1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_los_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
26 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
22 | */ |
29 | |
23 | |
30 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
31 | |
25 | |
32 | #include <global.h> |
26 | #include <global.h> |
33 | #include <funcpoint.h> |
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34 | #include <math.h> |
27 | #include <math.h> |
35 | |
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36 | |
28 | |
37 | /* 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. |
38 | * 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 |
39 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
40 | * block view in our tables. |
32 | * block view in our tables. |
41 | * .4 or less lets you see through walls. .5 is about right. |
33 | * .4 or less lets you see through walls. .5 is about right. |
42 | */ |
34 | */ |
43 | |
35 | |
44 | #define SPACE_BLOCK 0.5 |
36 | #define SPACE_BLOCK 0.5 |
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37 | #define MAX_DARKNESS_LOS 4 /* 4 == totally dark */ |
45 | |
38 | |
46 | typedef struct blstr |
39 | typedef struct blstr |
47 | { |
40 | { |
48 | int x[4], y[4]; |
41 | int x[4], y[4]; |
49 | int index; |
42 | int index; |
50 | } blocks; |
43 | } blocks; |
51 | |
44 | |
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45 | // 31/32 == a speed hack |
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46 | // we would like to use 32 for speed, but the code loops endlessly |
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47 | // then, reason not yet identified, so only make the array use 32, |
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48 | // not the define's. |
52 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
49 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
53 | |
50 | |
54 | static void expand_lighted_sight (object *op); |
51 | static void expand_lighted_sight (object *op); |
55 | |
52 | |
56 | /* |
53 | /* |
57 | * Used to initialise the array used by the LOS routines. |
54 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
96 | |
93 | |
97 | void |
94 | void |
98 | init_block (void) |
95 | init_block (void) |
99 | { |
96 | { |
100 | int x, y, dx, dy, i; |
97 | int x, y, dx, dy, i; |
101 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
98 | static int block_x[3] = { -1, -1, 0 }, |
102 | { |
99 | block_y[3] = { -1, 0, -1 }; |
103 | -1, 0, -1}; |
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104 | |
100 | |
105 | for (x = 0; x < MAP_CLIENT_X; x++) |
101 | for (x = 0; x < MAP_CLIENT_X; x++) |
106 | for (y = 0; y < MAP_CLIENT_Y; y++) |
102 | for (y = 0; y < MAP_CLIENT_Y; y++) |
107 | { |
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108 | block[x][y].index = 0; |
103 | block[x][y].index = 0; |
109 | } |
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110 | |
104 | |
111 | |
105 | |
112 | /* The table should be symmetric, so only do the upper left |
106 | /* The table should be symmetric, so only do the upper left |
113 | * quadrant - makes the processing easier. |
107 | * quadrant - makes the processing easier. |
114 | */ |
108 | */ |
… | |
… | |
131 | /* For simplicity, we mirror the coordinates to block the other |
125 | /* For simplicity, we mirror the coordinates to block the other |
132 | * quadrants. |
126 | * quadrants. |
133 | */ |
127 | */ |
134 | set_block (x, y, dx, dy); |
128 | set_block (x, y, dx, dy); |
135 | if (x == MAP_CLIENT_X / 2) |
129 | if (x == MAP_CLIENT_X / 2) |
136 | { |
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137 | 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); |
138 | } |
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139 | else if (y == MAP_CLIENT_Y / 2) |
131 | else if (y == MAP_CLIENT_Y / 2) |
140 | { |
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141 | 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); |
142 | } |
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143 | } |
133 | } |
144 | else |
134 | else |
145 | { |
135 | { |
146 | float d1, r, s, l; |
136 | float d1, r, s, l; |
147 | |
137 | |
… | |
… | |
150 | * area. l is the distance from x,y to the line. |
140 | * area. l is the distance from x,y to the line. |
151 | * r is more a curiosity - it lets us know what direction (left/right) |
141 | * r is more a curiosity - it lets us know what direction (left/right) |
152 | * the line is off |
142 | * the line is off |
153 | */ |
143 | */ |
154 | |
144 | |
155 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); |
145 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
156 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
146 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
