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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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|
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#include <global.h> |
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#include <funcpoint.h> |
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#include <math.h> |
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|
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|
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/* Distance must be less than this for the object to be blocked. |
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* An object is 1.0 wide, so if set to 0.5, it means the object |
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* that blocks half the view (0.0 is complete block) will |
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* block view in our tables. |
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* .4 or less lets you see through walls. .5 is about right. |
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*/ |
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|
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#define SPACE_BLOCK 0.5 |
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|
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typedef struct blstr |
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{ |
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int x[4], y[4]; |
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int index; |
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} blocks; |
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|
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blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
48 |
|
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static void expand_lighted_sight (object *op); |
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|
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/* |
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* Used to initialise the array used by the LOS routines. |
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* What this sets if that x,y blocks the view of bx,by |
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* This then sets up a relation - for example, something |
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* at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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* etc. So when we check 5,4 and find it block, we have |
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* the data to know that 5,3 and 5,2 and 5,1 should also |
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* be blocked. |
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*/ |
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|
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static void |
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set_block (int x, int y, int bx, int by) |
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{ |
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int index = block[x][y].index, i; |
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|
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/* Due to flipping, we may get duplicates - better safe than sorry. |
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*/ |
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for (i = 0; i < index; i++) |
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{ |
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if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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return; |
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} |
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|
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block[x][y].x[index] = bx; |
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block[x][y].y[index] = by; |
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block[x][y].index++; |
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#ifdef LOS_DEBUG |
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LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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#endif |
80 |
} |
81 |
|
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/* |
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* initialises the array used by the LOS routines. |
84 |
*/ |
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|
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/* since we are only doing the upper left quadrant, only |
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* these spaces could possibly get blocked, since these |
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* are the only ones further out that are still possibly in the |
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* sightline. |
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*/ |
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|
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void |
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init_block (void) |
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{ |
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int x, y, dx, dy, i; |
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static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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{ |
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-1, 0, -1}; |
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|
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for (x = 0; x < MAP_CLIENT_X; x++) |
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for (y = 0; y < MAP_CLIENT_Y; y++) |
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{ |
