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Comparing deliantra/server/common/los.C (file contents):
Revision 1.24 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.31 by root, Thu Dec 4 01:07:35 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26 25
27#include <global.h> 26#include <global.h>
28#include <funcpoint.h>
29#include <math.h> 27#include <math.h>
30 28
31/* Distance must be less than this for the object to be blocked. 29/* Distance must be less than this for the object to be blocked.
32 * An object is 1.0 wide, so if set to 0.5, it means the object 30 * An object is 1.0 wide, so if set to 0.5, it means the object
33 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
34 * block view in our tables. 32 * block view in our tables.
35 * .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.
36 */ 34 */
37 35
38#define SPACE_BLOCK 0.5 36#define SPACE_BLOCK 0.5
37#define MAX_UNLIGHTED_VISION 4
39 38
40typedef struct blstr 39typedef struct blstr
41{ 40{
42 int x[4], y[4]; 41 int x[4], y[4];
43 int index; 42 int index;
248 * Clears/initialises the los-array associated to the player 247 * Clears/initialises the los-array associated to the player
249 * controlling the object. 248 * controlling the object.
250 */ 249 */
251 250
252void 251void
253clear_los (object *op) 252clear_los (player *pl)
254{ 253{
255 /* This is safer than using the ns->mapx, mapy because 254 /* This is safer than using the ns->mapx, mapy because
256 * 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
257 * 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
258 * actually going to use 257 * actually going to use
259 */ 258 */
260 (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);
261} 260}
262 261
263/* 262/*
264 * 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
265 * 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,
349 348
350 /* First, limit player furthest (unlighted) vision */ 349 /* First, limit player furthest (unlighted) vision */
351 for (x = 0; x < op->contr->ns->mapx; x++) 350 for (x = 0; x < op->contr->ns->mapx; x++)
352 for (y = 0; y < op->contr->ns->mapy; y++) 351 for (y = 0; y < op->contr->ns->mapy; y++)
353 if (op->contr->blocked_los[x][y] != 100) 352 if (op->contr->blocked_los[x][y] != 100)
354 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 353 op->contr->blocked_los[x][y] = MAX_UNLIGHTED_VISION;
355 354
356 /* the spaces[] darkness value contains the information we need. 355 /* the spaces[] darkness value contains the information we need.
357 * Only process the area of interest. 356 * Only process the area of interest.
358 * the basex, basey values represent the position in the op->contr->blocked_los 357 * the basex, basey values represent the position in the op->contr->blocked_los
359 * array. Its easier to just increment them here (and start with the right 358 * array. Its easier to just increment them here (and start with the right
360 * value) than to recalculate them down below. 359 * value) than to recalculate them down below.
361 */ 360 */
362 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 361 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADIUS), basex = -MAX_LIGHT_RADIUS;
363 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 362 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADIUS); x++, basex++)
364 { 363 {
365 364
366 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; 365 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADIUS), basey = -MAX_LIGHT_RADIUS;
367 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) 366 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADIUS); y++, basey++)
368 { 367 {
369 m = op->map; 368 m = op->map;
370 nx = x; 369 nx = x;
371 ny = y; 370 ny = y;
372 371
377 376
378 /* This space is providing light, so we need to brighten up the 377 /* This space is providing light, so we need to brighten up the
379 * spaces around here. 378 * spaces around here.
380 */ 379 */
381 light = GET_MAP_LIGHT (m, nx, ny); 380 light = GET_MAP_LIGHT (m, nx, ny);
382 if (light != 0) 381 if (light)
383 { 382 {
384#if 0 383#if 0
385 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); 384 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
386#endif 385#endif
387 for (ax = basex - light; ax <= basex + light; ax++) 386 for (ax = basex - light; ax <= basex + light; ax++)
388 { 387 {
389 if (ax < 0 || ax >= op->contr->ns->mapx) 388 if (ax < 0 || ax >= op->contr->ns->mapx)
390 continue; 389 continue;
391 390
391 x1 = (basex - ax) * (basex - ax);
392
392 for (ay = basey - light; ay <= basey + light; ay++) 393 for (ay = basey - light; ay <= basey + light; ay++)
393 { 394 {
394 if (ay < 0 || ay >= op->contr->ns->mapy) 395 if (ay < 0 || ay >= op->contr->ns->mapy)
395 continue; 396 continue;
396 397
397 /* If the space is fully blocked, do nothing. Otherwise, we 398 /* If the space is fully blocked, do nothing. Otherwise, we
398 * brighten the space. The further the light is away from the 399 * brighten the space. The further the light is away from the
399 * source (basex-x), the less effect it has. Though light used 400 * source (basex-x), the less effect it has. Though light used
400 * to dim in a square manner, it now dims in a circular manner 401 * to dim in a square manner, it now dims in a roughly circular
401 * using the the pythagorean theorem. glow_radius still
402 * represents the radius 402 * manner. glow_radius still represents the radius.
403 */ 403 */
404 if (op->contr->blocked_los[ax][ay] != 100) 404 if (op->contr->blocked_los[ax][ay] != 100)
405 { 405 {
406 x1 = abs (basex - ax) * abs (basex - ax);
407 y1 = abs (basey - ay) * abs (basey - ay); 406 y1 = (basey - ay) * (basey - ay);
408 407
409 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); 408 op->contr->blocked_los[ax][ay] -= light > 0
410 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); 409 ? max (light - isqrt (x1 + y1), 0)
410 : min (light + isqrt (x1 + y1), 0);
411 } 411 }
412 } 412 }
413 } 413 }
414 } 414 }
415 } 415 }
416 } 416 }
417 417
418 /* Outdoor should never really be completely pitch black dark like 418 /* Outdoor should never really be completely pitch black dark like
419 * a dungeon, so let the player at least see a little around themselves 419 * a dungeon, so let the player at least see a little around themselves
420 */ 420 */
421 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 421 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
422 { 422 {
423 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 423 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
424 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 424 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
425 425
426 for (x = -1; x <= 1; x++) 426 for (x = -1; x <= 1; x++)
437 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 437 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
439 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 439 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
440} 440}
441 441
442/* blinded_sight() - sets all veiwable squares to blocked except 442/* blinded_sight() - sets all viewable squares to blocked except
443 * 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
444 * 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
445 * really need for any reasonable game play. 445 * really need for any reasonable game play.
446 */ 446 */
447static void 447static void
458 458
459/* 459/*
460 * update_los() recalculates the array which specifies what is 460 * update_los() recalculates the array which specifies what is
461 * visible for the given player-object. 461 * visible for the given player-object.
462 */ 462 */
463
464void 463void
465update_los (object *op) 464update_los (object *op)
466{ 465{
467 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 466 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
468 467
469 if (QUERY_FLAG (op, FLAG_REMOVED)) 468 if (QUERY_FLAG (op, FLAG_REMOVED))
470 return; 469 return;
471 470
472 clear_los (op); 471 clear_los (op->contr);
472
473 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 473 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
474 return; 474 return;
475 475
476 /* For larger maps, this is more efficient than the old way which 476 /* For larger maps, this is more efficient than the old way which
477 * used the chaining of the block array. Since many space views could 477 * used the chaining of the block array. Since many space views could

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