157 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
147 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
158 | l = FABS (sqrt (d1) * s); |
148 | l = FABS (sqrt (d1) * s); |
159 | |
149 | |
160 | if (l <= SPACE_BLOCK) |
150 | if (l <= SPACE_BLOCK) |
… | |
… | |
181 | * that if some particular space is blocked, it blocks |
171 | * that if some particular space is blocked, it blocks |
182 | * the view of the spaces 'behind' it, and those blocked |
172 | * the view of the spaces 'behind' it, and those blocked |
183 | * spaces behind it may block other spaces, etc. |
173 | * spaces behind it may block other spaces, etc. |
184 | * In this way, the chain of visibility is set. |
174 | * In this way, the chain of visibility is set. |
185 | */ |
175 | */ |
186 | |
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187 | static void |
176 | static void |
188 | set_wall (object *op, int x, int y) |
177 | set_wall (object *op, int x, int y) |
189 | { |
178 | { |
190 | int i; |
179 | int i; |
191 | |
180 | |
… | |
… | |
194 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
183 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
195 | |
184 | |
196 | /* ax, ay are the values as adjusted to be in the |
185 | /* ax, ay are the values as adjusted to be in the |
197 | * socket look structure. |
186 | * socket look structure. |
198 | */ |
187 | */ |
199 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
188 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
200 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
189 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
201 | |
190 | |
202 | if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) |
191 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
203 | continue; |
192 | continue; |
204 | #if 0 |
193 | #if 0 |
205 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
194 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
206 | #endif |
195 | #endif |
207 | /* we need to adjust to the fact that the socket |
196 | /* we need to adjust to the fact that the socket |
… | |
… | |
226 | |
215 | |
227 | if (!block[x][y].index) |
216 | if (!block[x][y].index) |
228 | return; |
217 | return; |
229 | |
218 | |
230 | /* ax, ay are coordinates as indexed into the look window */ |
219 | /* ax, ay are coordinates as indexed into the look window */ |
231 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
220 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
232 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
221 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
233 | |
222 | |
234 | /* If the converted coordinates are outside the viewable |
223 | /* If the converted coordinates are outside the viewable |
235 | * area for the client, return now. |
224 | * area for the client, return now. |
236 | */ |
225 | */ |
237 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
226 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
238 | return; |
227 | return; |
239 | |
228 | |
240 | #if 0 |
229 | #if 0 |
241 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
230 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
242 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
231 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
… | |
… | |
258 | * Clears/initialises the los-array associated to the player |
247 | * Clears/initialises the los-array associated to the player |
259 | * controlling the object. |
248 | * controlling the object. |
260 | */ |
249 | */ |
261 | |
250 | |
262 | void |
251 | void |
263 | clear_los (object *op) |
252 | clear_los (player *pl) |
264 | { |
253 | { |
265 | /* This is safer than using the socket->mapx, mapy because |
254 | /* This is safer than using the ns->mapx, mapy because |
266 | * 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 |
267 | * 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 |
268 | * actually going to use |
257 | * actually going to use |
269 | */ |
258 | */ |
270 | (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); |
271 | } |
260 | } |
272 | |
261 | |
273 | /* |
262 | /* |
274 | * 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 |
275 | * 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, |
… | |
… | |
280 | static void |
269 | static void |
281 | expand_sight (object *op) |
270 | expand_sight (object *op) |
282 | { |
271 | { |
283 | int i, x, y, dx, dy; |
272 | int i, x, y, dx, dy; |
284 | |
273 | |
285 | for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ |
274 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
286 | for (y = 1; y < op->contr->socket.mapy - 1; y++) |
275 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
287 | { |
276 | { |
288 | if (!op->contr->blocked_los[x][y] && |
277 | if (!op->contr->blocked_los[x][y] && |