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block[x][y].index = 0; |
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} |
105 |
|
106 |
|
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/* The table should be symmetric, so only do the upper left |
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* quadrant - makes the processing easier. |
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*/ |
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for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
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{ |
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for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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{ |
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for (i = 0; i < 3; i++) |
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{ |
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dx = x + block_x[i]; |
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dy = y + block_y[i]; |
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|
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/* center space never blocks */ |
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if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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continue; |
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|
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/* If its a straight line, its blocked */ |
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if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
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{ |
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/* For simplicity, we mirror the coordinates to block the other |
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* quadrants. |
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*/ |
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set_block (x, y, dx, dy); |
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if (x == MAP_CLIENT_X / 2) |
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{ |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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} |
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else if (y == MAP_CLIENT_Y / 2) |
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{ |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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} |
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} |
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else |
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{ |
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float d1, r, s, l; |
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|
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/* We use the algorihm that found out how close the point |
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* (x,y) is to the line from dx,dy to the center of the viewable |
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* area. l is the distance from x,y to the line. |
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* r is more a curiosity - it lets us know what direction (left/right) |
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* the line is off |
148 |
*/ |
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|
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d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
151 |
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
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l = FABS (sqrt (d1) * s); |
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|
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if (l <= SPACE_BLOCK) |
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{ |
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/* For simplicity, we mirror the coordinates to block the other |
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* quadrants. |
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*/ |
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set_block (x, y, dx, dy); |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
164 |
} |
165 |
} |
166 |
} |
167 |
} |
168 |
} |
169 |
} |
170 |
|
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/* |
172 |
* Used to initialise the array used by the LOS routines. |
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* x,y are indexes into the blocked[][] array. |
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* This recursively sets the blocked line of sight view. |
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* From the blocked[][] array, we know for example |
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* that if some particular space is blocked, it blocks |
177 |
* the view of the spaces 'behind' it, and those blocked |
178 |
* spaces behind it may block other spaces, etc. |
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* In this way, the chain of visibility is set. |
180 |
*/ |
181 |
|
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static void |
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set_wall (object *op, int x, int y) |
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{ |
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int i; |
186 |
|
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for (i = 0; i < block[x][y].index; i++) |
188 |
{ |
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int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
190 |
|
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/* ax, ay are the values as adjusted to be in the |
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* socket look structure. |
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*/ |
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ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
