1 | /* |
1 | /* |
2 | * static char *rcsid_los_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: los.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
|
|
6 | /* |
|
|
7 | CrossFire, A Multiplayer game for X-windows |
|
|
8 | |
|
|
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
13 | 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 |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
15 | (at your option) any later version. |
11 | * (at your option) any later version. |
16 | |
12 | * |
17 | 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, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
25 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
|
|
27 | */ |
22 | */ |
28 | |
23 | |
29 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
30 | |
25 | |
31 | #include <global.h> |
26 | #include <global.h> |
32 | #include <funcpoint.h> |
|
|
33 | #include <math.h> |
27 | #include <cmath> |
34 | |
28 | |
35 | |
|
|
36 | /* Distance must be less than this for the object to be blocked. |
|
|
37 | * An object is 1.0 wide, so if set to 0.5, it means the object |
|
|
38 | * that blocks half the view (0.0 is complete block) will |
|
|
39 | * block view in our tables. |
|
|
40 | * .4 or less lets you see through walls. .5 is about right. |
|
|
41 | */ |
|
|
42 | |
|
|
43 | #define SPACE_BLOCK 0.5 |
|
|
44 | |
|
|
45 | typedef struct blstr { |
|
|
46 | int x[4],y[4]; |
|
|
47 | int index; |
|
|
48 | } blocks; |
|
|
49 | |
|
|
50 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
|
|
51 | |
|
|
52 | static void expand_lighted_sight(object *op); |
29 | static void expand_lighted_sight (object *op); |
53 | |
30 | |
54 | /* |
31 | enum { |
55 | * Used to initialise the array used by the LOS routines. |
32 | LOS_XI = 0x01, |
56 | * What this sets if that x,y blocks the view of bx,by |
33 | LOS_YI = 0x02, |
57 | * This then sets up a relation - for example, something |
34 | }; |
58 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
|
|
59 | * etc. So when we check 5,4 and find it block, we have |
|
|
60 | * the data to know that 5,3 and 5,2 and 5,1 should also |
|
|
61 | * be blocked. |
|
|
62 | */ |
|
|
63 | |
35 | |
64 | static void set_block(int x, int y, int bx, int by) { |
36 | struct los_info |
65 | int index=block[x][y].index,i; |
37 | { |
|
|
38 | sint8 xo, yo; // obscure angle |
|
|
39 | sint8 xe, ye; // angle deviation |
|
|
40 | uint8 culled; // culled from "tree" |
|
|
41 | uint8 queued; // already queued |
|
|
42 | uint8 visible; |
|
|
43 | uint8 flags; // LOS_XI/YI |
|
|
44 | }; |
66 | |
45 | |
67 | /* Due to flipping, we may get duplicates - better safe than sorry. |
46 | // temporary storage for the los algorithm, |
68 | */ |
47 | // one los_info for each lightable map space |
69 | for (i=0; i<index; i++) { |
48 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; |
|
|
71 | } |
|
|
72 | |
49 | |
73 | block[x][y].x[index]=bx; |
50 | struct point |
74 | block[x][y].y[index]=by; |
51 | { |
75 | block[x][y].index++; |
52 | sint8 x, y; |
76 | #ifdef LOS_DEBUG |
53 | }; |
77 | LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, |
|
|
78 | block[x][y].index); |
|
|
79 | #endif |
|
|
80 | } |
|
|
81 | |
54 | |
82 | /* |
55 | // minimum size, but must be a power of two |
83 | * initialises the array used by the LOS routines. |
56 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
84 | */ |
|
|
85 | |
57 | |
86 | /* since we are only doing the upper left quadrant, only |
58 | // a queue of spaces to calculate |
87 | * these spaces could possibly get blocked, since these |
59 | static point queue [QUEUE_LENGTH]; |
88 | * are the only ones further out that are still possibly in the |
60 | static int q1, q2; // queue start, end |
89 | * sightline. |
|
|
90 | */ |
|
|
91 | |
|
|
92 | void init_block(void) { |
|
|
93 | int x,y, dx, dy, i; |
|
|
94 | static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; |
|
|
95 | |
|
|
96 | for(x=0;x<MAP_CLIENT_X;x++) |
|
|
97 | for(y=0;y<MAP_CLIENT_Y;y++) { |
|
|
98 | block[x][y].index=0; |
|
|
99 | } |
|
|
100 | |
|
|
101 | |
|
|
102 | /* The table should be symmetric, so only do the upper left |
|
|
103 | * quadrant - makes the processing easier. |
|
|
104 | */ |
|
|
105 | for (x=1; x<=MAP_CLIENT_X/2; x++) { |
|
|
106 | for (y=1; y<=MAP_CLIENT_Y/2; y++) { |
|
|
107 | for (i=0; i< 3; i++) { |
|
|
108 | dx = x + block_x[i]; |
|
|
109 | dy = y + block_y[i]; |
|
|
110 | |
|
|
111 | /* center space never blocks */ |
|
|
112 | if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; |
|
|
113 | |
|
|
114 | /* If its a straight line, its blocked */ |
|
|
115 | if ((dx == x && x == MAP_CLIENT_X/2) || |
|
|
116 | (dy==y && y == MAP_CLIENT_Y/2)) { |
|
|
117 | /* For simplicity, we mirror the coordinates to block the other |
|
|
118 | * quadrants. |
|
|
119 | */ |
|
|
120 | set_block(x, y, dx, dy); |
|
|
121 | if (x == MAP_CLIENT_X/2) { |
|
|
122 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); |
|
|
123 | } else if (y == MAP_CLIENT_Y/2) { |
|
|
124 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
|
|
125 | } |
|
|
126 | } else { |
|
|
127 | float d1, r, s,l; |
|
|
128 | |
|
|
129 | /* We use the algorihm that found out how close the point |
|
|
130 | * (x,y) is to the line from dx,dy to the center of the viewable |
|
|
131 | * area. l is the distance from x,y to the line. |
|
|
132 | * r is more a curiosity - it lets us know what direction (left/right) |
|
|
133 | * the line is off |
|
|
134 | */ |
|
|
135 | |
|
|
136 | d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); |
|
|