289 | !(get_map_flags (op->map, NULL, |
278 | !(get_map_flags (op->map, NULL, |
290 | op->x - op->contr->socket.mapx / 2 + x, |
279 | op->x - op->contr->ns->mapx / 2 + x, |
291 | op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
280 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
292 | { |
281 | { |
293 | |
282 | |
294 | for (i = 1; i <= 8; i += 1) |
283 | for (i = 1; i <= 8; i += 1) |
295 | { /* mark all directions */ |
284 | { /* mark all directions */ |
296 | dx = x + freearr_x[i]; |
285 | dx = x + freearr_x[i]; |
… | |
… | |
299 | op->contr->blocked_los[dx][dy] = -1; |
288 | op->contr->blocked_los[dx][dy] = -1; |
300 | } |
289 | } |
301 | } |
290 | } |
302 | } |
291 | } |
303 | |
292 | |
304 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
293 | if (op->map->darkness > 0) /* player is on a dark map */ |
305 | expand_lighted_sight (op); |
294 | expand_lighted_sight (op); |
306 | |
295 | |
307 | |
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308 | /* clear mark squares */ |
296 | /* clear mark squares */ |
309 | for (x = 0; x < op->contr->socket.mapx; x++) |
297 | for (x = 0; x < op->contr->ns->mapx; x++) |
310 | for (y = 0; y < op->contr->socket.mapy; y++) |
298 | for (y = 0; y < op->contr->ns->mapy; y++) |
311 | if (op->contr->blocked_los[x][y] < 0) |
299 | if (op->contr->blocked_los[x][y] < 0) |
312 | op->contr->blocked_los[x][y] = 0; |
300 | op->contr->blocked_los[x][y] = 0; |
313 | } |
301 | } |
314 | |
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315 | |
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316 | |
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317 | |
302 | |
318 | /* returns true if op carries one or more lights |
303 | /* returns true if op carries one or more lights |
319 | * This is a trivial function now days, but it used to |
304 | * This is a trivial function now days, but it used to |
320 | * be a bit longer. Probably better for callers to just |
305 | * be a bit longer. Probably better for callers to just |
321 | * check the op->glow_radius instead of calling this. |
306 | * check the op->glow_radius instead of calling this. |
… | |
… | |
329 | return 1; |
314 | return 1; |
330 | |
315 | |
331 | return 0; |
316 | return 0; |
332 | } |
317 | } |
333 | |
318 | |
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319 | /* radius, distance => lightness adjust */ |
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320 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1]; |
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321 | |
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322 | static struct darkness_init |
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323 | { |
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324 | darkness_init () |
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325 | { |
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326 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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327 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance) |
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328 | { |
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329 | // max intensity |
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330 | int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1); |
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331 | |
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332 | // actual intensity |
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333 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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334 | |
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335 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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336 | ? intensity |
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337 | : MAX_DARKNESS_LOS - intensity; |
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338 | } |
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339 | } |
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340 | } darkness_init; |
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341 | |
334 | static void |
342 | static void |
335 | expand_lighted_sight (object *op) |
343 | expand_lighted_sight (object *op) |
336 | { |
344 | { |
337 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
345 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
338 | mapstruct *m = op->map; |
346 | maptile *m = op->map; |
339 | sint16 nx, ny; |
347 | sint16 nx, ny; |
340 | |
348 | |
341 | darklevel = MAP_DARKNESS (m); |
349 | darklevel = m->darkness; |
342 | |
350 | |
343 | /* If the player can see in the dark, lower the darklevel for him */ |
