--- deliantra/server/common/los.C 2006/08/13 17:16:00 1.1
+++ deliantra/server/common/los.C 2007/07/01 05:00:17 1.28
@@ -1,38 +1,32 @@
/*
- * static char *rcsid_los_c =
- * "$Id: los.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
#include
#include
#include
-
/* Distance must be less than this for the object to be blocked.
* An object is 1.0 wide, so if set to 0.5, it means the object
* that blocks half the view (0.0 is complete block) will
@@ -42,14 +36,19 @@
#define SPACE_BLOCK 0.5
-typedef struct blstr {
- int x[4],y[4];
+typedef struct blstr
+{
+ int x[4], y[4];
int index;
} blocks;
-blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
+// 31/32 == a speed hack
+// we would like to use 32 for speed, but the code loops endlessly
+// then, reason not yet identified, so only make the array use 32,
+// not the define's.
+blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
-static void expand_lighted_sight(object *op);
+static void expand_lighted_sight (object *op);
/*
* Used to initialise the array used by the LOS routines.
@@ -61,21 +60,24 @@
* be blocked.
*/
-static void set_block(int x, int y, int bx, int by) {
- int index=block[x][y].index,i;
+static void
+set_block (int x, int y, int bx, int by)
+{
+ int index = block[x][y].index, i;
- /* Due to flipping, we may get duplicates - better safe than sorry.
- */
- for (i=0; i %d %d (%d)\n", x, y, bx, by,
- block[x][y].index);
+ LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
#endif
}
@@ -89,67 +91,75 @@
* sightline.
*/
-void init_block(void) {
- int x,y, dx, dy, i;
- static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1};
-
- for(x=0;xcontr->socket.mapx)/2;
- ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2;
+ for (i = 0; i < block[x][y].index; i++)
+ {
+ int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
+
+ /* ax, ay are the values as adjusted to be in the
+ * socket look structure.
+ */
+ ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
+ ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
- if (ax < 0 || ax>=op->contr->socket.mapx ||
- ay < 0 || ay>=op->contr->socket.mapy) continue;
+ if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
+ continue;
#if 0
- LOG(llevDebug, "blocked %d %d -> %d %d\n",
- dx, dy, ax, ay);
+ LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
#endif
- /* we need to adjust to the fact that the socket
- * code wants the los to start from the 0,0
- * and not be relative to middle of los array.
- */
- op->contr->blocked_los[ax][ay]=100;
- set_wall(op,dx,dy);
+ /* we need to adjust to the fact that the socket
+ * code wants the los to start from the 0,0
+ * and not be relative to middle of los array.
+ */
+ op->contr->blocked_los[ax][ay] = 100;
+ set_wall (op, dx, dy);
}
}
@@ -197,38 +208,39 @@
* this is because they index the blocked[][] arrays.
*/
-static void check_wall(object *op,int x,int y) {
- int ax, ay;
+static void
+check_wall (object *op, int x, int y)
+{
+ int ax, ay;
- if(!block[x][y].index)
- return;
+ if (!block[x][y].index)
+ return;
- /* ax, ay are coordinates as indexed into the look window */
- ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2;
- ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2;
-
- /* If the converted coordinates are outside the viewable
- * area for the client, return now.
- */
- if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy)
- return;
+ /* ax, ay are coordinates as indexed into the look window */
+ ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
+ ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
+
+ /* If the converted coordinates are outside the viewable
+ * area for the client, return now.
+ */
+ if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
+ return;
#if 0
- LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
- ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2);
+ LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
+ ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
#endif
- /* If this space is already blocked, prune the processing - presumably
- * whatever has set this space to be blocked has done the work and already
- * done the dependency chain.
- */
- if (op->contr->blocked_los[ax][ay] == 100) return;
+ /* If this space is already blocked, prune the processing - presumably
+ * whatever has set this space to be blocked has done the work and already
+ * done the dependency chain.
+ */
+ if (op->contr->blocked_los[ax][ay] == 100)
+ return;
- 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))
- set_wall(op,x,y);
+ 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))
+ set_wall (op, x, y);
}
/*
@@ -236,14 +248,15 @@
* controlling the object.
