--- deliantra/server/common/los.C 2006/09/10 16:00:23 1.4
+++ deliantra/server/common/los.C 2008/12/04 03:48:37 1.33
@@ -1,39 +1,31 @@
-
/*
- * static char *rcsid_los_c =
- * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra 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
@@ -42,6 +34,7 @@
*/
#define SPACE_BLOCK 0.5
+#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */
typedef struct blstr
{
@@ -49,7 +42,11 @@
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);
@@ -98,15 +95,12 @@
init_block (void)
{
int x, y, dx, dy, i;
- static int block_x[3] = { -1, -1, 0 }, block_y[3] =
- {
- -1, 0, -1};
+ static int block_x[3] = { -1, -1, 0 },
+ block_y[3] = { -1, 0, -1 };
for (x = 0; x < MAP_CLIENT_X; x++)
for (y = 0; y < MAP_CLIENT_Y; y++)
- {
- block[x][y].index = 0;
- }
+ block[x][y].index = 0;
/* The table should be symmetric, so only do the upper left
@@ -133,13 +127,9 @@
*/
set_block (x, y, dx, dy);
if (x == MAP_CLIENT_X / 2)
- {
- set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
- }
+ set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
else if (y == MAP_CLIENT_Y / 2)
- {
- set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
- }
+ set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
}
else
{
@@ -152,7 +142,7 @@
* the line is off
*/
- d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2));
+ d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
l = FABS (sqrt (d1) * s);
@@ -183,7 +173,6 @@
* spaces behind it may block other spaces, etc.
* In this way, the chain of visibility is set.
*/
-
static void
set_wall (object *op, int x, int y)
{
@@ -196,10 +185,10 @@
/* ax, ay are the values as adjusted to be in the
* socket look structure.
*/
- ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2;
- ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2;
+ 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)
+ 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);
@@ -228,13 +217,13 @@
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;
+ 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->socket.mapx || ay >= op->contr->socket.mapy)
+ if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
return;
#if 0
@@ -260,14 +249,14 @@
*/
void
-clear_los (object *op)
+clear_los (player *pl)
{
- /* This is safer than using the socket->mapx, mapy because
+ /* 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
*/
- (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
+ memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
}
/*
@@ -282,13 +271,13 @@
{
int i, x, y, dx, dy;
- for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */
- for (y = 1; y < op->contr->socket.mapy - 1; y++)
+ 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->socket.mapx / 2 + x,
- op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
+ 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)
@@ -301,20 +290,16 @@
}
}
- if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */
+ if (op->map->darkness > 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++)
+ 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
@@ -331,18 +316,41 @@
return 0;
}
+/* radius, distance => lightness adjust */
+static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1];
+
+static struct darkness_init
+{
+ darkness_init ()
+ {
+ for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
+ for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance)
+ {
+ // max intensity
+ int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1);
+
+ // actual intensity
+ intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
+
+ darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
+ ? intensity
+ : MAX_DARKNESS_LOS - intensity;
+ }
+ }
+} darkness_init;
+
static void
expand_lighted_sight (object *op)
{
- int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
- mapstruct *m = op->map;
+ int x, y, darklevel, basex, basey, mflags, light, x1, y1;
+ maptile *m = op->map;
sint16 nx, ny;
- darklevel = MAP_DARKNESS (m);
+ 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;
+ darklevel -= MAX_DARKNESS_LOS / 2;
/* add light, by finding all (non-null) nearby light sources, then
* mark those squares specially. If the darklevel<1, there is no
@@ -357,133 +365,145 @@
*/
if (darklevel > MAX_DARKNESS)
{
- LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel);
+ 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++)
+ /* first, make everything totally dark */
+ 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;
+ op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
+
+ int half_x = op->contr->ns->mapx / 2;
+ int half_y = op->contr->ns->mapy / 2;
+
+ int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
+ int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
+ int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
+ int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
+
+ int pass2 = 0; // negative lights have an extra pass
- /* 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 (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
+ for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
+ {
+ maptile *m = op->map;
+ sint16 nx = x;
+ sint16 ny = y;
+
+ if (!xy_normalise (m, nx, ny))
+ continue;
+
+ mapspace &ms = m->at (nx, ny);
+ ms.update ();
+ sint8 light = ms.light;
+
+ if (expect_false (light))
+ if (light < 0)
+ pass2 = 1;
+ else
+ {
+ /* This space is providing light, so we need to brighten up the
+ * spaces around here.