137 | r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; |
|
|
138 | s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; |
|
|
139 | l = FABS(sqrt(d1) * s); |
|
|
140 | |
|
|
141 | if (l <= SPACE_BLOCK) { |
|
|
142 | /* For simplicity, we mirror the coordinates to block the other |
|
|
143 | * quadrants. |
|
|
144 | */ |
|
|
145 | set_block(x,y,dx,dy); |
|
|
146 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
|
|
147 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); |
|
|
148 | set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); |
|
|
149 | } |
|
|
150 | } |
|
|
151 | } |
|
|
152 | } |
|
|
153 | } |
|
|
154 | } |
|
|
155 | |
|
|
156 | /* |
|
|
157 | * Used to initialise the array used by the LOS routines. |
|
|
158 | * x,y are indexes into the blocked[][] array. |
|
|
159 | * This recursively sets the blocked line of sight view. |
|
|
160 | * From the blocked[][] array, we know for example |
|
|
161 | * that if some particular space is blocked, it blocks |
|
|
162 | * the view of the spaces 'behind' it, and those blocked |
|
|
163 | * spaces behind it may block other spaces, etc. |
|
|
164 | * In this way, the chain of visibility is set. |
|
|
165 | */ |
|
|
166 | |
|
|
167 | static void set_wall(object *op,int x,int y) { |
|
|
168 | int i; |
|
|
169 | |
|
|
170 | for(i=0;i<block[x][y].index;i++) { |
|
|
171 | int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; |
|
|
172 | |
|
|
173 | /* ax, ay are the values as adjusted to be in the |
|
|
174 | * socket look structure. |
|
|
175 | */ |
|
|
176 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
|
|
177 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
|
|
178 | |
|
|
179 | if (ax < 0 || ax>=op->contr->socket.mapx || |
|
|
180 | ay < 0 || ay>=op->contr->socket.mapy) continue; |
|
|
181 | #if 0 |
|
|
182 | LOG(llevDebug, "blocked %d %d -> %d %d\n", |
|
|
183 | dx, dy, ax, ay); |
|
|
184 | #endif |
|
|
185 | /* we need to adjust to the fact that the socket |
|
|
186 | * code wants the los to start from the 0,0 |
|
|
187 | * and not be relative to middle of los array. |
|
|
188 | */ |
|
|
189 | op->contr->blocked_los[ax][ay]=100; |
|
|
190 | set_wall(op,dx,dy); |
|
|
191 | } |
|
|
192 | } |
|
|
193 | |
|
|
194 | /* |
|
|
195 | * Used to initialise the array used by the LOS routines. |
|
|
196 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
|
|
197 | * this is because they index the blocked[][] arrays. |
|
|
198 | */ |
|
|
199 | |
|
|
200 | static void check_wall(object *op,int x,int y) { |
|
|
201 | int ax, ay; |
|
|
202 | |
|
|
203 | if(!block[x][y].index) |
|
|
204 | return; |
|
|
205 | |
|
|
206 | /* ax, ay are coordinates as indexed into the look window */ |
|
|
207 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
|
|
208 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
|
|
209 | |
|
|
210 | /* If the converted coordinates are outside the viewable |
|
|
211 | * area for the client, return now. |
|
|
212 | */ |
|
|
213 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
|
|
214 | return; |
|
|
215 | |
|
|
216 | #if 0 |
|
|
217 | LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
|
|
218 | ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); |
|
|
219 | #endif |
|
|
220 | |
|
|
221 | /* If this space is already blocked, prune the processing - presumably |
|
|
222 | * whatever has set this space to be blocked has done the work and already |
|
|
223 | * done the dependency chain. |
|
|
224 | */ |
|
|
225 | if (op->contr->blocked_los[ax][ay] == 100) return; |
|
|
226 | |
|
|
227 | |
|
|
228 | if(get_map_flags(op->map, NULL, |
|
|
229 | op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2, |
|
|
230 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
|
|
231 | set_wall(op,x,y); |
|
|
232 | } |
|
|
233 | |
61 | |
234 | /* |
62 | /* |
235 | * Clears/initialises the los-array associated to the player |
63 | * Clears/initialises the los-array associated to the player |
236 | * controlling the object. |
64 | * controlling the object. |
237 | */ |
65 | */ |
238 | |
66 | void |
239 | void clear_los(object *op) { |
67 | player::clear_los (sint8 value) |
240 | /* This is safer than using the socket->mapx, mapy because |
|
|
241 | * we index the blocked_los as a 2 way array, so clearing |
|
|
242 | * the first z spaces may not not cover the spaces we are |
|
|
243 | * actually going to use |
|
|
244 | */ |
|
|
245 | (void)memset((void *) op->contr->blocked_los,0, |
|
|
246 | MAP_CLIENT_X * MAP_CLIENT_Y); |
|
|
247 | } |
|
|
248 | |
|
|
249 | /* |
|
|
250 | * expand_sight goes through the array of what the given player is |
|
|
251 | * able to see, and expands the visible area a bit, so the player will, |
|
|
252 | * to a certain degree, be able to see into corners. |
|
|
253 | * This is somewhat suboptimal, would be better to improve the formula. |
|
|
254 | */ |
|
|
255 | |
|
|
256 | static void expand_sight(object *op) |
|
|
257 | { |
68 | { |
258 | int i,x,y, dx, dy; |
69 | memset (los, value, sizeof (los)); |
|
|
70 | } |
259 | |
71 | |
260 | for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ |
72 | // enqueue a single mapspace, but only if it hasn't |
261 | for(y=1;y<op->contr->socket.mapy-1;y++) { |
73 | // been enqueued yet. |
262 | if (!op->contr->blocked_los[x][y] && |
74 | static void |
263 | !(get_map_flags(op->map,NULL, |
75 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
264 | op->x-op->contr->socket.mapx/2+x, |
76 | { |
265 | op->y-op->contr->socket.mapy/2+y, |
77 | sint8 x = LOS_X0 + dx; |
266 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { |
78 | sint8 y = LOS_Y0 + dy; |
267 | |
79 | |
268 | for(i=1;i<=8;i+=1) { /* mark all directions */ |
80 | if (x < 0 || x >= MAP_CLIENT_X) return; |
269 | dx = x + freearr_x[i]; |
81 | if (y < 0 || y >= MAP_CLIENT_Y) return; |
270 | dy = y + freearr_y[i]; |
82 | |
271 | if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
83 | los_info &l = los[x][y]; |
272 | op->contr->blocked_los[dx][dy]= -1; |
84 | |
273 | } |
85 | l.flags |= flags; |
|
|
86 | |
|
|
87 | if (l.queued) |
|
|
88 | return; |
|
|
89 | |
|
|
90 | l.queued = 1; |
|
|
91 | |
|
|
92 | queue[q1].x = dx; |
|
|
93 | queue[q1].y = dy; |
|
|
94 | |
|
|
95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
|
|
96 | } |
|
|
97 | |
|
|
98 | // run the los algorithm |
|
|
99 | // this is a variant of a spiral los algorithm taken from |
|
|
100 | // http://www.geocities.com/temerra/los_rays.html |
|
|
101 | // which has been simplified and changed considerably, but |
|
|
102 | // still is basically the same algorithm. |
|
|
103 | static void |
|
|
104 | do_los (object *op) |
|
|
105 | { |
|
|
106 | player *pl = op->contr; |
|
|
107 | |
|
|
108 | int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
|
|
109 | |
|
|
110 | memset (los, 0, sizeof (los)); |
|
|
111 | |
|
|
112 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
|
|
113 | enqueue (0, 0); // enqueue center |
|
|
114 | |
|
|
115 | // treat the origin specially |
|
|
116 | los[LOS_X0][LOS_Y0].visible = 1; |
|
|
117 | pl->los[LOS_X0][LOS_Y0] = 0; |
|
|
118 | |
|
|
119 | // loop over all enqueued points until the queue is empty |
|
|
120 | // the order in which this is done ensures that we |
|
|
121 | // never touch a mapspace whose input spaces we haven't checked |
|
|
122 | // yet. |
|
|
123 | while (q1 != q2) |
|
|
124 | { |
|
|
125 | sint8 dx = queue[q2].x; |
|
|
126 | sint8 dy = queue[q2].y; |
|
|
127 | |
|
|
128 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
|
|
129 | |
|
|
130 | sint8 x = LOS_X0 + dx; |
|
|
131 | sint8 y = LOS_Y0 + dy; |
|
|
132 | |
|
|
133 | //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
|
|
134 | int distance = 0;//D |
|
|
135 | |
|
|
136 | los_info &l = los[x][y]; |
|
|
137 | |
|
|
138 | if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
|
|
139 | { |
|
|
140 | l.culled = 1; |
|
|
141 | |
|
|
142 | // check contributing spaces, first horizontal |
|
|
143 | if (expect_true (l.flags & LOS_XI)) |
|
|
144 | { |
|
|
145 | los_info *xi = &los[x - sign (dx)][y]; |
|
|
146 | |
|
|
147 | // don't cull unless obscured |
|
|
148 | l.culled &= !xi->visible; |
|
|
149 | |
|
|
150 | /* merge input space */ |
|
|
151 | if (expect_false (xi->xo || xi->yo)) |
|
|
152 | { |
|
|
153 | // The X input can provide two main pieces of information: |
|
|
154 | // 1. Progressive X obscurity. |
|
|
155 | // 2. Recessive Y obscurity. |
|
|
156 | |
|
|
157 | // Progressive X obscurity, favouring recessive input angle |
|
|
158 | if (xi->xe > 0 && l.xo == 0) |
|
|
159 | { |
|
|
160 | l.xe = xi->xe - xi->yo; |
|
|
161 | l.ye = xi->ye + xi->yo; |
|
|
162 | l.xo = xi->xo; |
|
|
163 | l.yo = xi->yo; |
|
|
164 | } |
|
|
165 | |
|
|
166 | // Recessive Y obscurity |
|
|
167 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
|
|
168 | { |
|
|
169 | l.ye = xi->yo + xi->ye; |
|
|
170 | l.xe = xi->xe - xi->yo; |
|
|
171 | l.xo = xi->xo; |
|
|
172 | l.yo = xi->yo; |
274 | } |
173 | } |
|
|
174 | } |
|
|
175 | } |
|
|
176 | |
|
|
177 | // check contributing spaces, last vertical, identical structure |
|
|
178 | if (expect_true (l.flags & LOS_YI)) |
|
|
179 | { |
|
|
180 | los_info *yi = &los[x][y - sign (dy)]; |
|
|
181 | |
|
|
182 | // don't cull unless obscured |
|
|
183 | l.culled &= !yi->visible; |
|
|
184 | |
|
|
185 | /* merge input space */ |
|
|
186 | if (expect_false (yi->yo || yi->xo)) |
|
|
187 | { |
|
|
188 | // The Y input can provide two main pieces of information: |
|
|
189 | // 1. Progressive Y obscurity. |
|
|
190 | // 2. Recessive X obscurity. |
|
|
191 | |
|
|
192 | // Progressive Y obscurity, favouring recessive input angle |
|
|
193 | if (yi->ye > 0 && l.yo == 0) |
|
|
194 | { |
|
|
195 | l.ye = yi->ye - yi->xo; |
|
|
196 | l.xe = yi->xe + yi->xo; |
|
|
197 | l.yo = yi->yo; |
|
|
198 | l.xo = yi->xo; |
|
|
199 | } |
|
|
200 | |
|
|
201 | // Recessive X obscurity |
|
|
202 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
|
|
203 | { |
|
|
204 | l.xe = yi->xo + yi->xe; |
|
|
205 | l.ye = yi->ye - yi->xo; |
|
|
206 | l.yo = yi->yo; |
|
|
207 | l.xo = yi->xo; |
|
|
208 | } |
|
|
209 | } |
|
|
210 | } |
|
|
211 | |
|
|
212 | // check whether this space blocks the view |
|
|
213 | maptile *m = op->map; |
|
|
214 | sint16 nx = op->x + dx; |
|
|
215 | sint16 ny = op->y + dy; |
|
|
216 | |
|
|
217 | if (expect_true (!xy_normalise (m, nx, ny)) |
|
|
218 | || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
|
|
219 | { |
|
|
220 | l.xo = l.xe = abs (dx); |
|
|
221 | l.yo = l.ye = abs (dy); |
|
|
222 | |
|
|
223 | // we obscure dependents, but might be visible |
|
|
224 | // copy the los from the square towards the player, |
|
|
225 | // so outward diagonal corners are lit. |
|
|
226 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
227 | l.visible = false; |
|
|
228 | } |
|
|
229 | else |
|
|
230 | { |
|
|
231 | // we are not blocked, so calculate visibility, by checking |
|
|
232 | // whether we are inside or outside the shadow |
|
|
233 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
234 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
235 | |
|
|
236 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
