1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
28 | #include <funcpoint.h> |
27 | #include <funcpoint.h> |
29 | #include <math.h> |
28 | #include <math.h> |
30 | |
|
|
31 | |
29 | |
32 | /* Distance must be less than this for the object to be blocked. |
30 | /* Distance must be less than this for the object to be blocked. |
33 | * An object is 1.0 wide, so if set to 0.5, it means the object |
31 | * An object is 1.0 wide, so if set to 0.5, it means the object |
34 | * that blocks half the view (0.0 is complete block) will |
32 | * that blocks half the view (0.0 is complete block) will |
35 | * block view in our tables. |
33 | * block view in our tables. |
… | |
… | |
42 | { |
40 | { |
43 | int x[4], y[4]; |
41 | int x[4], y[4]; |
44 | int index; |
42 | int index; |
45 | } blocks; |
43 | } blocks; |
46 | |
44 | |
|
|
45 | // 31/32 == a speed hack |
|
|
46 | // we would like to use 32 for speed, but the code loops endlessly |
|
|
47 | // then, reason not yet identified, so only make the array use 32, |
|
|
48 | // not the define's. |
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
49 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
48 | |
50 | |
49 | static void expand_lighted_sight (object *op); |
51 | static void expand_lighted_sight (object *op); |
50 | |
52 | |
51 | /* |
53 | /* |
52 | * Used to initialise the array used by the LOS routines. |
54 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
91 | |
93 | |
92 | void |
94 | void |
93 | init_block (void) |
95 | init_block (void) |
94 | { |
96 | { |
95 | int x, y, dx, dy, i; |
97 | int x, y, dx, dy, i; |
96 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
98 | static int block_x[3] = { -1, -1, 0 }, |
97 | { |
99 | block_y[3] = { -1, 0, -1 }; |
98 | -1, 0, -1}; |
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|
99 | |
100 | |
100 | for (x = 0; x < MAP_CLIENT_X; x++) |
101 | for (x = 0; x < MAP_CLIENT_X; x++) |
101 | for (y = 0; y < MAP_CLIENT_Y; y++) |
102 | for (y = 0; y < MAP_CLIENT_Y; y++) |
102 | { |
|
|
103 | block[x][y].index = 0; |
103 | block[x][y].index = 0; |
104 | } |
|
|
105 | |
104 | |
106 | |
105 | |
107 | /* The table should be symmetric, so only do the upper left |
106 | /* The table should be symmetric, so only do the upper left |
108 | * quadrant - makes the processing easier. |
107 | * quadrant - makes the processing easier. |
109 | */ |
108 | */ |
… | |
… | |
126 | /* For simplicity, we mirror the coordinates to block the other |
125 | /* For simplicity, we mirror the coordinates to block the other |
127 | * quadrants. |
126 | * quadrants. |
128 | */ |
127 | */ |
129 | set_block (x, y, dx, dy); |
128 | set_block (x, y, dx, dy); |
130 | if (x == MAP_CLIENT_X / 2) |
129 | if (x == MAP_CLIENT_X / 2) |
131 | { |
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|
132 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
130 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
133 | } |
|
|
134 | else if (y == MAP_CLIENT_Y / 2) |
131 | else if (y == MAP_CLIENT_Y / 2) |
135 | { |
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|
136 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
132 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
137 | } |
|
|
138 | } |
133 | } |
139 | else |
134 | else |
140 | { |
135 | { |
141 | float d1, r, s, l; |
136 | float d1, r, s, l; |
142 | |
137 | |
… | |
… | |
176 | * that if some particular space is blocked, it blocks |
171 | * that if some particular space is blocked, it blocks |
177 | * the view of the spaces 'behind' it, and those blocked |
172 | * the view of the spaces 'behind' it, and those blocked |
178 | * spaces behind it may block other spaces, etc. |
173 | * spaces behind it may block other spaces, etc. |
179 | * In this way, the chain of visibility is set. |
174 | * In this way, the chain of visibility is set. |
180 | */ |
175 | */ |
181 | |
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|
182 | static void |
176 | static void |
183 | set_wall (object *op, int x, int y) |
177 | set_wall (object *op, int x, int y) |
184 | { |
178 | { |
185 | int i; |
179 | int i; |
186 | |
180 | |
… | |
… | |
253 | * Clears/initialises the los-array associated to the player |
247 | * Clears/initialises the los-array associated to the player |
254 | * controlling the object. |