+ */
+ const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
+
+ for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
+ for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
+ if (op->contr->blocked_los[ax][ay] != 100)
+ min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
+ }
+ }
- 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++)
+ // psosibly do 2nd pass for rare negative glow radii
+ if (pass2)
+ for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
+ for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
{
- m = op->map;
- nx = x;
- ny = y;
-
- mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
+ maptile *m = op->map;
+ sint16 nx = x;
+ sint16 ny = y;
- if (mflags & P_OUT_OF_MAP)
+ if (!xy_normalise (m, nx, ny))
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)
+ mapspace &ms = m->at (nx, ny);
+ ms.update ();
+ sint8 light = ms.light;
+
+ if (expect_false (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);
-#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;
+ const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
- /* 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 */
+ for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
+ for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
+ if (op->contr->blocked_los[ax][ay] != 100)
+ max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
+ }
+ }
/* 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->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;
+ 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->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;
+ 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->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)));
+ 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
+/* blinded_sight() - sets all viewable squares to blocked except
* for the one the central one that the player occupies. A little
* 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;
- for (x = 0; x < op->contr->socket.mapx; x++)
- for (y = 0; y < op->contr->socket.mapy; y++)
+ 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->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y;
+ int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
if (QUERY_FLAG (op, FLAG_REMOVED))
return;
- clear_los (op);
+ clear_los (op->contr);
+
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
return;
@@ -492,30 +512,26 @@
* 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++)
+ 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))
- {
- int x, y;
-
- for (x = -2; x <= 2; x++)
- for (y = -2; y <= 2; y++)
- op->contr->blocked_los[dx + x][dy + y] = 0;
- }
+ 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
@@ -525,18 +541,13 @@
* change_map_light function
*/
void
-update_all_map_los (mapstruct *map)
+update_all_map_los (maptile *map)
{
- player *pl;
-
- for (pl = first_player; pl != NULL; pl = pl->next)
- {
- if (pl->ob->map == map)
- pl->do_los = 1;
- }
+ 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.
@@ -549,18 +560,15 @@
*
* map is the map that changed, x and y are the coordinates.
*/
-
void
-update_all_los (const mapstruct *map, int x, int y)
+update_all_los (const maptile *map, int x, int y)
{
- player *pl;
-
- for (pl = first_player; pl != NULL; pl = pl->next)
+ for_all_players (pl)
{
/* Player should not have a null map, but do this
* check as a safety
*/
- if (!pl->ob->map)
+ if (!pl->ob || !pl->ob->map || !pl->ns)
continue;
/* Same map is simple case - see if pl is close enough.
@@ -574,17 +582,17 @@
*/
if (pl->ob->map == map)
{
- if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2))
+ 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
+ *
+ * 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.
@@ -595,22 +603,22 @@
*/
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))
+ 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->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 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 (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2))
+ 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_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2))
+ 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;
}
}
@@ -620,7 +628,6 @@
* 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)
{
@@ -628,20 +635,25 @@
char buf[50], buf2[10];
strcpy (buf, " ");
- for (x = 0; x < op->contr->socket.mapx; x++)
+
+ 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; y < op->contr->socket.mapy; y++)
+
+ for (y = 0; y < op->contr->ns->mapy; y++)
{
sprintf (buf, "%2d:", y);
- for (x = 0; x < op->contr->socket.mapx; x++)
+
+ 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);
}
}
@@ -654,13 +666,11 @@
void
make_sure_seen (const object *op)
{
- player *pl;
-
- for (pl = first_player; pl; pl = pl->next)
+ for_all_players (pl)
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;
+ 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;
}
/*
@@ -672,11 +682,9 @@
void
make_sure_not_seen (const object *op)
{
- player *pl;
-
- for (pl = first_player; pl; pl = pl->next)
+ for_all_players (pl)
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->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;
}