237 | : l.visible ? max (0, 2 - max_radius + distance) |
|
|
238 | : 3; |
|
|
239 | } |
|
|
240 | |
|
|
241 | } |
|
|
242 | |
|
|
243 | // Expands by the unit length in each component's current direction. |
|
|
244 | // If a component has no direction, then it is expanded in both of its |
|
|
245 | // positive and negative directions. |
|
|
246 | if (!l.culled) |
|
|
247 | { |
|
|
248 | if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
|
|
249 | if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
|
|
250 | if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
|
|
251 | if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
275 | } |
252 | } |
276 | |
253 | } |
277 | if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ |
|
|
278 | expand_lighted_sight(op); |
|
|
279 | |
|
|
280 | |
|
|
281 | /* clear mark squares */ |
|
|
282 | for (x = 0; x < op->contr->socket.mapx; x++) |
|
|
283 | for (y = 0; y < op->contr->socket.mapy; y++) |
|
|
284 | if (op->contr->blocked_los[x][y] < 0) |
|
|
285 | op->contr->blocked_los[x][y] = 0; |
|
|
286 | } |
254 | } |
287 | |
|
|
288 | |
|
|
289 | |
|
|
290 | |
255 | |
291 | /* returns true if op carries one or more lights |
256 | /* returns true if op carries one or more lights |
292 | * This is a trivial function now days, but it used to |
257 | * This is a trivial function now days, but it used to |
293 | * be a bit longer. Probably better for callers to just |
258 | * be a bit longer. Probably better for callers to just |
294 | * check the op->glow_radius instead of calling this. |
259 | * check the op->glow_radius instead of calling this. |
295 | */ |
260 | */ |
296 | |
261 | int |
297 | int has_carried_lights(const object *op) { |
262 | has_carried_lights (const object *op) |
|
|
263 | { |
298 | /* op may glow! */ |
264 | /* op may glow! */ |
299 | if(op->glow_radius>0) return 1; |
265 | if (op->glow_radius > 0) |
300 | |
|
|
301 | return 0; |
266 | return 1; |
|
|
267 | |
|
|
268 | return 0; |
302 | } |
269 | } |
303 | |
270 | |
304 | static void expand_lighted_sight(object *op) |
271 | /* radius, distance => lightness adjust */ |
|
|
272 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
273 | static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
|
|
274 | |
|
|
275 | static struct los_init |
305 | { |
276 | { |
|
|
277 | los_init () |
|
|
278 | { |
|
|
279 | /* for lights */ |
|
|
280 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
|
281 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
282 | { |
|
|
283 | // max intensity |
|
|
284 | int intensity = min (LOS_MAX, abs (radius) + 1); |
|
|
285 | |
|
|
286 | // actual intensity |
|
|
287 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
|
|
288 | |
|
|
289 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
|
|
290 | ? min (3, intensity) |
|
|
291 | : LOS_MAX - intensity; |
|
|
292 | } |
|
|
293 | |
|
|
294 | /* for general vision */ |
|
|
295 | for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
|
|
296 | for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
|
|
297 | { |
|
|
298 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
|
|
299 | } |
|
|
300 | } |
|
|
301 | } los_init; |
|
|
302 | |
|
|
303 | sint8 |
|
|
304 | los_brighten (sint8 b, sint8 l) |
|
|
305 | { |
|
|
306 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
307 | } |
|
|
308 | |
|
|
309 | sint8 |
|
|
310 | los_darken (sint8 b, sint8 l) |
|
|
311 | { |
|
|
312 | return max (b, l); |
|
|
313 | } |
|
|
314 | |
|
|
315 | template<sint8 change_it (sint8, sint8)> |
|
|
316 | static void |
|
|
317 | apply_light (object *op, int dx, int dy, int light, const sint8 *atten_table) |
|
|
318 | { |
|
|
319 | // min or max the circular area around basex, basey |
|
|
320 | player *pl = op->contr; |
|
|
321 | |
|
|
322 | dx += LOS_X0; |
|
|
323 | dy += LOS_Y0; |
|
|
324 | |
|
|
325 | int hx = op->contr->ns->mapx / 2; |
|
|
326 | int hy = op->contr->ns->mapy / 2; |
|
|
327 | |
|
|
328 | int ax0 = max (LOS_X0 - hx, dx - light); |
|
|
329 | int ay0 = max (LOS_Y0 - hy, dy - light); |
|
|
330 | int ax1 = min (dx + light, LOS_X0 + hx); |
|
|
331 | int ay1 = min (dy + light, LOS_Y0 + hy); |
|
|
332 | |
|
|
333 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
334 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
335 | pl->los[ax][ay] = |
|
|
336 | change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
|
|
337 | } |
|
|
338 | |
|
|
339 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
340 | * mark those squares specially. |
|
|
341 | */ |
|
|
342 | static void |
|
|
343 | apply_lights (object *op) |
|
|
344 | { |
306 | int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; |
345 | int darklevel, mflags, light, x1, y1; |
307 | mapstruct *m=op->map; |
346 | maptile *m = op->map; |
308 | sint16 nx, ny; |
347 | sint16 nx, ny; |
309 | |
|
|
310 | darklevel = MAP_DARKNESS(m); |
|
|
311 | |
348 | |
|
|
349 | darklevel = m->darklevel (); |
|
|
350 | |
312 | /* 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 */ |
313 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; |
352 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
|
|
353 | darklevel -= 2; |
314 | |
354 | |
315 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
316 | * mark those squares specially. If the darklevel<1, there is no |
|
|
317 | * reason to do this, so we skip this function |
|
|
318 | */ |
|
|
319 | |
|
|
320 | if(darklevel<1) return; |
|
|
321 | |
|
|
322 | /* Do a sanity check. If not valid, some code below may do odd |
355 | /* Do a sanity check. If not valid, some code below may do odd |