351 | /* If the player can see in the dark, lower the darklevel for him */ |
344 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
352 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
345 | darklevel -= 2; |
353 | darklevel -= MAX_DARKNESS_LOS / 2; |
346 | |
354 | |
347 | /* add light, by finding all (non-null) nearby light sources, then |
355 | /* add light, by finding all (non-null) nearby light sources, then |
348 | * mark those squares specially. If the darklevel<1, there is no |
356 | * mark those squares specially. If the darklevel<1, there is no |
349 | * reason to do this, so we skip this function |
357 | * reason to do this, so we skip this function |
350 | */ |
358 | */ |
… | |
… | |
355 | /* Do a sanity check. If not valid, some code below may do odd |
363 | /* Do a sanity check. If not valid, some code below may do odd |
356 | * things. |
364 | * things. |
357 | */ |
365 | */ |
358 | if (darklevel > MAX_DARKNESS) |
366 | if (darklevel > MAX_DARKNESS) |
359 | { |
367 | { |
360 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
368 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
361 | darklevel = MAX_DARKNESS; |
369 | darklevel = MAX_DARKNESS; |
362 | } |
370 | } |
363 | |
371 | |
364 | /* First, limit player furthest (unlighted) vision */ |
372 | /* first, make everything totally dark */ |
365 | for (x = 0; x < op->contr->socket.mapx; x++) |
373 | for (x = 0; x < op->contr->ns->mapx; x++) |
366 | for (y = 0; y < op->contr->socket.mapy; y++) |
374 | for (y = 0; y < op->contr->ns->mapy; y++) |
367 | if (op->contr->blocked_los[x][y] != 100) |
375 | if (op->contr->blocked_los[x][y] != 100) |
368 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
376 | op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS; |
369 | |
377 | |
370 | /* the spaces[] darkness value contains the information we need. |
378 | int half_x = op->contr->ns->mapx / 2; |
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379 | int half_y = op->contr->ns->mapy / 2; |
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380 | |
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381 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
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382 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
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383 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
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384 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
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385 | |
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386 | int pass2 = 0; // negative lights have an extra pass |
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387 | |
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388 | /* |
371 | * Only process the area of interest. |
389 | * Only process the area of interest. |
372 | * the basex, basey values represent the position in the op->contr->blocked_los |
390 | * the basex, basey values represent the position in the op->contr->blocked_los |
373 | * array. Its easier to just increment them here (and start with the right |
391 | * array. Its easier to just increment them here (and start with the right |
374 | * value) than to recalculate them down below. |
392 | * value) than to recalculate them down below. |
375 | */ |
393 | */ |
376 | for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
394 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
377 | x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
395 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
378 | { |
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379 | |
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380 | for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
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381 | y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
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382 | { |
396 | { |
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397 | maptile *m = op->map; |
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398 | sint16 nx = x; |
|
|
399 | sint16 ny = y; |
|
|
400 | |
|
|
401 | if (!xy_normalise (m, nx, ny)) |
|
|
402 | continue; |
|
|
403 | |
|
|
404 | mapspace &ms = m->at (nx, ny); |
|
|
405 | ms.update (); |
|
|
406 | sint8 light = ms.light; |
|
|
407 | |
|
|
408 | if (expect_false (light)) |
|
|
409 | if (light < 0) |
|
|
410 | pass2 = 1; |
|
|
411 | else |
|
|
412 | { |
|
|
413 | /* This space is providing light, so we need to brighten up the |
|
|
414 | * spaces around here. |
|
|
415 | */ |
|
|
416 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
|
417 | |
|
|
418 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
|
|