*/
-void clear_los(object *op) {
- /* This is safer than using the socket->mapx, mapy because
- * we index the blocked_los as a 2 way array, so clearing
- * the first z spaces may not not cover the spaces we are
- * actually going to use
- */
- (void)memset((void *) op->contr->blocked_los,0,
- MAP_CLIENT_X * MAP_CLIENT_Y);
+void
+clear_los (player *pl)
+{
+ /* This is safer than using the ns->mapx, mapy because
+ * we index the blocked_los as a 2 way array, so clearing
+ * the first z spaces may not not cover the spaces we are
+ * actually going to use
+ */
+ memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
}
/*
@@ -253,158 +266,176 @@
* This is somewhat suboptimal, would be better to improve the formula.
*/
-static void expand_sight(object *op)
+static void
+expand_sight (object *op)
{
- int i,x,y, dx, dy;
+ int i, x, y, dx, dy;
- for(x=1;xcontr->socket.mapx-1;x++) /* loop over inner squares */
- for(y=1;ycontr->socket.mapy-1;y++) {
- if (!op->contr->blocked_los[x][y] &&
- !(get_map_flags(op->map,NULL,
- op->x-op->contr->socket.mapx/2+x,
- op->y-op->contr->socket.mapy/2+y,
- NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) {
-
- for(i=1;i<=8;i+=1) { /* mark all directions */
- dx = x + freearr_x[i];
- dy = y + freearr_y[i];
- if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
- op->contr->blocked_los[dx][dy]= -1;
- }
- }
- }
-
- if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */
- expand_lighted_sight(op);
-
-
- /* clear mark squares */
- for (x = 0; x < op->contr->socket.mapx; x++)
- for (y = 0; y < op->contr->socket.mapy; y++)
- if (op->contr->blocked_los[x][y] < 0)
- op->contr->blocked_los[x][y] = 0;
+ for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
+ for (y = 1; y < op->contr->ns->mapy - 1; y++)
+ {
+ if (!op->contr->blocked_los[x][y] &&
+ !(get_map_flags (op->map, NULL,
+ op->x - op->contr->ns->mapx / 2 + x,
+ op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
+ {
+
+ for (i = 1; i <= 8; i += 1)
+ { /* mark all directions */
+ dx = x + freearr_x[i];
+ dy = y + freearr_y[i];
+ if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
+ op->contr->blocked_los[dx][dy] = -1;
+ }
+ }
+ }
+
+ if (op->map->darkness > 0) /* player is on a dark map */
+ expand_lighted_sight (op);
+
+ /* clear mark squares */
+ for (x = 0; x < op->contr->ns->mapx; x++)
+ for (y = 0; y < op->contr->ns->mapy; y++)
+ if (op->contr->blocked_los[x][y] < 0)
+ op->contr->blocked_los[x][y] = 0;
}
-
-
-
/* returns true if op carries one or more lights
* This is a trivial function now days, but it used to
* be a bit longer. Probably better for callers to just
* check the op->glow_radius instead of calling this.
*/
-int has_carried_lights(const object *op) {
- /* op may glow! */
- if(op->glow_radius>0) return 1;
-
- return 0;
-}
-
-static void expand_lighted_sight(object *op)
-{
- int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1;
- mapstruct *m=op->map;
- sint16 nx, ny;
-
- darklevel = MAP_DARKNESS(m);
-
- /* If the player can see in the dark, lower the darklevel for him */
- if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2;
-
- /* add light, by finding all (non-null) nearby light sources, then
- * mark those squares specially. If the darklevel<1, there is no
- * reason to do this, so we skip this function
- */
-
- if(darklevel<1) return;
-
- /* Do a sanity check. If not valid, some code below may do odd
- * things.
