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 | |
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44 | #define SPACE_BLOCK 0.5 |
35 | #define SPACE_BLOCK 0.5 |
45 | |
36 | |
46 | typedef struct blstr |
37 | typedef struct blstr |
47 | { |
38 | { |
48 | int x[4], y[4]; |
39 | int x[4], y[4]; |
49 | int index; |
40 | int index; |
50 | } blocks; |
41 | } blocks; |
51 | |
42 | |
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43 | // 31/32 == a speed hack |
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44 | // we would like to use 32 for speed, but the code loops endlessly |
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45 | // then, reason not yet identified, so only make the array use 32, |
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46 | // not the define's. |
52 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
53 | |
48 | |
54 | static void expand_lighted_sight (object *op); |
49 | static void expand_lighted_sight (object *op); |
55 | |
50 | |
56 | /* |
51 | /* |
57 | * Used to initialise the array used by the LOS routines. |
52 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
91 | /* since we are only doing the upper left quadrant, only |
86 | /* since we are only doing the upper left quadrant, only |
92 | * these spaces could possibly get blocked, since these |
87 | * these spaces could possibly get blocked, since these |
93 | * are the only ones further out that are still possibly in the |
88 | * are the only ones further out that are still possibly in the |
94 | * sightline. |
89 | * sightline. |
95 | */ |
90 | */ |
96 | |
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97 | void |
91 | void |
98 | init_block (void) |
92 | init_block (void) |
99 | { |
93 | { |
100 | int x, y, dx, dy, i; |
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101 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
94 | static int block_x[3] = { -1, -1, 0 }, |
102 | { |
95 | block_y[3] = { -1, 0, -1 }; |
103 | -1, 0, -1}; |
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104 | |
96 | |
105 | for (x = 0; x < MAP_CLIENT_X; x++) |
97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
106 | for (y = 0; y < MAP_CLIENT_Y; y++) |
98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
107 | { |
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108 | block[x][y].index = 0; |
99 | block[x][y].index = 0; |
109 | } |
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110 | |
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111 | |
100 | |
112 | /* The table should be symmetric, so only do the upper left |
101 | /* The table should be symmetric, so only do the upper left |
113 | * quadrant - makes the processing easier. |
102 | * quadrant - makes the processing easier. |
114 | */ |
103 | */ |
115 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
116 | { |
105 | { |
117 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
118 | { |
107 | { |
119 | for (i = 0; i < 3; i++) |
108 | for (int i = 0; i < 3; i++) |
120 | { |
109 | { |
121 | dx = x + block_x[i]; |
110 | int dx = x + block_x[i]; |
122 | dy = y + block_y[i]; |
111 | int dy = y + block_y[i]; |
123 | |
112 | |
124 | /* center space never blocks */ |
113 | /* center space never blocks */ |
125 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
126 | continue; |
115 | continue; |
127 | |
116 | |
… | |
… | |
131 | /* For simplicity, we mirror the coordinates to block the other |
120 | /* For simplicity, we mirror the coordinates to block the other |
132 | * quadrants. |
121 | * quadrants. |
133 | */ |
122 | */ |
134 | set_block (x, y, dx, dy); |
123 | set_block (x, y, dx, dy); |
135 | if (x == MAP_CLIENT_X / 2) |
124 | 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); |
125 | 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) |
126 | 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); |
127 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
142 | } |
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143 | } |
128 | } |
144 | else |
129 | else |
145 | { |
130 | { |
146 | float d1, r, s, l; |
131 | float d1, r, s, l; |
147 | |
132 | |
148 | /* We use the algorihm that found out how close the point |
133 | /* We use the algorithm that found out how close the point |
149 | * (x,y) is to the line from dx,dy to the center of the viewable |
134 | * (x,y) is to the line from dx,dy to the center of the viewable |
150 | * area. l is the distance from x,y to the line. |
135 | * 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) |
136 | * r is more a curiosity - it lets us know what direction (left/right) |
152 | * the line is off |
137 | * the line is off |
153 | */ |
138 | */ |
154 | |
139 | |
155 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); |
140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (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; |
141 | r = ((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; |
142 | s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
158 | l = FABS (sqrt (d1) * s); |
143 | l = fabs (sqrtf (d1) * s); |
159 | |
144 | |
160 | if (l <= SPACE_BLOCK) |
145 | if (l <= SPACE_BLOCK) |
161 | { |
146 | { |
162 | /* For simplicity, we mirror the coordinates to block the other |
147 | /* For simplicity, we mirror the coordinates to block the other |
163 | * quadrants. |
148 | * quadrants. |
… | |
… | |