248 | * controlling the object. |
255 | */ |
249 | */ |
256 | |
250 | |
257 | void |
251 | void |
258 | clear_los (object *op) |
252 | clear_los (player *pl) |
259 | { |
253 | { |
260 | /* This is safer than using the ns->mapx, mapy because |
254 | /* This is safer than using the ns->mapx, mapy because |
261 | * we index the blocked_los as a 2 way array, so clearing |
255 | * we index the blocked_los as a 2 way array, so clearing |
262 | * the first z spaces may not not cover the spaces we are |
256 | * the first z spaces may not not cover the spaces we are |
263 | * actually going to use |
257 | * actually going to use |
264 | */ |
258 | */ |
265 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
259 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
266 | } |
260 | } |
267 | |
261 | |
268 | /* |
262 | /* |
269 | * expand_sight goes through the array of what the given player is |
263 | * 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, |
264 | * able to see, and expands the visible area a bit, so the player will, |
… | |
… | |
297 | } |
291 | } |
298 | |
292 | |
299 | if (op->map->darkness > 0) /* player is on a dark map */ |
293 | if (op->map->darkness > 0) /* player is on a dark map */ |
300 | expand_lighted_sight (op); |
294 | expand_lighted_sight (op); |
301 | |
295 | |
302 | |
|
|
303 | /* clear mark squares */ |
296 | /* clear mark squares */ |
304 | for (x = 0; x < op->contr->ns->mapx; x++) |
297 | for (x = 0; x < op->contr->ns->mapx; x++) |
305 | for (y = 0; y < op->contr->ns->mapy; y++) |
298 | for (y = 0; y < op->contr->ns->mapy; y++) |
306 | if (op->contr->blocked_los[x][y] < 0) |
299 | if (op->contr->blocked_los[x][y] < 0) |
307 | op->contr->blocked_los[x][y] = 0; |
300 | op->contr->blocked_los[x][y] = 0; |
308 | } |
301 | } |
309 | |
|
|
310 | |
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|
311 | |
|
|
312 | |
302 | |
313 | /* returns true if op carries one or more lights |
303 | /* returns true if op carries one or more lights |
314 | * This is a trivial function now days, but it used to |
304 | * This is a trivial function now days, but it used to |
315 | * be a bit longer. Probably better for callers to just |
305 | * be a bit longer. Probably better for callers to just |
316 | * check the op->glow_radius instead of calling this. |
306 | * check the op->glow_radius instead of calling this. |
… | |
… | |
395 | #endif |
385 | #endif |
396 | for (ax = basex - light; ax <= basex + light; ax++) |
386 | for (ax = basex - light; ax <= basex + light; ax++) |
397 | { |
387 | { |
398 | if (ax < 0 || ax >= op->contr->ns->mapx) |
388 | if (ax < 0 || ax >= op->contr->ns->mapx) |
399 | continue; |
389 | continue; |
|
|
390 | |
400 | for (ay = basey - light; ay <= basey + light; ay++) |
391 | for (ay = basey - light; ay <= basey + light; ay++) |
401 | { |
392 | { |
402 | if (ay < 0 || ay >= op->contr->ns->mapy) |
393 | if (ay < 0 || ay >= op->contr->ns->mapy) |
403 | continue; |
394 | continue; |
404 | |
395 | |
… | |
… | |
411 | */ |
402 | */ |
412 | if (op->contr->blocked_los[ax][ay] != 100) |
403 | if (op->contr->blocked_los[ax][ay] != 100) |
413 | { |
404 | { |
414 | x1 = abs (basex - ax) * abs (basex - ax); |
405 | x1 = abs (basex - ax) * abs (basex - ax); |
415 | y1 = abs (basey - ay) * abs (basey - ay); |
406 | y1 = abs (basey - ay) * abs (basey - ay); |
416 | if (light > 0) |
407 | |
417 | op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
408 | if (light > 0) 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); |
409 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
420 | } |
410 | } |
421 | } /* for ay */ |
411 | } |
422 | } /* for ax */ |
412 | } |
423 | } /* if this space is providing light */ |
413 | } |
424 | } /* for y */ |
414 | } |
425 | } /* for x */ |
415 | } |
426 | |
416 | |
427 | /* Outdoor should never really be completely pitch black dark like |
417 | /* Outdoor should never really be completely pitch black dark like |
428 | * a dungeon, so let the player at least see a little around themselves |
418 | * a dungeon, so let the player at least see a little around themselves |
429 | */ |
419 | */ |
430 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
420 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
… | |
… | |
437 | { |
427 | { |