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ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
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|
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if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
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continue; |
199 |
#if 0 |
200 |
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
201 |
#endif |
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/* we need to adjust to the fact that the socket |
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* code wants the los to start from the 0,0 |
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* and not be relative to middle of los array. |
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*/ |
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op->contr->blocked_los[ax][ay] = 100; |
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set_wall (op, dx, dy); |
208 |
} |
209 |
} |
210 |
|
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/* |
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* Used to initialise the array used by the LOS routines. |
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* op is the object, x and y values based on MAP_CLIENT_X and Y. |
214 |
* this is because they index the blocked[][] arrays. |
215 |
*/ |
216 |
|
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static void |
218 |
check_wall (object *op, int x, int y) |
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{ |
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int ax, ay; |
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|
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if (!block[x][y].index) |
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return; |
224 |
|
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/* ax, ay are coordinates as indexed into the look window */ |
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ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
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ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
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|
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/* If the converted coordinates are outside the viewable |
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* area for the client, return now. |
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*/ |
232 |
if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
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return; |
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|
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#if 0 |
236 |
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
238 |
#endif |
239 |
|
240 |
/* If this space is already blocked, prune the processing - presumably |
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* whatever has set this space to be blocked has done the work and already |
242 |
* done the dependency chain. |
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*/ |
244 |
if (op->contr->blocked_los[ax][ay] == 100) |
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return; |
246 |
|
247 |
|
248 |
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)) |
249 |
set_wall (op, x, y); |
250 |
} |
251 |
|
252 |
/* |
253 |
* Clears/initialises the los-array associated to the player |
254 |
* controlling the object. |
255 |
*/ |
256 |
|
257 |
void |
258 |
clear_los (object *op) |
259 |
{ |
260 |
/* This is safer than using the ns->mapx, mapy because |
261 |
* we index the blocked_los as a 2 way array, so clearing |
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* the first z spaces may not not cover the spaces we are |
263 |
* actually going to use |
264 |
*/ |
265 |
(void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
266 |
} |
267 |
|
268 |
/* |
269 |
* expand_sight goes through the array of what the given player is |
270 |
* able to see, and expands the visible area a bit, so the player will, |
271 |
* to a certain degree, be able to see into corners. |
272 |
* This is somewhat suboptimal, would be better to improve the formula. |
273 |
*/ |
274 |
|
275 |
static void |
276 |
expand_sight (object *op) |
277 |
{ |
278 |
int i, x, y, dx, dy; |
279 |
|
280 |
for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
281 |
for (y = 1; y < op->contr->ns->mapy - 1; y++) |
282 |
{ |
283 |
if (!op->contr->blocked_los[x][y] && |
284 |
!(get_map_flags (op->map, NULL, |
285 |
op->x - op->contr->ns->mapx / 2 + x, |
286 |
op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
287 |
{ |
288 |
|
289 |
for (i = 1; i <= 8; i += 1) |
290 |
{ /* mark all directions */ |
291 |
dx = x + freearr_x[i]; |
292 |
dy = y + freearr_y[i]; |
293 |
if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
294 |
op->contr->blocked_los[dx][dy] = -1; |
295 |
} |
296 |
} |
297 |
} |
298 |
|
299 |
if (op->map->darkness > 0) /* player is on a dark map */ |
300 |
expand_lighted_sight (op); |
301 |
|
302 |
|
303 |
/* clear mark squares */ |
304 |
for (x = 0; x < op->contr->ns->mapx; x++) |
305 |
for (y = 0; y < op->contr->ns->mapy; y++) |
306 |
if (op->contr->blocked_los[x][y] < 0) |
307 |
op->contr->blocked_los[x][y] = 0; |
308 |
} |
309 |
|
310 |
|
311 |
|
312 |
|
313 |
/* returns true if op carries one or more lights |
314 |
* This is a trivial function now days, but it used to |
315 |
* be a bit longer. Probably better for callers to just |
316 |
* check the op->glow_radius instead of calling this. |
317 |
*/ |
318 |
|
319 |
int |
320 |
has_carried_lights (const object *op) |
321 |
{ |
322 |
/* op may glow! */ |
323 |
if (op->glow_radius > 0) |
324 |
return 1; |
325 |
|
326 |
return 0; |
327 |
} |
328 |
|
329 |
static void |
330 |
expand_lighted_sight (object *op) |
331 |
{ |
332 |
int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
333 |
maptile *m = op->map; |