181 | * that if some particular space is blocked, it blocks |
166 | * that if some particular space is blocked, it blocks |
182 | * the view of the spaces 'behind' it, and those blocked |
167 | * the view of the spaces 'behind' it, and those blocked |
183 | * spaces behind it may block other spaces, etc. |
168 | * spaces behind it may block other spaces, etc. |
184 | * In this way, the chain of visibility is set. |
169 | * In this way, the chain of visibility is set. |
185 | */ |
170 | */ |
186 | |
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187 | static void |
171 | static void |
188 | set_wall (object *op, int x, int y) |
172 | set_wall (object *op, int x, int y) |
189 | { |
173 | { |
190 | int i; |
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191 | |
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192 | for (i = 0; i < block[x][y].index; i++) |
174 | for (int i = 0; i < block[x][y].index; i++) |
193 | { |
175 | { |
194 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
176 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
195 | |
177 | |
196 | /* ax, ay are the values as adjusted to be in the |
178 | /* ax, ay are the values as adjusted to be in the |
197 | * socket look structure. |
179 | * socket look structure. |
198 | */ |
180 | */ |
199 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
181 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
200 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
182 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
201 | |
183 | |
202 | if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) |
184 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
203 | continue; |
185 | continue; |
204 | #if 0 |
186 | #if 0 |
205 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
187 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
206 | #endif |
188 | #endif |
207 | /* we need to adjust to the fact that the socket |
189 | /* we need to adjust to the fact that the socket |
208 | * code wants the los to start from the 0,0 |
190 | * code wants the los to start from the 0,0 |
209 | * and not be relative to middle of los array. |
191 | * and not be relative to middle of los array. |
210 | */ |
192 | */ |
211 | op->contr->blocked_los[ax][ay] = 100; |
193 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
212 | set_wall (op, dx, dy); |
194 | set_wall (op, dx, dy); |
213 | } |
195 | } |
214 | } |
196 | } |
215 | |
197 | |
216 | /* |
198 | /* |
217 | * Used to initialise the array used by the LOS routines. |
199 | * Used to initialise the array used by the LOS routines. |
218 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
200 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
219 | * this is because they index the blocked[][] arrays. |
201 | * this is because they index the blocked[][] arrays. |
220 | */ |
202 | */ |
221 | |
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222 | static void |
203 | static void |
223 | check_wall (object *op, int x, int y) |
204 | check_wall (object *op, int x, int y) |
224 | { |
205 | { |
225 | int ax, ay; |
206 | int ax, ay; |
226 | |
207 | |
227 | if (!block[x][y].index) |
208 | if (!block[x][y].index) |
228 | return; |
209 | return; |
229 | |
210 | |
230 | /* ax, ay are coordinates as indexed into the look window */ |
211 | /* ax, ay are coordinates as indexed into the look window */ |
231 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
212 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
232 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
213 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
233 | |
214 | |
234 | /* If the converted coordinates are outside the viewable |
215 | /* If the converted coordinates are outside the viewable |
235 | * area for the client, return now. |
216 | * area for the client, return now. |
236 | */ |
217 | */ |
237 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
218 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
238 | return; |
219 | return; |
239 | |
220 | |
240 | #if 0 |
221 | #if 0 |
241 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
222 | 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); |
223 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
… | |
… | |
244 | |
225 | |
245 | /* If this space is already blocked, prune the processing - presumably |
226 | /* If this space is already blocked, prune the processing - presumably |
246 | * whatever has set this space to be blocked has done the work and already |
227 | * whatever has set this space to be blocked has done the work and already |
247 | * done the dependency chain. |
228 | * done the dependency chain. |
248 | */ |
229 | */ |
249 | if (op->contr->blocked_los[ax][ay] == 100) |
230 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
250 | return; |
231 | return; |
251 | |
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252 | |
232 | |
253 | if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
233 | if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
254 | set_wall (op, x, y); |
234 | set_wall (op, x, y); |
255 | } |
235 | } |
256 | |
236 | |
… | |
… | |
258 | * Clears/initialises the los-array associated to the player |
238 | * Clears/initialises the los-array associated to the player |
259 | * controlling the object. |
239 | * controlling the object. |
260 | */ |
240 | */ |
261 | |
241 | |
262 | void |
242 | void |