323 | * things. |
356 | * things. |
324 | */ |
357 | */ |
325 | if (darklevel > MAX_DARKNESS) { |
358 | if (darklevel > MAX_DARKNESS) |
326 | LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", |
359 | { |
327 | op->name, op->map->path, darklevel); |
360 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
328 | darklevel = MAX_DARKNESS; |
361 | darklevel = MAX_DARKNESS; |
329 | } |
362 | } |
330 | |
363 | |
331 | /* First, limit player furthest (unlighted) vision */ |
364 | int half_x = op->contr->ns->mapx / 2; |
332 | for (x = 0; x < op->contr->socket.mapx; x++) |
365 | int half_y = op->contr->ns->mapy / 2; |
333 | for (y = 0; y < op->contr->socket.mapy; y++) |
|
|
334 | if(op->contr->blocked_los[x][y]!=100) |
|
|
335 | op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; |
|
|
336 | |
366 | |
337 | /* the spaces[] darkness value contains the information we need. |
367 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
368 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
369 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
370 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
371 | |
|
|
372 | int pass2 = 0; // negative lights have an extra pass |
|
|
373 | |
|
|
374 | if (darklevel < 1) |
|
|
375 | pass2 = 1; |
|
|
376 | else |
|
|
377 | { |
|
|
378 | /* first, make everything totally dark */ |
|
|
379 | for (int dx = -half_x; dx <= half_x; dx++) |
|
|
380 | for (int dy = -half_x; dy <= half_y; dy++) |
|
|
381 | if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
|
|
382 | op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
|
|
383 | |
|
|
384 | /* |
338 | * Only process the area of interest. |
385 | * Only process the area of interest. |
339 | * the basex, basey values represent the position in the op->contr->blocked_los |
386 | * the basex, basey values represent the position in the op->contr->los |
340 | * array. Its easier to just increment them here (and start with the right |
387 | * array. Its easier to just increment them here (and start with the right |
341 | * value) than to recalculate them down below. |
388 | * value) than to recalculate them down below. |
342 | */ |
389 | */ |
343 | for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; |
390 | for (int x = min_x; x <= max_x; x++) |
344 | x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { |
391 | for (int y = min_y; y <= max_y; y++) |
|
|
392 | { |
|
|
393 | maptile *m = op->map; |
|
|
394 | sint16 nx = x; |
|
|
395 | sint16 ny = y; |
345 | |
396 | |
346 | for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; |
397 | if (!xy_normalise (m, nx, ny)) |
347 | y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { |
398 | continue; |
348 | m = op->map; |
|
|
349 | nx = x; |
|
|
350 | ny = y; |
|
|
351 | |
399 | |
352 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
400 | mapspace &ms = m->at (nx, ny); |
|
|
401 | ms.update (); |
|
|
402 | sint8 light = ms.light; |
353 | |
403 | |
354 | if (mflags & P_OUT_OF_MAP) continue; |
404 | if (expect_false (light)) |
|
|
405 | if (light < 0) |
|
|
406 | pass2 = 1; |
|
|
407 | else |
|
|
408 | apply_light<los_brighten> (op, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
409 | } |
355 | |
410 | |
356 | /* This space is providing light, so we need to brighten up the |
411 | /* grant some vision to the player, based on the darklevel */ |
357 | * spaces around here. |
412 | { |
358 | */ |
413 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
359 | light = GET_MAP_LIGHT(m, nx, ny); |
|
|
360 | if (light != 0) { |
|
|
361 | #if 0 |
|
|
362 | LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", |
|
|
363 | x, y, basex, basey); |
|
|
364 | #endif |
|
|
365 | for (ax=basex - light; ax<=basex+light; ax++) { |
|
|
366 | if (ax<0 || ax>=op->contr->socket.mapx) continue; |
|
|
367 | for (ay=basey - light; ay<=basey+light; ay++) { |
|
|
368 | if (ay<0 || ay>=op->contr->socket.mapy) continue; |
|
|
369 | |
414 | |
370 | /* If the space is fully blocked, do nothing. Otherwise, we |
415 | apply_light<los_brighten> (op, 0, 0, light, vision_atten [light]); |
371 | * brighten the space. The further the light is away from the |
|
|
372 | * source (basex-x), the less effect it has. Though light used |
|
|
373 | * to dim in a square manner, it now dims in a circular manner |
|
|
374 | * using the the pythagorean theorem. glow_radius still |
|
|
375 | * represents the radius |
|
|
376 | */ |
|
|
377 | if(op->contr->blocked_los[ax][ay]!=100) { |
|
|
378 | x1 = abs(basex-ax)*abs(basex-ax); |
|
|
379 | y1 = abs(basey-ay)*abs(basey-ay); |
|
|
380 | if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); |
|
|
381 | if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); |
|
|
382 | } |
|
|
383 | } /* for ay */ |
|
|
384 | } /* for ax */ |
|
|
385 | } /* if this space is providing light */ |
|
|
386 | } /* for y */ |
|
|
387 | } /* for x */ |
|
|
388 | |
|
|
389 | /* Outdoor should never really be completely pitch black dark like |
|
|
390 | * a dungeon, so let the player at least see a little around themselves |
|
|
391 | */ |
|
|
392 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { |
|
|
393 | if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) |
|
|
394 | op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; |
|
|
395 | |
|
|
396 | for (x=-1; x<=1; x++) |
|
|
397 | for (y=-1; y<=1; y++) { |
|
|
398 | if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) |
|
|
399 | op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; |
|
|
400 | } |
416 | } |
401 | } |
417 | } |