419 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
|
|
420 | if (op->contr->blocked_los[ax][ay] != 100) |
|
|
421 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
422 | } |
|
|
423 | } |
|
|
424 | |
|
|
425 | // psosibly do 2nd pass for rare negative glow radii |
|
|
426 | if (expect_false (pass2)) |
|
|
427 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
428 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
429 | { |
383 | m = op->map; |
430 | maptile *m = op->map; |
384 | nx = x; |
431 | sint16 nx = x; |
385 | ny = y; |
432 | sint16 ny = y; |
386 | |
433 | |
387 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
434 | if (!xy_normalise (m, nx, ny)) |
388 | |
|
|
389 | if (mflags & P_OUT_OF_MAP) |
|
|
390 | continue; |
435 | continue; |
391 | |
436 | |
392 | /* This space is providing light, so we need to brighten up the |
437 | mapspace &ms = m->at (nx, ny); |
393 | * spaces around here. |
438 | ms.update (); |
394 | */ |
439 | sint8 light = ms.light; |
395 | light = GET_MAP_LIGHT (m, nx, ny); |
440 | |
396 | if (light != 0) |
441 | if (expect_false (light < 0)) |
397 | { |
442 | { |
398 | #if 0 |
443 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
399 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
|
400 | #endif |
|
|
401 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
402 | { |
|
|
403 | if (ax < 0 || ax >= op->contr->socket.mapx) |
|
|
404 | continue; |
|
|
405 | for (ay = basey - light; ay <= basey + light; ay++) |
|
|
406 | { |
|
|
407 | if (ay < 0 || ay >= op->contr->socket.mapy) |
|
|
408 | continue; |
|
|
409 | |
444 | |
410 | /* If the space is fully blocked, do nothing. Otherwise, we |
445 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
411 | * brighten the space. The further the light is away from the |
446 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
412 | * source (basex-x), the less effect it has. Though light used |
|
|
413 | * to dim in a square manner, it now dims in a circular manner |
|
|
414 | * using the the pythagorean theorem. glow_radius still |
|
|
415 | * represents the radius |
|
|
416 | */ |
|
|
417 | if (op->contr->blocked_los[ax][ay] != 100) |
447 | if (op->contr->blocked_los[ax][ay] != 100) |
418 | { |
448 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
419 | x1 = abs (basex - ax) * abs (basex - ax); |
449 | } |
420 | y1 = abs (basey - ay) * abs (basey - ay); |
450 | } |
421 | if (light > 0) |
|
|
422 | op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
|
|
423 | if (light < 0) |
|
|
424 | op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
|
|
425 | } |
|
|
426 | } /* for ay */ |
|
|
427 | } /* for ax */ |
|
|
428 | } /* if this space is providing light */ |
|
|
429 | } /* for y */ |
|
|
430 | } /* for x */ |
|
|
431 | |
451 | |
432 | /* Outdoor should never really be completely pitch black dark like |
452 | /* Outdoor should never really be completely pitch black dark like |
433 | * a dungeon, so let the player at least see a little around themselves |
453 | * a dungeon, so let the player at least see a little around themselves |
434 | */ |
454 | */ |
435 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
455 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
436 | { |
456 | { |
437 | if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) |
457 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
438 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; |
458 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
439 | |
459 | |
440 | for (x = -1; x <= 1; x++) |
460 | for (x = -1; x <= 1; x++) |
441 | for (y = -1; y <= 1; y++) |
461 | for (y = -1; y <= 1; y++) |
442 | { |
462 | { |
443 | if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) |
463 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
444 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2; |
464 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
445 | } |
465 | } |
446 | } |
466 | } |
|
|
467 | |
447 | /* grant some vision to the player, based on the darklevel */ |
468 | /* grant some vision to the player, based on the darklevel */ |
448 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
469 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
449 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
470 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
450 | if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100)) |
471 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
451 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= |
472 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
452 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
473 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
453 | } |
474 | } |
454 | |
475 | |