263 | clear_los (object *op) |
243 | clear_los (player *pl) |
264 | { |
244 | { |
265 | /* This is safer than using the socket->mapx, mapy because |
245 | /* This is safer than using the ns->mapx, mapy because |
266 | * we index the blocked_los as a 2 way array, so clearing |
246 | * 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 |
247 | * the first z spaces may not not cover the spaces we are |
268 | * actually going to use |
248 | * actually going to use |
269 | */ |
249 | */ |
270 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
250 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
271 | } |
251 | } |
272 | |
252 | |
273 | /* |
253 | /* |
274 | * expand_sight goes through the array of what the given player is |
254 | * 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, |
255 | * able to see, and expands the visible area a bit, so the player will, |
276 | * to a certain degree, be able to see into corners. |
256 | * to a certain degree, be able to see into corners. |
277 | * This is somewhat suboptimal, would be better to improve the formula. |
257 | * This is somewhat suboptimal, would be better to improve the formula. |
278 | */ |
258 | */ |
279 | |
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280 | static void |
259 | static void |
281 | expand_sight (object *op) |
260 | expand_sight (object *op) |
282 | { |
261 | { |
283 | int i, x, y, dx, dy; |
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284 | |
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285 | for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
286 | for (y = 1; y < op->contr->socket.mapy - 1; y++) |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
287 | { |
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288 | if (!op->contr->blocked_los[x][y] && |
264 | if (!op->contr->blocked_los[x][y] && |
289 | !(get_map_flags (op->map, NULL, |
265 | !(get_map_flags (op->map, NULL, |
290 | op->x - op->contr->socket.mapx / 2 + x, |
266 | 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))) |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
292 | { |
268 | { |
293 | |
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294 | for (i = 1; i <= 8; i += 1) |
269 | for (int i = 1; i <= 8; i += 1) |
295 | { /* mark all directions */ |
270 | { /* mark all directions */ |
296 | dx = x + freearr_x[i]; |
271 | int dx = x + freearr_x[i]; |
297 | dy = y + freearr_y[i]; |
272 | int dy = y + freearr_y[i]; |
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273 | |
298 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
274 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
299 | op->contr->blocked_los[dx][dy] = -1; |
275 | op->contr->blocked_los[dx][dy] = -1; |
300 | } |
276 | } |
301 | } |
277 | } |
302 | } |
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303 | |
278 | |
304 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
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305 | expand_lighted_sight (op); |
279 | expand_lighted_sight (op); |
306 | |
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307 | |
280 | |
308 | /* clear mark squares */ |
281 | /* clear mark squares */ |
309 | for (x = 0; x < op->contr->socket.mapx; x++) |
282 | for (int x = 0; x < op->contr->ns->mapx; x++) |
310 | for (y = 0; y < op->contr->socket.mapy; y++) |
283 | for (int y = 0; y < op->contr->ns->mapy; y++) |
311 | if (op->contr->blocked_los[x][y] < 0) |
284 | if (op->contr->blocked_los[x][y] < 0) |
312 | op->contr->blocked_los[x][y] = 0; |
285 | op->contr->blocked_los[x][y] = 0; |
313 | } |
286 | } |
314 | |
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315 | |
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316 | |
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317 | |
287 | |
318 | /* returns true if op carries one or more lights |
288 | /* returns true if op carries one or more lights |
319 | * This is a trivial function now days, but it used to |
289 | * This is a trivial function now days, but it used to |
320 | * be a bit longer. Probably better for callers to just |
290 | * be a bit longer. Probably better for callers to just |
321 | * check the op->glow_radius instead of calling this. |
291 | * check the op->glow_radius instead of calling this. |
322 | */ |
292 | */ |
323 | |
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324 | int |
293 | int |
325 | has_carried_lights (const object *op) |
294 | has_carried_lights (const object *op) |
326 | { |
295 | { |
327 | /* op may glow! */ |
296 | /* op may glow! */ |
328 | if (op->glow_radius > 0) |
297 | if (op->glow_radius > 0) |
329 | return 1; |
298 | return 1; |
330 | |
299 | |
331 | return 0; |
300 | return 0; |
332 | } |
301 | } |
333 | |
302 | |
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303 | /* radius, distance => lightness adjust */ |
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304 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
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305 | |
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306 | static struct darkness_init |
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307 | { |
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308 | darkness_init () |
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309 | { |