334 |
sint16 nx, ny; |
335 |
|
336 |
darklevel = m->darkness; |
337 |
|
338 |
/* If the player can see in the dark, lower the darklevel for him */ |
339 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
340 |
darklevel -= 2; |
341 |
|
342 |
/* add light, by finding all (non-null) nearby light sources, then |
343 |
* mark those squares specially. If the darklevel<1, there is no |
344 |
* reason to do this, so we skip this function |
345 |
*/ |
346 |
|
347 |
if (darklevel < 1) |
348 |
return; |
349 |
|
350 |
/* Do a sanity check. If not valid, some code below may do odd |
351 |
* things. |
352 |
*/ |
353 |
if (darklevel > MAX_DARKNESS) |
354 |
{ |
355 |
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
356 |
darklevel = MAX_DARKNESS; |
357 |
} |
358 |
|
359 |
/* First, limit player furthest (unlighted) vision */ |
360 |
for (x = 0; x < op->contr->ns->mapx; x++) |
361 |
for (y = 0; y < op->contr->ns->mapy; y++) |
362 |
if (op->contr->blocked_los[x][y] != 100) |
363 |
op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
364 |
|
365 |
/* the spaces[] darkness value contains the information we need. |
366 |
* Only process the area of interest. |
367 |
* the basex, basey values represent the position in the op->contr->blocked_los |
368 |
* array. Its easier to just increment them here (and start with the right |
369 |
* value) than to recalculate them down below. |
370 |
*/ |
371 |
for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
372 |
x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
373 |
{ |
374 |
|
375 |
for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
376 |
y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
377 |
{ |
378 |
m = op->map; |
379 |
nx = x; |
380 |
ny = y; |
381 |
|
382 |
mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
383 |
|
384 |
if (mflags & P_OUT_OF_MAP) |
385 |
continue; |
386 |
|
387 |
/* This space is providing light, so we need to brighten up the |
388 |
* spaces around here. |
389 |
*/ |
390 |
light = GET_MAP_LIGHT (m, nx, ny); |
391 |
if (light != 0) |
392 |
{ |
393 |
#if 0 |
394 |
LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
395 |
#endif |
396 |
for (ax = basex - light; ax <= basex + light; ax++) |
397 |
{ |
398 |
if (ax < 0 || ax >= op->contr->ns->mapx) |
399 |
continue; |
400 |
for (ay = basey - light; ay <= basey + light; ay++) |
401 |
{ |
402 |
if (ay < 0 || ay >= op->contr->ns->mapy) |
403 |
continue; |
404 |
|
405 |
/* If the space is fully blocked, do nothing. Otherwise, we |
406 |
* brighten the space. The further the light is away from the |
407 |
* source (basex-x), the less effect it has. Though light used |
408 |
* to dim in a square manner, it now dims in a circular manner |
409 |
* using the the pythagorean theorem. glow_radius still |
410 |
* represents the radius |
411 |
*/ |
412 |
if (op->contr->blocked_los[ax][ay] != 100) |
413 |
{ |
414 |
x1 = abs (basex - ax) * abs (basex - ax); |
415 |
y1 = abs (basey - ay) * abs (basey - ay); |
416 |
if (light > 0) |
417 |
op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
418 |
if (light < 0) |
419 |
op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
420 |
} |
421 |
} /* for ay */ |
422 |
} /* for ax */ |
423 |
} /* if this space is providing light */ |
424 |
} /* for y */ |
425 |
} /* for x */ |
426 |
|
427 |
/* Outdoor should never really be completely pitch black dark like |
428 |
* a dungeon, so let the player at least see a little around themselves |
429 |
*/ |
430 |
if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
431 |
{ |
432 |
if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
433 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
434 |
|
435 |
for (x = -1; x <= 1; x++) |
436 |
for (y = -1; y <= 1; y++) |
437 |
{ |
438 |
if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
439 |
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
440 |
} |
441 |
} |
442 |
/* grant some vision to the player, based on the darklevel */ |
443 |
for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
444 |
for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
445 |
if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
446 |
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
447 |
MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
448 |
} |
449 |
|
450 |
/* blinded_sight() - sets all veiwable squares to blocked except |
451 |
* for the one the central one that the player occupies. A little |
452 |
* odd that you can see yourself (and what your standing on), but |
453 |
* really need for any reasonable game play. |
454 |
*/ |
455 |
|
456 |
static void |
457 |
blinded_sight (object *op) |
458 |
{ |
459 |
int x, y; |
460 |
|
461 |
for (x = 0; x < op->contr->ns->mapx; x++) |
462 |
for (y = 0; y < op->contr->ns->mapy; y++) |
463 |
op->contr->blocked_los[x][y] = 100; |
464 |
|
465 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
466 |
} |
467 |
|
468 |
/* |
469 |
* update_los() recalculates the array which specifies what is |
470 |
* visible for the given player-object. |
471 |
*/ |
472 |
|
473 |
void |
474 |
update_los (object *op) |
475 |
{ |
476 |
int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
477 |
|
478 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
479 |
return; |
480 |
|
481 |
clear_los (op); |
482 |
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
483 |
return; |
484 |
|
485 |
/* For larger maps, this is more efficient than the old way which |
486 |
* used the chaining of the block array. Since many space views could |
487 |
* be blocked by different spaces in front, this mean that a lot of spaces |
488 |
* could be examined multile times, as each path would be looked at. |
489 |
*/ |
490 |
for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
491 |
for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
492 |
check_wall (op, x, y); |
493 |
|
494 |
|
495 |
/* do the los of the player. 3 (potential) cases */ |