438 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
428 | 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; |
429 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
440 | } |
430 | } |
441 | } |
431 | } |
|
|
432 | |
442 | /* grant some vision to the player, based on the darklevel */ |
433 | /* grant some vision to the player, based on the darklevel */ |
443 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
434 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
444 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
435 | 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)) |
436 | 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] -= |
437 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
… | |
… | |
450 | /* blinded_sight() - sets all veiwable squares to blocked except |
441 | /* blinded_sight() - sets all veiwable squares to blocked except |
451 | * for the one the central one that the player occupies. A little |
442 | * 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 |
443 | * odd that you can see yourself (and what your standing on), but |
453 | * really need for any reasonable game play. |
444 | * really need for any reasonable game play. |
454 | */ |
445 | */ |
455 | |
|
|
456 | static void |
446 | static void |
457 | blinded_sight (object *op) |
447 | blinded_sight (object *op) |
458 | { |
448 | { |
459 | int x, y; |
449 | int x, y; |
460 | |
450 | |
… | |
… | |
467 | |
457 | |
468 | /* |
458 | /* |
469 | * update_los() recalculates the array which specifies what is |
459 | * update_los() recalculates the array which specifies what is |
470 | * visible for the given player-object. |
460 | * visible for the given player-object. |
471 | */ |
461 | */ |
472 | |
|
|
473 | void |
462 | void |
474 | update_los (object *op) |
463 | update_los (object *op) |
475 | { |
464 | { |
476 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
465 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
477 | |
466 | |
478 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
467 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
479 | return; |
468 | return; |
480 | |
469 | |
481 | clear_los (op); |
470 | clear_los (op->contr); |
|
|
471 | |
482 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
472 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
483 | return; |
473 | return; |
484 | |
474 | |
485 | /* For larger maps, this is more efficient than the old way which |
475 | /* 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 |
476 | * used the chaining of the block array. Since many space views could |
… | |
… | |
488 | * could be examined multile times, as each path would be looked at. |
478 | * could be examined multile times, as each path would be looked at. |
489 | */ |
479 | */ |
490 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
480 | 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++) |
481 | 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); |
482 | check_wall (op, x, y); |
493 | |
|
|
494 | |
483 | |
495 | /* do the los of the player. 3 (potential) cases */ |
484 | /* do the los of the player. 3 (potential) cases */ |
496 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
485 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
497 | blinded_sight (op); |
486 | blinded_sight (op); |
498 | else |
487 | else |
499 | expand_sight (op); |
488 | expand_sight (op); |
500 | |
489 | |
|
|
490 | //TODO: no range-checking whatsoever :( |
501 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
491 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
502 | { |
|
|
503 | int x, y; |
|
|
504 | |
|
|
505 | for (x = -2; x <= 2; x++) |
492 | for (int x = -2; x <= 2; x++) |
506 | for (y = -2; y <= 2; y++) |
493 | for (int y = -2; y <= 2; y++) |
507 | op->contr->blocked_los[dx + x][dy + y] = 0; |
494 | op->contr->blocked_los[dx + x][dy + y] = 0; |
508 | } |
|
|
509 | } |
495 | } |
510 | |
496 | |
511 | /* update all_map_los is like update_all_los below, |
497 | /* update all_map_los is like update_all_los below, |
512 | * but updates everyone on the map, no matter where they |
498 | * but updates everyone on the map, no matter where they |
513 | * are. This generally should not be used, as a per |
499 | * are. This generally should not be used, as a per |