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310 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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311 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
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312 | { |
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313 | // max intensity |
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314 | int intensity = min (LOS_MAX, abs (radius) + 1); |
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315 | |
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316 | // actual intensity |
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317 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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318 | |
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319 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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320 | ? min (3, intensity) |
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321 | : LOS_MAX - intensity; |
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322 | } |
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323 | } |
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324 | } darkness_init; |
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325 | |
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|
326 | sint8 |
|
|
327 | los_brighten (sint8 b, sint8 l) |
|
|
328 | { |
|
|
329 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
330 | } |
|
|
331 | |
|
|
332 | sint8 |
|
|
333 | los_brighten_blocked (sint8 b, sint8 l) |
|
|
334 | { |
|
|
335 | return min (b, l); |
|
|
336 | } |
|
|
337 | |
|
|
338 | sint8 |
|
|
339 | los_darken (sint8 b, sint8 l) |
|
|
340 | { |
|
|
341 | return max (b, l); |
|
|
342 | } |
|
|
343 | |
|
|
344 | template<sint8 change_it (sint8, sint8)> |
|
|
345 | static void |
|
|
346 | apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table) |
|
|
347 | { |
|
|
348 | // min or max the ciruclar area around basex, basey |
|
|
349 | player *pl = op->contr; |
|
|
350 | |
|
|
351 | int ax0 = max (0, basex - light); |
|
|
352 | int ay0 = max (0, basey - light); |
|
|
353 | int ax1 = min (basex + light, pl->ns->mapx - 1); |
|
|
354 | int ay1 = min (basey + light, pl->ns->mapy - 1); |
|
|
355 | |
|
|
356 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
357 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
358 | pl->blocked_los[ax][ay] = |
|
|
359 | change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
360 | } |
|
|
361 | |
|
|
362 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
363 | * mark those squares specially. |
|
|
364 | */ |
334 | static void |
365 | static void |
335 | expand_lighted_sight (object *op) |
366 | expand_lighted_sight (object *op) |
336 | { |
367 | { |
337 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
368 | int darklevel, mflags, light, x1, y1; |
338 | mapstruct *m = op->map; |
369 | maptile *m = op->map; |
339 | sint16 nx, ny; |
370 | sint16 nx, ny; |
340 | |
371 | |
341 | darklevel = MAP_DARKNESS (m); |
372 | darklevel = m->darkness; |
342 | |
373 | |
343 | /* If the player can see in the dark, lower the darklevel for him */ |
374 | /* If the player can see in the dark, lower the darklevel for him */ |
344 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
375 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
345 | darklevel -= 2; |
376 | darklevel -= LOS_MAX / 2; |
346 | |
|
|
347 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
348 | * mark those squares specially. If the darklevel<1, there is no |
|
|
349 | * reason to do this, so we skip this function |
|
|
350 | */ |
|
|
351 | |
|
|
352 | if (darklevel < 1) |
|
|
353 | return; |
|
|
354 | |
377 | |
355 | /* Do a sanity check. If not valid, some code below may do odd |
378 | /* Do a sanity check. If not valid, some code below may do odd |
356 | * things. |
379 | * things. |
357 | */ |
380 | */ |
358 | if (darklevel > MAX_DARKNESS) |
381 | if (darklevel > MAX_DARKNESS) |
359 | { |
382 | { |
360 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
383 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
361 | darklevel = MAX_DARKNESS; |
384 | darklevel = MAX_DARKNESS; |
362 | } |
385 | } |
363 | |
386 | |
364 | /* First, limit player furthest (unlighted) vision */ |
387 | int half_x = op->contr->ns->mapx / 2; |
|
|
388 | int half_y = op->contr->ns->mapy / 2; |
|
|
389 | |
|
|
390 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
391 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
392 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
393 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
394 | |
|
|
395 | int pass2 = 0; // negative lights have an extra pass |
|
|
396 | |
|
|
397 | if (darklevel < 1) |
|
|
398 | pass2 = 1; |
|
|
399 | else |
|
|
400 | { |
|
|
401 | /* first, make everything totally dark */ |
365 | for (x = 0; x < op->contr->socket.mapx; x++) |
402 | for (int x = 0; x < op->contr->ns->mapx; x++) |
366 | for (y = 0; y < op->contr->socket.mapy; y++) |
403 | for (int y = 0; y < op->contr->ns->mapy; y++) |
367 | if (op->contr->blocked_los[x][y] != 100) |
404 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
368 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
405 | op->contr->blocked_los[x][y] = LOS_MAX; |
369 | |
406 | |
370 | /* the spaces[] darkness value contains the information we need. |
407 | /* |
371 | * Only process the area of interest. |