455 | /* blinded_sight() - sets all veiwable squares to blocked except |
476 | /* blinded_sight() - sets all viewable squares to blocked except |
456 | * for the one the central one that the player occupies. A little |
477 | * for the one the central one that the player occupies. A little |
457 | * odd that you can see yourself (and what your standing on), but |
478 | * odd that you can see yourself (and what your standing on), but |
458 | * really need for any reasonable game play. |
479 | * really need for any reasonable game play. |
459 | */ |
480 | */ |
460 | |
|
|
461 | static void |
481 | static void |
462 | blinded_sight (object *op) |
482 | blinded_sight (object *op) |
463 | { |
483 | { |
464 | int x, y; |
484 | int x, y; |
465 | |
485 | |
466 | for (x = 0; x < op->contr->socket.mapx; x++) |
486 | for (x = 0; x < op->contr->ns->mapx; x++) |
467 | for (y = 0; y < op->contr->socket.mapy; y++) |
487 | for (y = 0; y < op->contr->ns->mapy; y++) |
468 | op->contr->blocked_los[x][y] = 100; |
488 | op->contr->blocked_los[x][y] = 100; |
469 | |
489 | |
470 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; |
490 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
471 | } |
491 | } |
472 | |
492 | |
473 | /* |
493 | /* |
474 | * update_los() recalculates the array which specifies what is |
494 | * update_los() recalculates the array which specifies what is |
475 | * visible for the given player-object. |
495 | * visible for the given player-object. |
476 | */ |
496 | */ |
477 | |
|
|
478 | void |
497 | void |
479 | update_los (object *op) |
498 | update_los (object *op) |
480 | { |
499 | { |
481 | int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; |
500 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
482 | |
501 | |
483 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
502 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
484 | return; |
503 | return; |
485 | |
504 | |
486 | clear_los (op); |
505 | clear_los (op->contr); |
|
|
506 | |
487 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
507 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
488 | return; |
508 | return; |
489 | |
509 | |
490 | /* For larger maps, this is more efficient than the old way which |
510 | /* For larger maps, this is more efficient than the old way which |
491 | * used the chaining of the block array. Since many space views could |
511 | * used the chaining of the block array. Since many space views could |
492 | * be blocked by different spaces in front, this mean that a lot of spaces |
512 | * be blocked by different spaces in front, this mean that a lot of spaces |
493 | * could be examined multile times, as each path would be looked at. |
513 | * could be examined multile times, as each path would be looked at. |
494 | */ |
514 | */ |
495 | for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) |
515 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
496 | for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) |
516 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
497 | check_wall (op, x, y); |
517 | check_wall (op, x, y); |
498 | |
|
|
499 | |
518 | |
500 | /* do the los of the player. 3 (potential) cases */ |
519 | /* do the los of the player. 3 (potential) cases */ |
501 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
520 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
502 | blinded_sight (op); |
521 | blinded_sight (op); |
503 | else |
522 | else |
504 | expand_sight (op); |
523 | expand_sight (op); |
505 | |
524 | |
|
|
525 | //TODO: no range-checking whatsoever :( |
506 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
526 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
507 | { |
|
|
508 | int x, y; |
|
|
509 | |
|
|
510 | for (x = -2; x <= 2; x++) |
527 | for (int x = -2; x <= 2; x++) |
511 | for (y = -2; y <= 2; y++) |
528 | for (int y = -2; y <= 2; y++) |
512 | op->contr->blocked_los[dx + x][dy + y] = 0; |
529 | op->contr->blocked_los[dx + x][dy + y] = 0; |
513 | } |
|
|
514 | } |
530 | } |
515 | |
531 | |
516 | /* update all_map_los is like update_all_los below, |
532 | /* update all_map_los is like update_all_los below, |
517 | * but updates everyone on the map, no matter where they |
533 | * but updates everyone on the map, no matter where they |
518 | * are. This generally should not be used, as a per |
534 | * are. This generally should not be used, as a per |
519 | * specific map change doesn't make much sense when tiling |
535 | * specific map change doesn't make much sense when tiling |
520 | * is considered (lowering darkness would certainly be a |
536 | * is considered (lowering darkness would certainly be a |
521 | * strange effect if done on a tile map, as it makes |
537 | * strange effect if done on a tile map, as it makes |