- */
- if (darklevel > MAX_DARKNESS) {
- LOG(llevError,"Map darkness for %s on %s is too high (%d)\n",
- op->name, op->map->path, darklevel);
- darklevel = MAX_DARKNESS;
+int
+has_carried_lights (const object *op)
+{
+ /* op may glow! */
+ if (op->glow_radius > 0)
+ return 1;
+
+ return 0;
+}
+
+static void
+expand_lighted_sight (object *op)
+{
+ int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
+ maptile *m = op->map;
+ sint16 nx, ny;
+
+ darklevel = m->darkness;
+
+ /* If the player can see in the dark, lower the darklevel for him */
+ if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
+ darklevel -= 2;
+
+ /* add light, by finding all (non-null) nearby light sources, then
+ * mark those squares specially. If the darklevel<1, there is no
+ * reason to do this, so we skip this function
+ */
+
+ if (darklevel < 1)
+ return;
+
+ /* Do a sanity check. If not valid, some code below may do odd
+ * things.
+ */
+ if (darklevel > MAX_DARKNESS)
+ {
+ LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
+ darklevel = MAX_DARKNESS;
}
- /* First, limit player furthest (unlighted) vision */
- for (x = 0; x < op->contr->socket.mapx; x++)
- for (y = 0; y < op->contr->socket.mapy; y++)
- if(op->contr->blocked_los[x][y]!=100)
- op->contr->blocked_los[x][y]= MAX_LIGHT_RADII;
-
- /* the spaces[] darkness value contains the information we need.
- * Only process the area of interest.
- * the basex, basey values represent the position in the op->contr->blocked_los
- * array. Its easier to just increment them here (and start with the right
- * value) than to recalculate them down below.
- */
- for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII;
- x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) {
-
- for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII;
- y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) {
- m = op->map;
- nx = x;
- ny = y;
-
- mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
-
- if (mflags & P_OUT_OF_MAP) continue;
-
- /* This space is providing light, so we need to brighten up the
- * spaces around here.
- */
- light = GET_MAP_LIGHT(m, nx, ny);
- if (light != 0) {
+ /* First, limit player furthest (unlighted) vision */
+ for (x = 0; x < op->contr->ns->mapx; x++)
+ for (y = 0; y < op->contr->ns->mapy; y++)
+ if (op->contr->blocked_los[x][y] != 100)
+ op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
+
+ /* the spaces[] darkness value contains the information we need.
+ * Only process the area of interest.
+ * the basex, basey values represent the position in the op->contr->blocked_los
+ * array. Its easier to just increment them here (and start with the right
+ * value) than to recalculate them down below.
+ */
+ for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
+ x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
+ {
+
+ for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
+ y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
+ {
+ m = op->map;
+ nx = x;
+ ny = y;
+
+ mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
+
+ if (mflags & P_OUT_OF_MAP)
+ continue;
+
+ /* This space is providing light, so we need to brighten up the
+ * spaces around here.
+ */
+ light = GET_MAP_LIGHT (m, nx, ny);
+ if (light != 0)
+ {
#if 0
- LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n",
- x, y, basex, basey);
+ LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
#endif
- for (ax=basex - light; ax<=basex+light; ax++) {
- if (ax<0 || ax>=op->contr->socket.mapx) continue;
- for (ay=basey - light; ay<=basey+light; ay++) {
- if (ay<0 || ay>=op->contr->socket.mapy) continue;
-
- /* If the space is fully blocked, do nothing. Otherwise, we
- * brighten the space. The further the light is away from the
- * source (basex-x), the less effect it has. Though light used
- * to dim in a square manner, it now dims in a circular manner
- * using the the pythagorean theorem. glow_radius still
- * represents the radius
- */
- if(op->contr->blocked_los[ax][ay]!=100) {
- x1 = abs(basex-ax)*abs(basex-ax);
- y1 = abs(basey-ay)*abs(basey-ay);
- if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0);
- if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0);
- }
- } /* for ay */
- } /* for ax */
- } /* if this space is providing light */
- } /* for y */
- } /* for x */
-
- /* Outdoor should never really be completely pitch black dark like
- * a dungeon, so let the player at least see a little around themselves
- */
- if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) {
- if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3))
