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Comparing deliantra/server/common/los.C (file contents):
Revision 1.10 by root, Thu Dec 21 23:37:05 2006 UTC vs.
Revision 1.12 by root, Mon Dec 25 11:25:49 2006 UTC

507 } 507 }
508} 508}
509 509
510/* update all_map_los is like update_all_los below, 510/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 511 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 512 * are. This generally should not be used, as a per
513 * specific map change doesn't make much sense when tiling 513 * specific map change doesn't make much sense when tiling
514 * is considered (lowering darkness would certainly be a 514 * is considered (lowering darkness would certainly be a
515 * strange effect if done on a tile map, as it makes 515 * strange effect if done on a tile map, as it makes
516 * the distinction between maps much more obvious to the 516 * the distinction between maps much more obvious to the
517 * players, which is should not be. 517 * players, which is should not be.
519 * change_map_light function 519 * change_map_light function
520 */ 520 */
521void 521void
522update_all_map_los (maptile *map) 522update_all_map_los (maptile *map)
523{ 523{
524 player *pl; 524 for_all_players (pl)
525
526 for (pl = first_player; pl != NULL; pl = pl->next)
527 {
528 if (pl->ob->map == map) 525 if (pl->ob && pl->ob->map == map)
529 pl->do_los = 1; 526 pl->do_los = 1;
530 }
531} 527}
532
533 528
534/* 529/*
535 * This function makes sure that update_los() will be called for all 530 * This function makes sure that update_los() will be called for all
536 * players on the given map within the next frame. 531 * players on the given map within the next frame.
537 * It is triggered by removal or inserting of objects which blocks 532 * It is triggered by removal or inserting of objects which blocks
541 * means that just being on the same map is not sufficient - the 536 * means that just being on the same map is not sufficient - the
542 * space that changes must be withing your viewable area. 537 * space that changes must be withing your viewable area.
543 * 538 *
544 * map is the map that changed, x and y are the coordinates. 539 * map is the map that changed, x and y are the coordinates.
545 */ 540 */
546
547void 541void
548update_all_los (const maptile *map, int x, int y) 542update_all_los (const maptile *map, int x, int y)
549{ 543{
550 player *pl; 544 for_all_players (pl)
551
552 for (pl = first_player; pl; pl = pl->next)
553 { 545 {
554 /* Player should not have a null map, but do this 546 /* Player should not have a null map, but do this
555 * check as a safety 547 * check as a safety
556 */ 548 */
557 if (!pl->ob->map) 549 if (!pl->ob || !pl->ob->map || !pl->ns)
558 continue; 550 continue;
559 551
560 /* Same map is simple case - see if pl is close enough. 552 /* Same map is simple case - see if pl is close enough.
561 * Note in all cases, we did the check for same map first, 553 * Note in all cases, we did the check for same map first,
562 * and then see if the player is close enough and update 554 * and then see if the player is close enough and update
569 if (pl->ob->map == map) 561 if (pl->ob->map == map)
570 { 562 {
571 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 563 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
572 pl->do_los = 1; 564 pl->do_los = 1;
573 } 565 }
566
574 /* Now we check to see if player is on adjacent 567 /* Now we check to see if player is on adjacent
575 * maps to the one that changed and also within 568 * maps to the one that changed and also within
576 * view. The tile_maps[] could be null, but in that 569 * view. The tile_maps[] could be null, but in that
577 * case it should never match the pl->ob->map, so 570 * case it should never match the pl->ob->map, so
578 * we want ever try to dereference any of the data in it. 571 * we want ever try to dereference any of the data in it.
579 */ 572 *
580
581 /* The logic for 0 and 3 is to see how far the player is 573 * The logic for 0 and 3 is to see how far the player is
582 * from the edge of the map (height/width) - pl->ob->(x,y) 574 * from the edge of the map (height/width) - pl->ob->(x,y)
583 * and to add current position on this map - that gives a 575 * and to add current position on this map - that gives a
584 * distance. 576 * distance.
585 * For 1 and 2, we check to see how far the given 577 * For 1 and 2, we check to see how far the given
586 * coordinate (x,y) is from the corresponding edge, 578 * coordinate (x,y) is from the corresponding edge,
612 604
613/* 605/*
614 * Debug-routine which dumps the array which specifies the visible 606 * Debug-routine which dumps the array which specifies the visible
615 * area of a player. Triggered by the z key in DM mode. 607 * area of a player. Triggered by the z key in DM mode.
616 */ 608 */
617
618void 609void
619print_los (object *op) 610print_los (object *op)
620{ 611{
621 int x, y; 612 int x, y;
622 char buf[50], buf2[10]; 613 char buf[50], buf2[10];
623 614
624 strcpy (buf, " "); 615 strcpy (buf, " ");
616
625 for (x = 0; x < op->contr->ns->mapx; x++) 617 for (x = 0; x < op->contr->ns->mapx; x++)
626 { 618 {
627 sprintf (buf2, "%2d", x); 619 sprintf (buf2, "%2d", x);
628 strcat (buf, buf2); 620 strcat (buf, buf2);
629 } 621 }
622
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 623 new_draw_info (NDI_UNIQUE, 0, op, buf);
624
631 for (y = 0; y < op->contr->ns->mapy; y++) 625 for (y = 0; y < op->contr->ns->mapy; y++)
632 { 626 {
633 sprintf (buf, "%2d:", y); 627 sprintf (buf, "%2d:", y);
628
634 for (x = 0; x < op->contr->ns->mapx; x++) 629 for (x = 0; x < op->contr->ns->mapx; x++)
635 { 630 {
636 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 631 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
637 strcat (buf, buf2); 632 strcat (buf, buf2);
638 } 633 }
634
639 new_draw_info (NDI_UNIQUE, 0, op, buf); 635 new_draw_info (NDI_UNIQUE, 0, op, buf);
640 } 636 }
641} 637}
642 638
643/* 639/*
646 */ 642 */
647 643
648void 644void
649make_sure_seen (const object *op) 645make_sure_seen (const object *op)
650{ 646{
651 player *pl; 647 for_all_players (pl)
652
653 for (pl = first_player; pl; pl = pl->next)
654 if (pl->ob->map == op->map && 648 if (pl->ob->map == op->map &&
655 pl->ob->y - pl->ns->mapy / 2 <= op->y && 649 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
656 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) 650 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
657 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; 651 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
658} 652}
664 */ 658 */
665 659
666void 660void
667make_sure_not_seen (const object *op) 661make_sure_not_seen (const object *op)
668{ 662{
669 player *pl; 663 for_all_players (pl)
670
671 for (pl = first_player; pl; pl = pl->next)
672 if (pl->ob->map == op->map && 664 if (pl->ob->map == op->map &&
673 pl->ob->y - pl->ns->mapy / 2 <= op->y && 665 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
674 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) 666 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
675 pl->do_los = 1; 667 pl->do_los = 1;
676} 668}

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