496 |
if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
497 |
blinded_sight (op); |
498 |
else |
499 |
expand_sight (op); |
500 |
|
501 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
502 |
{ |
503 |
int x, y; |
504 |
|
505 |
for (x = -2; x <= 2; x++) |
506 |
for (y = -2; y <= 2; y++) |
507 |
op->contr->blocked_los[dx + x][dy + y] = 0; |
508 |
} |
509 |
} |
510 |
|
511 |
/* update all_map_los is like update_all_los below, |
512 |
* but updates everyone on the map, no matter where they |
513 |
* are. This generally should not be used, as a per |
514 |
* specific map change doesn't make much sense when tiling |
515 |
* is considered (lowering darkness would certainly be a |
516 |
* strange effect if done on a tile map, as it makes |
517 |
* the distinction between maps much more obvious to the |
518 |
* players, which is should not be. |
519 |
* Currently, this function is called from the |
520 |
* change_map_light function |
521 |
*/ |
522 |
void |
523 |
update_all_map_los (maptile *map) |
524 |
{ |
525 |
for_all_players (pl) |
526 |
if (pl->ob && pl->ob->map == map) |
527 |
pl->do_los = 1; |
528 |
} |
529 |
|
530 |
/* |
531 |
* This function makes sure that update_los() will be called for all |
532 |
* players on the given map within the next frame. |
533 |
* It is triggered by removal or inserting of objects which blocks |
534 |
* the sight in the map. |
535 |
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
536 |
* position, and to also take map tiling into account. This change |
537 |
* means that just being on the same map is not sufficient - the |
538 |
* space that changes must be withing your viewable area. |
539 |
* |
540 |
* map is the map that changed, x and y are the coordinates. |
541 |
*/ |
542 |
void |
543 |
update_all_los (const maptile *map, int x, int y) |
544 |
{ |
545 |
for_all_players (pl) |
546 |
{ |
547 |
/* Player should not have a null map, but do this |
548 |
* check as a safety |
549 |
*/ |
550 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
551 |
continue; |
552 |
|
553 |
/* Same map is simple case - see if pl is close enough. |
554 |
* Note in all cases, we did the check for same map first, |
555 |
* and then see if the player is close enough and update |
556 |
* los if that is the case. If the player is on the |
557 |
* corresponding map, but not close enough, then the |
558 |
* player can't be on another map that may be closer, |
559 |
* so by setting it up this way, we trim processing |
560 |
* some. |
561 |
*/ |
562 |
if (pl->ob->map == map) |
563 |
{ |
564 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
565 |
pl->do_los = 1; |
566 |
} |
567 |
|
568 |
/* Now we check to see if player is on adjacent |
569 |
* maps to the one that changed and also within |
570 |
* view. The tile_maps[] could be null, but in that |
571 |
* case it should never match the pl->ob->map, so |
572 |
* we want ever try to dereference any of the data in it. |
573 |
* |
574 |
* The logic for 0 and 3 is to see how far the player is |
575 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
576 |
* and to add current position on this map - that gives a |
577 |
* distance. |
578 |
* For 1 and 2, we check to see how far the given |
579 |
* coordinate (x,y) is from the corresponding edge, |
580 |
* and then add the players location, which gives |
581 |
* a distance. |
582 |
*/ |
583 |
else if (pl->ob->map == map->tile_map[0]) |
584 |
{ |
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)) |
586 |
pl->do_los = 1; |
587 |
} |
588 |
else if (pl->ob->map == map->tile_map[2]) |
589 |
{ |
590 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
591 |
pl->do_los = 1; |
592 |
} |
593 |
else if (pl->ob->map == map->tile_map[1]) |
594 |
{ |
595 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
596 |
pl->do_los = 1; |
597 |
} |
598 |
else if (pl->ob->map == map->tile_map[3]) |
599 |
{ |
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)) |
601 |
pl->do_los = 1; |
602 |
} |
603 |
} |
604 |
} |
605 |
|
606 |
/* |
607 |
* Debug-routine which dumps the array which specifies the visible |
608 |
* area of a player. Triggered by the z key in DM mode. |
609 |
*/ |
610 |
void |
611 |
print_los (object *op) |
612 |
{ |
613 |
int x, y; |
614 |
char buf[50], buf2[10]; |
615 |
|
616 |
strcpy (buf, " "); |
617 |
|
618 |
for (x = 0; x < op->contr->ns->mapx; x++) |
619 |
{ |
620 |
sprintf (buf2, "%2d", x); |
621 |
strcat (buf, buf2); |
622 |
} |
623 |
|
624 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
625 |
|
626 |
for (y = 0; y < op->contr->ns->mapy; y++) |
627 |
{ |
628 |
sprintf (buf, "%2d:", y); |
629 |
|
630 |
for (x = 0; x < op->contr->ns->mapx; x++) |
631 |
{ |
632 |
sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
633 |
strcat (buf, buf2); |
634 |
} |
635 |
|
636 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
637 |
} |
638 |
} |
639 |
|
640 |
/* |
641 |
* make_sure_seen: The object is supposed to be visible through walls, thus |
642 |
* check if any players are nearby, and edit their LOS array. |
643 |
*/ |
644 |
|
645 |
void |
646 |
make_sure_seen (const object *op) |
647 |
{ |
648 |
for_all_players (pl) |
649 |
if (pl->ob->map == op->map && |
650 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
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) |
652 |
pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
653 |
} |
654 |
|
655 |
/* |
656 |
* make_sure_not_seen: The object which is supposed to be visible through |
657 |
* walls has just been removed from the map, so update the los of any |
658 |
* players within its range |
659 |
*/ |
660 |
|
661 |
void |
662 |
make_sure_not_seen (const object *op) |
663 |
{ |
664 |
for_all_players (pl) |
665 |
if (pl->ob->map == op->map && |
666 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
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) |
668 |
pl->do_los = 1; |
669 |
} |