- op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3;
-
- for (x=-1; x<=1; x++)
- for (y=-1; y<=1; y++) {
- if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2))
- op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2;
- }
+ for (ax = basex - light; ax <= basex + light; ax++)
+ {
+ if (ax < 0 || ax >= op->contr->ns->mapx)
+ continue;
+
+ for (ay = basey - light; ay <= basey + light; ay++)
+ {
+ if (ay < 0 || ay >= op->contr->ns->mapy)
+ continue;
+
+ /* If the space is fully blocked, do nothing. Otherwise, we
+ * brighten the space. The further the light is away from the
+ * source (basex-x), the less effect it has. Though light used
+ * to dim in a square manner, it now dims in a circular manner
+ * using the the pythagorean theorem. glow_radius still
+ * represents the radius
+ */
+ if (op->contr->blocked_los[ax][ay] != 100)
+ {
+ x1 = abs (basex - ax) * abs (basex - ax);
+ y1 = abs (basey - ay) * abs (basey - ay);
+
+ if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
+ if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
+ }
+ }
+ }
+ }
+ }
}
- /* grant some vision to the player, based on the darklevel */
- for(x=darklevel-MAX_DARKNESS; xcontr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100))
- op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-=
- MAX(0,6 -darklevel - MAX(abs(x),abs(y)));
+
+ /* Outdoor should never really be completely pitch black dark like
+ * a dungeon, so let the player at least see a little around themselves
+ */
+ if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
+ {
+ if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
+ op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
+
+ for (x = -1; x <= 1; x++)
+ for (y = -1; y <= 1; y++)
+ {
+ if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
+ op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
+ }
+ }
+
+ /* grant some vision to the player, based on the darklevel */
+ for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
+ for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
+ if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
+ op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
+ MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
}
/* blinded_sight() - sets all veiwable squares to blocked except
@@ -412,59 +443,60 @@
* odd that you can see yourself (and what your standing on), but
* really need for any reasonable game play.
*/
+static void
+blinded_sight (object *op)
+{
+ int x, y;
-static void blinded_sight(object *op) {
- int x,y;
-
- for (x = 0; x < op->contr->socket.mapx; x++)
- for (y = 0; y < op->contr->socket.mapy; y++)
- op->contr->blocked_los[x][y] = 100;
+ for (x = 0; x < op->contr->ns->mapx; x++)
+ for (y = 0; y < op->contr->ns->mapy; y++)
+ op->contr->blocked_los[x][y] = 100;
- op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0;
+ op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
}
/*
* update_los() recalculates the array which specifies what is
* visible for the given player-object.
*/
+void
+update_los (object *op)
+{
+ int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
-void update_los(object *op) {
- int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y;
-
- if(QUERY_FLAG(op,FLAG_REMOVED))
- return;
-
- clear_los(op);
- if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */)
- return;
-
- /* For larger maps, this is more efficient than the old way which
- * used the chaining of the block array. Since many space views could
- * be blocked by different spaces in front, this mean that a lot of spaces
- * could be examined multile times, as each path would be looked at.
- */
- for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++)
- for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++)
- check_wall(op, x, y);
-
-
- /* do the los of the player. 3 (potential) cases */
- if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */
- blinded_sight(op);
- else
- expand_sight(op);
-
- if (QUERY_FLAG(op,FLAG_XRAYS)) {
- int x, y;
- for (x = -2; x <= 2; x++)
- for (y = -2; y <= 2; y++)
- op->contr->blocked_los[dx + x][dy + y] = 0;
- }
+ if (QUERY_FLAG (op, FLAG_REMOVED))
+ return;
+
+ clear_los (op->contr);
+
+ if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
+ return;
+
+ /* For larger maps, this is more efficient than the old way which
+ * used the chaining of the block array. Since many space views could
+ * be blocked by different spaces in front, this mean that a lot of spaces
+ * could be examined multile times, as each path would be looked at.
