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 (©) 2005,2006,2007,2008 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. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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> |
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29 | #include <math.h> |
27 | #include <math.h> |
30 | |
28 | |
31 | /* Distance must be less than this for the object to be blocked. |
29 | /* Distance must be less than this for the object to be blocked. |
32 | * An object is 1.0 wide, so if set to 0.5, it means the object |
30 | * An object is 1.0 wide, so if set to 0.5, it means the object |
33 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
… | |
… | |
94 | |
92 | |
95 | void |
93 | void |
96 | init_block (void) |
94 | init_block (void) |
97 | { |
95 | { |
98 | int x, y, dx, dy, i; |
96 | int x, y, dx, dy, i; |
99 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
97 | static int block_x[3] = { -1, -1, 0 }, |
100 | { |
98 | block_y[3] = { -1, 0, -1 }; |
101 | -1, 0, -1}; |
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102 | |
99 | |
103 | for (x = 0; x < MAP_CLIENT_X; x++) |
100 | for (x = 0; x < MAP_CLIENT_X; x++) |
104 | for (y = 0; y < MAP_CLIENT_Y; y++) |
101 | for (y = 0; y < MAP_CLIENT_Y; y++) |
105 | { |
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|
106 | block[x][y].index = 0; |
102 | block[x][y].index = 0; |
107 | } |
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|
108 | |
103 | |
109 | |
104 | |
110 | /* The table should be symmetric, so only do the upper left |
105 | /* The table should be symmetric, so only do the upper left |
111 | * quadrant - makes the processing easier. |
106 | * quadrant - makes the processing easier. |
112 | */ |
107 | */ |
… | |
… | |
129 | /* For simplicity, we mirror the coordinates to block the other |
124 | /* For simplicity, we mirror the coordinates to block the other |
130 | * quadrants. |
125 | * quadrants. |
131 | */ |
126 | */ |
132 | set_block (x, y, dx, dy); |
127 | set_block (x, y, dx, dy); |
133 | if (x == MAP_CLIENT_X / 2) |
128 | if (x == MAP_CLIENT_X / 2) |
134 | { |
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135 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
129 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
136 | } |
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|
137 | else if (y == MAP_CLIENT_Y / 2) |
130 | else if (y == MAP_CLIENT_Y / 2) |
138 | { |
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139 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
131 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
140 | } |
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|
141 | } |
132 | } |
142 | else |
133 | else |
143 | { |
134 | { |
144 | float d1, r, s, l; |
135 | float d1, r, s, l; |
145 | |
136 | |
… | |
… | |
179 | * that if some particular space is blocked, it blocks |
170 | * that if some particular space is blocked, it blocks |
180 | * the view of the spaces 'behind' it, and those blocked |
171 | * the view of the spaces 'behind' it, and those blocked |
181 | * spaces behind it may block other spaces, etc. |
172 | * spaces behind it may block other spaces, etc. |
182 | * In this way, the chain of visibility is set. |
173 | * In this way, the chain of visibility is set. |
183 | */ |
174 | */ |
184 | |
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185 | static void |
175 | static void |
186 | set_wall (object *op, int x, int y) |
176 | set_wall (object *op, int x, int y) |
187 | { |
177 | { |
188 | int i; |
178 | int i; |
189 | |
179 | |
… | |
… | |
256 | * Clears/initialises the los-array associated to the player |
246 | * Clears/initialises the los-array associated to the player |
257 | * controlling the object. |
247 | * controlling the object. |
258 | */ |
248 | */ |
259 | |
249 | |
260 | void |
250 | void |
261 | clear_los (object *op) |
251 | clear_los (player *pl) |
262 | { |
252 | { |
263 | /* This is safer than using the ns->mapx, mapy because |
253 | /* This is safer than using the ns->mapx, mapy because |
264 | * we index the blocked_los as a 2 way array, so clearing |
254 | * we index the blocked_los as a 2 way array, so clearing |
265 | * the first z spaces may not not cover the spaces we are |
255 | * the first z spaces may not not cover the spaces we are |
266 | * actually going to use |
256 | * actually going to use |
267 | */ |
257 | */ |
268 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
258 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
269 | } |
259 | } |
270 | |
260 | |
271 | /* |
261 | /* |
272 | * expand_sight goes through the array of what the given player is |
262 | * expand_sight goes through the array of what the given player is |
273 | * able to see, and expands the visible area a bit, so the player will, |
263 | * able to see, and expands the visible area a bit, so the player will, |
… | |
… | |
466 | |
456 | |
467 | /* |
457 | /* |
468 | * update_los() recalculates the array which specifies what is |
458 | * update_los() recalculates the array which specifies what is |
469 | * visible for the given player-object. |
459 | * visible for the given player-object. |
470 | */ |
460 | */ |
471 | |
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472 | void |
461 | void |
473 | update_los (object *op) |
462 | update_los (object *op) |
474 | { |
463 | { |
475 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
464 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
476 | |
465 | |
477 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
466 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 | return; |
467 | return; |
479 | |
468 | |
480 | clear_los (op); |
469 | clear_los (op->contr); |
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470 | |
481 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
471 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
482 | return; |
472 | return; |
483 | |
473 | |
484 | /* For larger maps, this is more efficient than the old way which |
474 | /* For larger maps, this is more efficient than the old way which |
485 | * used the chaining of the block array. Since many space views could |
475 | * used the chaining of the block array. Since many space views could |