 0; x < op->contr->socket.mapx; x++) |
420 | for (y = 0; y < op->contr->socket.mapy; y++) |
420 | for (y = 0; y < op->contr->socket.mapy; y++) |
421 | op->contr->blocked_los[x][y] = 100; |
421 | op->contr->blocked_los[x][y] = 100; |
422 | |
422 | |
423 | op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; |
423 | op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; |
424 | } |
424 | } |
425 | |
425 | |
426 | /* |
426 | /* |
… | |
… | |
430 | |
430 | |
431 | void update_los(object *op) { |
431 | void update_los(object *op) { |
432 | int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; |
432 | int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; |
433 | |
433 | |
434 | if(QUERY_FLAG(op,FLAG_REMOVED)) |
434 | if(QUERY_FLAG(op,FLAG_REMOVED)) |
435 | return; |
435 | return; |
436 | |
436 | |
437 | clear_los(op); |
437 | clear_los(op); |
438 | if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) |
438 | if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) |
439 | return; |
439 | return; |
440 | |
440 | |
441 | /* For larger maps, this is more efficient than the old way which |
441 | /* For larger maps, this is more efficient than the old way which |
442 | * used the chaining of the block array. Since many space views could |
442 | * used the chaining of the block array. Since many space views could |
443 | * be blocked by different spaces in front, this mean that a lot of spaces |
443 | * be blocked by different spaces in front, this mean that a lot of spaces |
444 | * could be examined multile times, as each path would be looked at. |
444 | * could be examined multile times, as each path would be looked at. |
445 | */ |
445 | */ |
446 | for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) |
446 | for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) |
447 | for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) |
447 | for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) |
448 | check_wall(op, x, y); |
448 | check_wall(op, x, y); |
449 | |
449 | |
450 | |
450 | |
451 | /* do the los of the player. 3 (potential) cases */ |
451 | /* do the los of the player. 3 (potential) cases */ |
452 | if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ |
452 | if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ |
453 | blinded_sight(op); |
453 | blinded_sight(op); |
454 | else |
454 | else |
455 | expand_sight(op); |
455 | expand_sight(op); |
456 | |
456 | |
457 | if (QUERY_FLAG(op,FLAG_XRAYS)) { |
457 | if (QUERY_FLAG(op,FLAG_XRAYS)) { |
458 | int x, y; |
458 | int x, y; |
459 | for (x = -2; x <= 2; x++) |
459 | for (x = -2; x <= 2; x++) |
460 | for (y = -2; y <= 2; y++) |
460 | for (y = -2; y <= 2; y++) |
461 | op->contr->blocked_los[dx + x][dy + y] = 0; |
461 | op->contr->blocked_los[dx + x][dy + y] = 0; |
462 | } |
462 | } |
463 | } |
463 | } |
464 | |
464 | |
465 | /* update all_map_los is like update_all_los below, |
465 | /* update all_map_los is like update_all_los below, |
466 | * but updates everyone on the map, no matter where they |
466 | * but updates everyone on the map, no matter where they |
… | |
… | |
475 | */ |
475 | */ |
476 | void update_all_map_los(mapstruct *map) { |
476 | void update_all_map_los(mapstruct *map) { |
477 | player *pl; |
477 | player *pl; |
478 | |
478 | |
479 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
479 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
480 | if(pl->ob->map==map) |
480 | if(pl->ob->map==map) |
481 | pl->do_los=1; |
481 | pl->do_los=1; |
482 | } |
482 | } |
483 | } |
483 | } |
484 | |
484 | |
485 | |
485 | |
486 | /* |
486 | /* |
… | |
… | |
498 | |
498 | |
499 | void update_all_los(const mapstruct *map, int x, int y) { |
499 | void update_all_los(const mapstruct *map, int x, int y) { |
500 | player *pl; |
500 | player *pl; |
501 | |
501 | |
502 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
502 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
503 | /* Player should not have a null map, but do this |
503 | /* Player should not have a null map, but do this |
504 | * check as a safety |
504 | * check as a safety |
505 | */ |
505 | */ |
506 | if (!pl->ob->map) continue; |
506 | if (!pl->ob->map) continue; |
507 | |
507 | |
508 | /* Same map is simple case - see if pl is close enough. |
508 | /* Same map is simple case - see if pl is close enough. |
509 | * Note in all cases, we did the check for same map first, |
509 | * Note in all cases, we did the check for same map first, |
510 | * and then see if the player is close enough and update |
510 | * and then see if the player is close enough and update |
511 | * los if that is the case. If the player is on the |
511 | * los if that is the case. If the player is on the |
512 | * corresponding map, but not close enough, then the |
512 | * corresponding map, but not close enough, then the |
513 | * player can't be on another map that may be closer, |
513 | * player can't be on another map that may be closer, |
514 | * so by setting it up this way, we trim processing |
514 | * so by setting it up this way, we trim processing |
515 | * some. |
515 | * some. |
516 | */ |
516 | */ |
517 | if(pl->ob->map==map) { |
517 | if(pl->ob->map==map) { |
518 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
518 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
519 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
519 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
520 | pl->do_los=1; |
520 | pl->do_los=1; |
521 | } |
521 | } |
522 | /* Now we check to see if player is on adjacent |
522 | /* Now we check to see if player is on adjacent |
523 | * maps to the one that changed and also within |
523 | * maps to the one that changed and also within |
524 | * view. The tile_maps[] could be null, but in that |
524 | * view. The tile_maps[] could be null, but in that |
525 | * case it should never match the pl->ob->map, so |
525 | * case it should never match the pl->ob->map, so |
526 | * we want ever try to dereference any of the data in it. |
526 | * we want ever try to dereference any of the data in it. |
527 | */ |
527 | */ |
528 | |
528 | |
529 | /* The logic for 0 and 3 is to see how far the player is |
529 | /* The logic for 0 and 3 is to see how far the player is |