+ */
+ for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
+ for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
+ check_wall (op, x, y);
+
+ /* do the los of the player. 3 (potential) cases */
+ if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
+ blinded_sight (op);
+ else
+ expand_sight (op);
+
+ //TODO: no range-checking whatsoever :(
+ if (QUERY_FLAG (op, FLAG_XRAYS))
+ for (int x = -2; x <= 2; x++)
+ for (int y = -2; y <= 2; y++)
+ op->contr->blocked_los[dx + x][dy + y] = 0;
}
/* update all_map_los is like update_all_los below,
* but updates everyone on the map, no matter where they
- * are. This generally should not be used, as a per
+ * are. This generally should not be used, as a per
* specific map change doesn't make much sense when tiling
* is considered (lowering darkness would certainly be a
* strange effect if done on a tile map, as it makes
@@ -473,16 +505,14 @@
* Currently, this function is called from the
* change_map_light function
*/
-void update_all_map_los(mapstruct *map) {
- player *pl;
-
- for(pl=first_player;pl!=NULL;pl=pl->next) {
- if(pl->ob->map==map)
- pl->do_los=1;
- }
+void
+update_all_map_los (maptile *map)
+{
+ for_all_players (pl)
+ if (pl->ob && pl->ob->map == map)
+ pl->do_los = 1;
}
-
/*
* This function makes sure that update_los() will be called for all
* players on the given map within the next frame.
@@ -495,66 +525,67 @@
*
* map is the map that changed, x and y are the coordinates.
*/
-
-void update_all_los(const mapstruct *map, int x, int y) {
- player *pl;
-
- for(pl=first_player;pl!=NULL;pl=pl->next) {
- /* Player should not have a null map, but do this
- * check as a safety
- */
- if (!pl->ob->map) continue;
-
- /* Same map is simple case - see if pl is close enough.
- * Note in all cases, we did the check for same map first,
- * and then see if the player is close enough and update
- * los if that is the case. If the player is on the
- * corresponding map, but not close enough, then the
- * player can't be on another map that may be closer,
- * so by setting it up this way, we trim processing
- * some.
- */
- if(pl->ob->map==map) {
- if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y - y) <= pl->socket.mapy/2))
- pl->do_los=1;
- }
- /* Now we check to see if player is on adjacent
- * maps to the one that changed and also within
- * view. The tile_maps[] could be null, but in that
- * case it should never match the pl->ob->map, so
- * we want ever try to dereference any of the data in it.
- */
-
- /* The logic for 0 and 3 is to see how far the player is
- * from the edge of the map (height/width) - pl->ob->(x,y)
- * and to add current position on this map - that gives a
- * distance.
- * For 1 and 2, we check to see how far the given
- * coordinate (x,y) is from the corresponding edge,
- * and then add the players location, which gives
- * a distance.
- */
- else if (pl->ob->map == map->tile_map[0]) {
- if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
- (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2))
- pl->do_los=1;
- }
- else if (pl->ob->map == map->tile_map[2]) {
- if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2))
- pl->do_los=1;
- }
- else if (pl->ob->map == map->tile_map[1]) {
- if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y - y) <= pl->socket.mapy/2))
- pl->do_los=1;
- }
- else if (pl->ob->map == map->tile_map[3]) {
- if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y - y) <= pl->socket.mapy/2))
- pl->do_los=1;
- }
+void
+update_all_los (const maptile *map, int x, int y)
+{
+ for_all_players (pl)
+ {
+ /* Player should not have a null map, but do this
+ * check as a safety
+ */
+ if (!pl->ob || !pl->ob->map || !pl->ns)
+ continue;
+
+ /* Same map is simple case - see if pl is close enough.
+ * Note in all cases, we did the check for same map first,
+ * and then see if the player is close enough and update
+ * los if that is the case. If the player is on the
+ * corresponding map, but not close enough, then the
+ * player can't be on another map that may be closer,
+ * so by setting it up this way, we trim processing
+ * some.
+ */
+ if (pl->ob->map == map)
+ {
+ if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
+ }
+
+ /* Now we check to see if player is on adjacent
+ * maps to the one that changed and also within
+ * view. The tile_maps[] could be null, but in that
+ * case it should never match the pl->ob->map, so
+ * we want ever try to dereference any of the data in it.