402 | /* grant some vision to the player, based on the darklevel */ |
|
|
403 | for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) |
|
|
404 | for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) |
|
|
405 | if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) |
|
|
406 | op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= |
|
|
407 | MAX(0,6 -darklevel - MAX(abs(x),abs(y))); |
|
|
408 | } |
|
|
409 | |
418 | |
|
|
419 | // possibly do 2nd pass for rare negative glow radii |
|
|
420 | // for effect, those are always considered to be stronger than anything else |
|
|
421 | // but they can't darken a place completely |
|
|
422 | if (pass2) |
|
|
423 | for (int x = min_x; x <= max_x; x++) |
|
|
424 | for (int y = min_y; y <= max_y; y++) |
|
|
425 | { |
|
|
426 | maptile *m = op->map; |
|
|
427 | sint16 nx = x; |
|
|
428 | sint16 ny = y; |
|
|
429 | |
|
|
430 | if (!xy_normalise (m, nx, ny)) |
|
|
431 | continue; |
|
|
432 | |
|
|
433 | mapspace &ms = m->at (nx, ny); |
|
|
434 | ms.update (); |
|
|
435 | sint8 light = ms.light; |
|
|
436 | |
|
|
437 | if (expect_false (light < 0)) |
|
|
438 | apply_light<los_darken> (op, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
439 | } |
|
|
440 | } |
|
|
441 | |
410 | /* blinded_sight() - sets all veiwable squares to blocked except |
442 | /* blinded_sight() - sets all viewable squares to blocked except |
411 | * for the one the central one that the player occupies. A little |
443 | * for the one the central one that the player occupies. A little |
412 | * odd that you can see yourself (and what your standing on), but |
444 | * odd that you can see yourself (and what your standing on), but |
413 | * really need for any reasonable game play. |
445 | * really need for any reasonable game play. |
414 | */ |
446 | */ |
415 | |
447 | static void |
416 | static void blinded_sight(object *op) { |
448 | blinded_sight (object *op) |
417 | int x,y; |
449 | { |
418 | |
450 | op->contr->los[LOS_X0][LOS_Y0] = 1; |
419 | for (x = 0; x < op->contr->socket.mapx; x++) |
|
|
420 | for (y = 0; y < op->contr->socket.mapy; y++) |
|
|
421 | op->contr->blocked_los[x][y] = 100; |
|
|
422 | |
|
|
423 | op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; |
|
|
424 | } |
451 | } |
425 | |
452 | |
426 | /* |
453 | /* |
427 | * update_los() recalculates the array which specifies what is |
454 | * update_los() recalculates the array which specifies what is |
428 | * visible for the given player-object. |
455 | * visible for the given player-object. |
429 | */ |
456 | */ |
430 | |
457 | void |
431 | void update_los(object *op) { |
458 | update_los (object *op) |
432 | int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; |
459 | { |
433 | |
|
|
434 | if(QUERY_FLAG(op,FLAG_REMOVED)) |
460 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
435 | return; |
461 | return; |
436 | |
462 | |
437 | clear_los(op); |
463 | op->contr->clear_los (); |
|
|
464 | |
438 | if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) |
465 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
439 | return; |
466 | memset (op->contr->los, 0, sizeof (op->contr->los)); |
440 | |
|
|
441 | /* For larger maps, this is more efficient than the old way which |
|
|
442 | * used the chaining of the block array. Since many space views could |
|
|
443 | * be blocked by different spaces in front, this mean that a lot of spaces |
|
|
444 | * could be examined multile times, as each path would be looked at. |
|
|
445 | */ |
|
|
446 | for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) |
|
|
447 | for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) |
|
|
448 | check_wall(op, x, y); |
|
|
449 | |
|
|
450 | |
|
|
451 | /* do the los of the player. 3 (potential) cases */ |
|
|
452 | if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ |
467 | else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
453 | blinded_sight(op); |
468 | blinded_sight (op); |
454 | else |
469 | else |
455 | expand_sight(op); |
470 | { |
456 | |
471 | do_los (op); |
457 | if (QUERY_FLAG(op,FLAG_XRAYS)) { |
472 | apply_lights (op); |
458 | int x, y; |
|
|
459 | for (x = -2; x <= 2; x++) |
|
|
460 | for (y = -2; y <= 2; y++) |
|
|
461 | op->contr->blocked_los[dx + x][dy + y] = 0; |
|
|
462 | } |
473 | } |
|
|
474 | |
|
|
475 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
|
|
476 | for (int dx = -2; dx <= 2; dx++) |
|
|
477 | for (int dy = -2; dy <= 2; dy++) |
|
|
478 | min_it (op->contr->los[dx + LOS_X0][dy + LOS_X0], 1); |
463 | } |
479 | } |
464 | |
480 | |
465 | /* update all_map_los is like update_all_los below, |
481 | /* update all_map_los is like update_all_los below, |
466 | * but updates everyone on the map, no matter where they |
482 | * but updates everyone on the map, no matter where they |
467 | * are. This generally should not be used, as a per |
483 | * are. This generally should not be used, as a per |
468 | * specific map change doesn't make much sense when tiling |
484 | * specific map change doesn't make much sense when tiling |
469 | * is considered (lowering darkness would certainly be a |
485 | * is considered (lowering darkness would certainly be a |
470 | * strange effect if done on a tile map, as it makes |
486 | * strange effect if done on a tile map, as it makes |
471 | * the distinction between maps much more obvious to the |
487 | * the distinction between maps much more obvious to the |
472 | * players, which is should not be. |
488 | * players, which is should not be. |
473 | * Currently, this function is called from the |
489 | * Currently, this function is called from the |