522 | * the distinction between maps much more obvious to the |
538 | * the distinction between maps much more obvious to the |
523 | * players, which is should not be. |
539 | * players, which is should not be. |
524 | * Currently, this function is called from the |
540 | * Currently, this function is called from the |
525 | * change_map_light function |
541 | * change_map_light function |
526 | */ |
542 | */ |
527 | void |
543 | void |
528 | update_all_map_los (mapstruct *map) |
544 | update_all_map_los (maptile *map) |
529 | { |
545 | { |
530 | player *pl; |
546 | for_all_players (pl) |
531 | |
|
|
532 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
533 | { |
|
|
534 | if (pl->ob->map == map) |
547 | if (pl->ob && pl->ob->map == map) |
535 | pl->do_los = 1; |
548 | pl->do_los = 1; |
536 | } |
|
|
537 | } |
549 | } |
538 | |
|
|
539 | |
550 | |
540 | /* |
551 | /* |
541 | * This function makes sure that update_los() will be called for all |
552 | * This function makes sure that update_los() will be called for all |
542 | * players on the given map within the next frame. |
553 | * players on the given map within the next frame. |
543 | * It is triggered by removal or inserting of objects which blocks |
554 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
547 | * means that just being on the same map is not sufficient - the |
558 | * means that just being on the same map is not sufficient - the |
548 | * space that changes must be withing your viewable area. |
559 | * space that changes must be withing your viewable area. |
549 | * |
560 | * |
550 | * map is the map that changed, x and y are the coordinates. |
561 | * map is the map that changed, x and y are the coordinates. |
551 | */ |
562 | */ |
552 | |
|
|
553 | void |
563 | void |
554 | update_all_los (const mapstruct *map, int x, int y) |
564 | update_all_los (const maptile *map, int x, int y) |
555 | { |
565 | { |
556 | player *pl; |
566 | for_all_players (pl) |
557 | |
|
|
558 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
559 | { |
567 | { |
560 | /* Player should not have a null map, but do this |
568 | /* Player should not have a null map, but do this |
561 | * check as a safety |
569 | * check as a safety |
562 | */ |
570 | */ |
563 | if (!pl->ob->map) |
571 | if (!pl->ob || !pl->ob->map || !pl->ns) |
564 | continue; |
572 | continue; |
565 | |
573 | |
566 | /* Same map is simple case - see if pl is close enough. |
574 | /* Same map is simple case - see if pl is close enough. |
567 | * Note in all cases, we did the check for same map first, |
575 | * Note in all cases, we did the check for same map first, |
568 | * and then see if the player is close enough and update |
576 | * and then see if the player is close enough and update |
… | |
… | |
572 | * so by setting it up this way, we trim processing |
580 | * so by setting it up this way, we trim processing |
573 | * some. |
581 | * some. |
574 | */ |
582 | */ |
575 | if (pl->ob->map == map) |
583 | if (pl->ob->map == map) |
576 | { |
584 | { |
577 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
585 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
578 | pl->do_los = 1; |
586 | pl->do_los = 1; |
579 | } |
587 | } |
|
|
588 | |
580 | /* Now we check to see if player is on adjacent |
589 | /* Now we check to see if player is on adjacent |
581 | * maps to the one that changed and also within |
590 | * maps to the one that changed and also within |
582 | * view. The tile_maps[] could be null, but in that |
591 | * view. The tile_maps[] could be null, but in that |
583 | * case it should never match the pl->ob->map, so |
592 | * case it should never match the pl->ob->map, so |
584 | * we want ever try to dereference any of the data in it. |
593 | * we want ever try to dereference any of the data in it. |
585 | */ |
594 | * |
586 | |
|
|
587 | /* The logic for 0 and 3 is to see how far the player is |
595 | * The logic for 0 and 3 is to see how far the player is |
588 | * from the edge of the map (height/width) - pl->ob->(x,y) |
596 | * from the edge of the map (height/width) - pl->ob->(x,y) |
589 | * and to add current position on this map - that gives a |
597 | * and to add current position on this map - that gives a |
590 | * distance. |
598 | * distance. |
591 | * For 1 and 2, we check to see how far the given |
599 | * For 1 and 2, we check to see how far the given |
592 | * coordinate (x,y) is from the corresponding edge, |
600 | * coordinate (x,y) is from the corresponding edge, |
593 | * and then add the players location, which gives |
601 | * and then add the players location, which gives |
594 | * a distance. |
602 | * a distance. |
595 | */ |
603 | */ |
596 | else if (pl->ob->map == map->tile_map[0]) |