+ *
+ * The logic for 0 and 3 is to see how far the player is
+ * from the edge of the map (height/width) - pl->ob->(x,y)
+ * and to add current position on this map - that gives a
+ * distance.
+ * For 1 and 2, we check to see how far the given
+ * coordinate (x,y) is from the corresponding edge,
+ * and then add the players location, which gives
+ * a distance.
+ */
+ else if (pl->ob->map == map->tile_map[0])
+ {
+ if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
+ }
+ else if (pl->ob->map == map->tile_map[2])
+ {
+ if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
+ }
+ else if (pl->ob->map == map->tile_map[1])
+ {
+ if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
+ }
+ else if (pl->ob->map == map->tile_map[3])
+ {
+ if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
+ }
}
}
@@ -562,24 +593,33 @@
* Debug-routine which dumps the array which specifies the visible
* area of a player. Triggered by the z key in DM mode.
*/
+void
+print_los (object *op)
+{
+ int x, y;
+ char buf[50], buf2[10];
+
+ strcpy (buf, " ");
-void print_los(object *op) {
- int x,y;
- char buf[50], buf2[10];
-
- strcpy(buf," ");
- for(x=0;xcontr->socket.mapx;x++) {
- sprintf(buf2,"%2d",x);
- strcat(buf,buf2);
+ for (x = 0; x < op->contr->ns->mapx; x++)
+ {
+ sprintf (buf2, "%2d", x);
+ strcat (buf, buf2);
}
- new_draw_info(NDI_UNIQUE, 0, op, buf);
- for(y=0;ycontr->socket.mapy;y++) {
- sprintf(buf,"%2d:",y);
- for(x=0;xcontr->socket.mapx;x++) {
- sprintf(buf2," %1d",op->contr->blocked_los[x][y]);
- strcat(buf,buf2);
- }
- new_draw_info(NDI_UNIQUE, 0, op, buf);
+
+ new_draw_info (NDI_UNIQUE, 0, op, buf);
+
+ for (y = 0; y < op->contr->ns->mapy; y++)
+ {
+ sprintf (buf, "%2d:", y);
+
+ for (x = 0; x < op->contr->ns->mapx; x++)
+ {
+ sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
+ strcat (buf, buf2);
+ }
+
+ new_draw_info (NDI_UNIQUE, 0, op, buf);
}
}
@@ -588,17 +628,14 @@
* check if any players are nearby, and edit their LOS array.
*/
-void make_sure_seen(const object *op) {
- player *pl;
-
- for (pl = first_player; pl; pl = pl->next)
- if (pl->ob->map == op->map &&
- pl->ob->y - pl->socket.mapy/2 <= op->y &&
- pl->ob->y + pl->socket.mapy/2 >= op->y &&
- pl->ob->x - pl->socket.mapx/2 <= op->x &&
- pl->ob->x + pl->socket.mapx/2 >= op->x)
- pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x]
- [pl->socket.mapy/2 + op->y - pl->ob->y] = 0;
+void
+make_sure_seen (const object *op)
+{
+ for_all_players (pl)
+ if (pl->ob->map == op->map &&
+ pl->ob->y - pl->ns->mapy / 2 <= op->y &&
+ 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)
+ pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
}
/*
@@ -607,13 +644,12 @@
* players within its range
*/
-void make_sure_not_seen(const object *op) {
- player *pl;
- for (pl = first_player; pl; pl = pl->next)
- if (pl->ob->map == op->map &&
- pl->ob->y - pl->socket.mapy/2 <= op->y &&
- pl->ob->y + pl->socket.mapy/2 >= op->y &&
- pl->ob->x - pl->socket.mapx/2 <= op->x &&
- pl->ob->x + pl->socket.mapx/2 >= op->x)
- pl->do_los = 1;
+void
+make_sure_not_seen (const object *op)
+{
+ for_all_players (pl)
+ if (pl->ob->map == op->map &&
+ pl->ob->y - pl->ns->mapy / 2 <= op->y &&
+ 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)
+ pl->do_los = 1;
}