474 | * change_map_light function |
490 | * change_map_light function |
475 | */ |
491 | */ |
|
|
492 | void |
476 | void update_all_map_los(mapstruct *map) { |
493 | update_all_map_los (maptile *map) |
477 | player *pl; |
494 | { |
478 | |
495 | for_all_players_on_map (pl, map) |
479 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
480 | if(pl->ob->map==map) |
|
|
481 | pl->do_los=1; |
496 | pl->do_los = 1; |
482 | } |
|
|
483 | } |
497 | } |
484 | |
|
|
485 | |
498 | |
486 | /* |
499 | /* |
487 | * This function makes sure that update_los() will be called for all |
500 | * This function makes sure that update_los() will be called for all |
488 | * players on the given map within the next frame. |
501 | * players on the given map within the next frame. |
489 | * It is triggered by removal or inserting of objects which blocks |
502 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
493 | * means that just being on the same map is not sufficient - the |
506 | * means that just being on the same map is not sufficient - the |
494 | * space that changes must be withing your viewable area. |
507 | * space that changes must be withing your viewable area. |
495 | * |
508 | * |
496 | * map is the map that changed, x and y are the coordinates. |
509 | * map is the map that changed, x and y are the coordinates. |
497 | */ |
510 | */ |
498 | |
511 | void |
499 | void update_all_los(const mapstruct *map, int x, int y) { |
512 | update_all_los (const maptile *map, int x, int y) |
500 | player *pl; |
513 | { |
|
|
514 | map->at (x, y).invalidate (); |
501 | |
515 | |
502 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
516 | for_all_players (pl) |
|
|
517 | { |
503 | /* Player should not have a null map, but do this |
518 | /* Player should not have a null map, but do this |
504 | * check as a safety |
519 | * check as a safety |
505 | */ |
520 | */ |
506 | if (!pl->ob->map) continue; |
521 | if (!pl->ob || !pl->ob->map || !pl->ns) |
|
|
522 | continue; |
507 | |
523 | |
508 | /* Same map is simple case - see if pl is close enough. |
524 | /* Same map is simple case - see if pl is close enough. |
509 | * Note in all cases, we did the check for same map first, |
525 | * Note in all cases, we did the check for same map first, |
510 | * and then see if the player is close enough and update |
526 | * and then see if the player is close enough and update |
511 | * los if that is the case. If the player is on the |
527 | * los if that is the case. If the player is on the |
512 | * corresponding map, but not close enough, then the |
528 | * corresponding map, but not close enough, then the |
513 | * player can't be on another map that may be closer, |
529 | * player can't be on another map that may be closer, |
514 | * so by setting it up this way, we trim processing |
530 | * so by setting it up this way, we trim processing |
515 | * some. |
531 | * some. |
516 | */ |
532 | */ |
517 | if(pl->ob->map==map) { |
533 | if (pl->ob->map == map) |
518 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
534 | { |
519 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
535 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
520 | pl->do_los=1; |
536 | pl->do_los = 1; |
521 | } |
537 | } |
|
|
538 | |
522 | /* Now we check to see if player is on adjacent |
539 | /* Now we check to see if player is on adjacent |
523 | * maps to the one that changed and also within |
540 | * maps to the one that changed and also within |
524 | * view. The tile_maps[] could be null, but in that |
541 | * view. The tile_maps[] could be null, but in that |
525 | * case it should never match the pl->ob->map, so |
542 | * case it should never match the pl->ob->map, so |
526 | * we want ever try to dereference any of the data in it. |
543 | * we want ever try to dereference any of the data in it. |
527 | */ |
544 | * |
528 | |
|
|
529 | /* The logic for 0 and 3 is to see how far the player is |
545 | * The logic for 0 and 3 is to see how far the player is |
530 | * from the edge of the map (height/width) - pl->ob->(x,y) |
546 | * from the edge of the map (height/width) - pl->ob->(x,y) |
531 | * and to add current position on this map - that gives a |
547 | * and to add current position on this map - that gives a |
532 | * distance. |
548 | * distance. |
533 | * For 1 and 2, we check to see how far the given |
549 | * For 1 and 2, we check to see how far the given |
534 | * coordinate (x,y) is from the corresponding edge, |
550 | * coordinate (x,y) is from the corresponding edge, |
535 | * and then add the players location, which gives |
551 | * and then add the players location, which gives |
536 | * a distance. |
552 | * a distance. |
537 | */ |
553 | */ |
538 | else if (pl->ob->map == map->tile_map[0]) { |
554 | else if (pl->ob->map == map->tile_map[0]) |
539 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
555 | { |
540 | (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) |
556 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
541 | pl->do_los=1; |
557 | pl->do_los = 1; |
542 | } |
558 | } |
543 | else if (pl->ob->map == map->tile_map[2]) { |
559 | else if (pl->ob->map == map->tile_map[2]) |
544 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
560 | { |
545 | (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) |
561 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
546 | pl->do_los=1; |
562 | pl->do_los = 1; |
547 | } |
563 | } |
548 | else if (pl->ob->map == map->tile_map[1]) { |
564 | else if (pl->ob->map == map->tile_map[1]) |
549 | if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && |
565 | { |
550 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
566 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
551 | pl->do_los=1; |
567 | pl->do_los = 1; |
552 | } |
568 | } |
553 | else if (pl->ob->map == map->tile_map[3]) { |
569 | else if (pl->ob->map == map->tile_map[3]) |
554 | if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && |
570 | { |
555 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
571 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
556 | pl->do_los=1; |
572 | pl->do_los = 1; |
557 | } |
573 | } |
558 | } |
574 | } |
559 | } |
575 | } |
560 | |
576 | |
|
|
577 | static const int season_timechange[5][HOURS_PER_DAY] = { |
|
|
578 | /* 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ |
|
|
579 | { 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1}, |
|
|
580 | { 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0}, |
|
|
581 | { 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0}, |
|
|
582 | { 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0}, |
|
|
583 | { 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0} |
|
|
584 | }; |
|
|
585 | |
|
|
586 | void |
|
|
587 | maptile::set_darkness_map () |
|
|
588 | { |
|
|
589 | timeofday_t tod; |
|
|
590 | |
|
|
591 | if (!outdoor) |
|
|
592 | return; |
|
|
593 | |
|
|
594 | get_tod (&tod); |
|
|
595 | darkness = 0; |
|
|
596 | |
|
|
597 | for (int i = HOURS_PER_DAY / 2; i < HOURS_PER_DAY; i++) |
|
|
598 | change_map_light (season_timechange[tod.season][i]); |
|
|
599 | |
|
|
600 | for (int i = 0; i <= tod.hour; i++) |
|
|
601 | change_map_light (season_timechange[tod.season][i]); |
|
|
602 | } |
|
|
603 | |
561 | /* |
604 | /* |
562 | * Debug-routine which dumps the array which specifies the visible |
605 | * Compute the darkness level for all maps in the game. Requires the |
563 | * area of a player. Triggered by the z key in DM mode. |
606 | * time of day as an argument. |
|
|
607 | */ |
|
|
608 | |
|
|
609 | static void |
|
|
610 | dawn_to_dusk (const timeofday_t * tod) |
|
|
611 | { |
|
|
612 | /* If the light level isn't changing, no reason to do all |
|
|
613 | * the work below. |
564 | */ |
614 | */ |
|
|
615 | if (season_timechange[tod->season][tod->hour] == 0) |
|
|
616 | return; |
565 | |
617 | |
566 | void print_los(object *op) { |
618 | maptile::change_all_map_light (season_timechange[tod->season][tod->hour]); |
567 | int x,y; |
619 | } |
568 | char buf[50], buf2[10]; |
|
|
569 | |
620 | |
570 | strcpy(buf," "); |
621 | void |
571 | for(x=0;x<op->contr->socket.mapx;x++) { |
622 | adjust_daylight () |
572 | sprintf(buf2,"%2d",x); |
623 | { |
573 | strcat(buf,buf2); |
624 | timeofday_t tod; |
574 | } |
625 | |
575 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
626 | get_tod (&tod); |
576 | for(y=0;y<op->contr->socket.mapy;y++) { |
627 | dawn_to_dusk (&tod); |
577 | sprintf(buf,"%2d:",y); |
|
|
578 | for(x=0;x<op->contr->socket.mapx;x++) { |
|
|
579 | sprintf(buf2," %1d",op->contr->blocked_los[x][y]); |
|
|
580 | strcat(buf,buf2); |
|
|
581 | } |
|
|
582 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
583 | } |
|
|
584 | } |
628 | } |
585 | |
629 | |
586 | /* |
630 | /* |
587 | * make_sure_seen: The object is supposed to be visible through walls, thus |
631 | * make_sure_seen: The object is supposed to be visible through walls, thus |
588 | * check if any players are nearby, and edit their LOS array. |
632 | * check if any players are nearby, and edit their LOS array. |
589 | */ |
633 | */ |
590 | |
634 | void |
591 | void make_sure_seen(const object *op) { |
635 | make_sure_seen (const object *op) |
592 | player *pl; |
636 | { |
593 | |
637 | for_all_players (pl) |
594 | for (pl = first_player; pl; pl = pl->next) |
|
|
595 | if (pl->ob->map == op->map && |
638 | if (pl->ob->map == op->map && |
596 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
639 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
597 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
640 | 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) |
598 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
641 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
599 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
|
|
600 | pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x] |
|
|
601 | [pl->socket.mapy/2 + op->y - pl->ob->y] = 0; |
|
|
602 | } |
642 | } |
603 | |
643 | |
604 | /* |
644 | /* |
605 | * make_sure_not_seen: The object which is supposed to be visible through |
645 | * make_sure_not_seen: The object which is supposed to be visible through |
606 | * walls has just been removed from the map, so update the los of any |
646 | * walls has just been removed from the map, so update the los of any |
607 | * players within its range |
647 | * players within its range |
608 | */ |
648 | */ |
609 | |
649 | void |
610 | void make_sure_not_seen(const object *op) { |
650 | make_sure_not_seen (const object *op) |
611 | player *pl; |
651 | { |
612 | for (pl = first_player; pl; pl = pl->next) |
652 | for_all_players (pl) |
613 | if (pl->ob->map == op->map && |
653 | if (pl->ob->map == op->map && |
614 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
654 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
615 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
655 | 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) |
616 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
|
|
617 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
|
|
618 | pl->do_los = 1; |
656 | pl->do_los = 1; |
619 | } |
657 | } |