604 | else if (pl->ob->map == map->tile_map[0]) |
597 | { |
605 | { |
598 | 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)) |
606 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
599 | pl->do_los = 1; |
607 | pl->do_los = 1; |
600 | } |
608 | } |
601 | else if (pl->ob->map == map->tile_map[2]) |
609 | else if (pl->ob->map == map->tile_map[2]) |
602 | { |
610 | { |
603 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) |
611 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
604 | pl->do_los = 1; |
612 | pl->do_los = 1; |
605 | } |
613 | } |
606 | else if (pl->ob->map == map->tile_map[1]) |
614 | else if (pl->ob->map == map->tile_map[1]) |
607 | { |
615 | { |
608 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
616 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
609 | pl->do_los = 1; |
617 | pl->do_los = 1; |
610 | } |
618 | } |
611 | else if (pl->ob->map == map->tile_map[3]) |
619 | else if (pl->ob->map == map->tile_map[3]) |
612 | { |
620 | { |
613 | 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)) |
621 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
614 | pl->do_los = 1; |
622 | pl->do_los = 1; |
615 | } |
623 | } |
616 | } |
624 | } |
617 | } |
625 | } |
618 | |
626 | |
619 | /* |
627 | /* |
620 | * Debug-routine which dumps the array which specifies the visible |
628 | * Debug-routine which dumps the array which specifies the visible |
621 | * area of a player. Triggered by the z key in DM mode. |
629 | * area of a player. Triggered by the z key in DM mode. |
622 | */ |
630 | */ |
623 | |
|
|
624 | void |
631 | void |
625 | print_los (object *op) |
632 | print_los (object *op) |
626 | { |
633 | { |
627 | int x, y; |
634 | int x, y; |
628 | char buf[50], buf2[10]; |
635 | char buf[50], buf2[10]; |
629 | |
636 | |
630 | strcpy (buf, " "); |
637 | strcpy (buf, " "); |
|
|
638 | |
631 | for (x = 0; x < op->contr->socket.mapx; x++) |
639 | for (x = 0; x < op->contr->ns->mapx; x++) |
632 | { |
640 | { |
633 | sprintf (buf2, "%2d", x); |
641 | sprintf (buf2, "%2d", x); |
634 | strcat (buf, buf2); |
642 | strcat (buf, buf2); |
635 | } |
643 | } |
|
|
644 | |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
645 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
646 | |
637 | for (y = 0; y < op->contr->socket.mapy; y++) |
647 | for (y = 0; y < op->contr->ns->mapy; y++) |
638 | { |
648 | { |
639 | sprintf (buf, "%2d:", y); |
649 | sprintf (buf, "%2d:", y); |
|
|
650 | |
640 | for (x = 0; x < op->contr->socket.mapx; x++) |
651 | for (x = 0; x < op->contr->ns->mapx; x++) |
641 | { |
652 | { |
642 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
653 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
643 | strcat (buf, buf2); |
654 | strcat (buf, buf2); |
644 | } |
655 | } |
|
|
656 | |
645 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
657 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
646 | } |
658 | } |
647 | } |
659 | } |
648 | |
660 | |
649 | /* |
661 | /* |
… | |
… | |
652 | */ |
664 | */ |
653 | |
665 | |
654 | void |
666 | void |
655 | make_sure_seen (const object *op) |
667 | make_sure_seen (const object *op) |
656 | { |
668 | { |
657 | player *pl; |
669 | for_all_players (pl) |
658 | |
|
|
659 | for (pl = first_player; pl; pl = pl->next) |
|
|
660 | if (pl->ob->map == op->map && |
670 | if (pl->ob->map == op->map && |
661 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
671 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
662 | 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) |
672 | 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) |
663 | pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; |
673 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
664 | } |
674 | } |
665 | |
675 | |
666 | /* |
676 | /* |
667 | * make_sure_not_seen: The object which is supposed to be visible through |
677 | * make_sure_not_seen: The object which is supposed to be visible through |
668 | * walls has just been removed from the map, so update the los of any |
678 | * walls has just been removed from the map, so update the los of any |
… | |
… | |
670 | */ |
680 | */ |
671 | |
681 | |
672 | void |
682 | void |
673 | make_sure_not_seen (const object *op) |
683 | make_sure_not_seen (const object *op) |
674 | { |
684 | { |
675 | player *pl; |
685 | for_all_players (pl) |
676 | |
|
|
677 | for (pl = first_player; pl; pl = pl->next) |
|
|
678 | if (pl->ob->map == op->map && |
686 | if (pl->ob->map == op->map && |
679 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
687 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
680 | 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) |
688 | 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) |
681 | pl->do_los = 1; |
689 | pl->do_los = 1; |
682 | } |
690 | } |