530 | * from the edge of the map (height/width) - pl->ob->(x,y) |
530 | * from the edge of the map (height/width) - pl->ob->(x,y) |
531 | * and to add current position on this map - that gives a |
531 | * and to add current position on this map - that gives a |
532 | * distance. |
532 | * distance. |
533 | * For 1 and 2, we check to see how far the given |
533 | * For 1 and 2, we check to see how far the given |
534 | * coordinate (x,y) is from the corresponding edge, |
534 | * coordinate (x,y) is from the corresponding edge, |
535 | * and then add the players location, which gives |
535 | * and then add the players location, which gives |
536 | * a distance. |
536 | * a distance. |
537 | */ |
537 | */ |
538 | else if (pl->ob->map == map->tile_map[0]) { |
538 | else if (pl->ob->map == map->tile_map[0]) { |
539 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
539 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
540 | (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) |
540 | (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) |
541 | pl->do_los=1; |
541 | pl->do_los=1; |
542 | } |
542 | } |
543 | else if (pl->ob->map == map->tile_map[2]) { |
543 | else if (pl->ob->map == map->tile_map[2]) { |
544 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
544 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
545 | (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) |
545 | (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) |
546 | pl->do_los=1; |
546 | pl->do_los=1; |
547 | } |
547 | } |
548 | else if (pl->ob->map == map->tile_map[1]) { |
548 | else if (pl->ob->map == map->tile_map[1]) { |
549 | if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && |
549 | if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && |
550 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
550 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
551 | pl->do_los=1; |
551 | pl->do_los=1; |
552 | } |
552 | } |
553 | else if (pl->ob->map == map->tile_map[3]) { |
553 | else if (pl->ob->map == map->tile_map[3]) { |
554 | if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && |
554 | if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && |
555 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
555 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
556 | pl->do_los=1; |
556 | pl->do_los=1; |
557 | } |
557 | } |
558 | } |
558 | } |
559 | } |
559 | } |
560 | |
560 | |
561 | /* |
561 | /* |
562 | * Debug-routine which dumps the array which specifies the visible |
562 | * Debug-routine which dumps the array which specifies the visible |
… | |
… | |
567 | int x,y; |
567 | int x,y; |
568 | char buf[50], buf2[10]; |
568 | char buf[50], buf2[10]; |
569 | |
569 | |
570 | strcpy(buf," "); |
570 | strcpy(buf," "); |
571 | for(x=0;x<op->contr->socket.mapx;x++) { |
571 | for(x=0;x<op->contr->socket.mapx;x++) { |
572 | sprintf(buf2,"%2d",x); |
572 | sprintf(buf2,"%2d",x); |
573 | strcat(buf,buf2); |
573 | strcat(buf,buf2); |
574 | } |
574 | } |
575 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
575 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
576 | for(y=0;y<op->contr->socket.mapy;y++) { |
576 | for(y=0;y<op->contr->socket.mapy;y++) { |
577 | sprintf(buf,"%2d:",y); |
577 | sprintf(buf,"%2d:",y); |
578 | for(x=0;x<op->contr->socket.mapx;x++) { |
578 | for(x=0;x<op->contr->socket.mapx;x++) { |
579 | sprintf(buf2," %1d",op->contr->blocked_los[x][y]); |
579 | sprintf(buf2," %1d",op->contr->blocked_los[x][y]); |
580 | strcat(buf,buf2); |
580 | strcat(buf,buf2); |
581 | } |
581 | } |
582 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
582 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
583 | } |
583 | } |
584 | } |
584 | } |
585 | |
585 | |
586 | /* |
586 | /* |
587 | * make_sure_seen: The object is supposed to be visible through walls, thus |
587 | * make_sure_seen: The object is supposed to be visible through walls, thus |
… | |
… | |
590 | |
590 | |
591 | void make_sure_seen(const object *op) { |
591 | void make_sure_seen(const object *op) { |
592 | player *pl; |
592 | player *pl; |
593 | |
593 | |
594 | for (pl = first_player; pl; pl = pl->next) |
594 | for (pl = first_player; pl; pl = pl->next) |
595 | if (pl->ob->map == op->map && |
595 | if (pl->ob->map == op->map && |
596 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
596 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
597 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
597 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
598 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
598 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
599 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
599 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
600 | pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x] |
600 | pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x] |
601 | [pl->socket.mapy/2 + op->y - pl->ob->y] = 0; |
601 | [pl->socket.mapy/2 + op->y - pl->ob->y] = 0; |
602 | } |
602 | } |
603 | |
603 | |
604 | /* |
604 | /* |
605 | * make_sure_not_seen: The object which is supposed to be visible through |
605 | * make_sure_not_seen: The object which is supposed to be visible through |
606 | * walls has just been removed from the map, so update the los of any |
606 | * walls has just been removed from the map, so update the los of any |
… | |
… | |
608 | */ |
608 | */ |
609 | |
609 | |
610 | void make_sure_not_seen(const object *op) { |
610 | void make_sure_not_seen(const object *op) { |
611 | player *pl; |
611 | player *pl; |
612 | for (pl = first_player; pl; pl = pl->next) |
612 | for (pl = first_player; pl; pl = pl->next) |
613 | if (pl->ob->map == op->map && |
613 | if (pl->ob->map == op->map && |
614 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
614 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
615 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
615 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
616 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
616 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
617 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
617 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
618 | pl->do_los = 1; |
618 | pl->do_los = 1; |
619 | } |
619 | } |