408 | * Only process the area of interest. |
372 | * the basex, basey values represent the position in the op->contr->blocked_los |
409 | * 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 |
410 | * array. Its easier to just increment them here (and start with the right |
374 | * value) than to recalculate them down below. |
411 | * value) than to recalculate them down below. |
375 | */ |
412 | */ |
376 | for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
413 | 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++) |
414 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
378 | { |
|
|
379 | |
|
|
380 | for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
|
|
381 | y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
|
|
382 | { |
415 | { |
|
|
416 | maptile *m = op->map; |
|
|
417 | sint16 nx = x; |
|
|
418 | sint16 ny = y; |
|
|
419 | |
|
|
420 | if (!xy_normalise (m, nx, ny)) |
|
|
421 | continue; |
|
|
422 | |
|
|
423 | mapspace &ms = m->at (nx, ny); |
|
|
424 | ms.update (); |
|
|
425 | sint8 light = ms.light; |
|
|
426 | |
|
|
427 | if (expect_false (light)) |
|
|
428 | if (light < 0) |
|
|
429 | pass2 = 1; |
|
|
430 | else |
|
|
431 | apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
432 | } |
|
|
433 | |
|
|
434 | /* grant some vision to the player, based on the darklevel */ |
|
|
435 | /* for outdoor maps, ensure some mininum visibility radius */ |
|
|
436 | { |
|
|
437 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
|
|
438 | |
|
|
439 | apply_light<los_brighten_blocked> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
440 | } |
|
|
441 | } |
|
|
442 | |
|
|
443 | // possibly do 2nd pass for rare negative glow radii |
|
|
444 | // for effect, those are always considered to be stronger than anything else |
|
|
445 | // but they can't darken a place completely |
|
|
446 | if (pass2) |
|
|
447 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
448 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
449 | { |
383 | m = op->map; |
450 | maptile *m = op->map; |
384 | nx = x; |
451 | sint16 nx = x; |
385 | ny = y; |
452 | sint16 ny = y; |
386 | |
453 | |
387 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
454 | if (!xy_normalise (m, nx, ny)) |
388 | |
|
|
389 | if (mflags & P_OUT_OF_MAP) |
|
|
390 | continue; |
455 | continue; |
391 | |
456 | |
392 | /* This space is providing light, so we need to brighten up the |
457 | mapspace &ms = m->at (nx, ny); |
393 | * spaces around here. |
458 | ms.update (); |
394 | */ |
459 | sint8 light = ms.light; |
395 | light = GET_MAP_LIGHT (m, nx, ny); |
|
|
396 | if (light != 0) |
|
|
397 | { |
|
|
398 | #if 0 |
|
|
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 | |
460 | |
410 | /* If the space is fully blocked, do nothing. Otherwise, we |
461 | if (expect_false (light < 0)) |
411 | * brighten the space. The further the light is away from the |
462 | apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]); |
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) |
|
|
418 | { |
|
|
419 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
420 | y1 = abs (basey - ay) * abs (basey - ay); |
|
|
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 | |
|
|
432 | /* Outdoor should never really be completely pitch black dark like |
|
|
433 | * a dungeon, so let the player at least see a little around themselves |
|
|
434 | */ |
|
|
435 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
|
|
436 | { |
|
|
437 | if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) |
|
|
438 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; |
|
|
439 | |
|
|
440 | for (x = -1; x <= 1; x++) |
|
|
441 | for (y = -1; y <= 1; y++) |
|
|
442 | { |
|
|
443 | if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.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; |
|
|
445 | } |
463 | } |
446 | } |
|
|
447 | /* grant some vision to the player, based on the darklevel */ |
|
|
448 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
|
|
449 | 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)) |
|
|
451 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= |
|
|
452 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
|
|
453 | } |
464 | } |
454 | |
465 | |
455 | /* blinded_sight() - sets all veiwable squares to blocked except |
466 | /* blinded_sight() - sets all viewable squares to blocked except |
456 | * for the one the central one that the player occupies. A little |
467 | * 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 |
468 | * odd that you can see yourself (and what your standing on), but |
458 | * really need for any reasonable game play. |
469 | * really need for any reasonable game play. |
459 | */ |
470 | */ |
460 | |
|
|
461 | static void |
471 | static void |
462 | blinded_sight (object *op) |
472 | blinded_sight (object *op) |
463 | { |
473 | { |
464 | int x, y; |
474 | int x, y; |
465 | |
475 | |
466 | for (x = 0; x < op->contr->socket.mapx; x++) |
476 | for (x = 0; x < op->contr->ns->mapx; x++) |
467 | for (y = 0; y < op->contr->socket.mapy; y++) |
477 | for (y = 0; y < op->contr->ns->mapy; y++) |
468 | op->contr->blocked_los[x][y] = 100; |
478 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
469 | |
479 | |
470 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; |
480 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
471 | } |
481 | } |
472 | |
482 | |
473 | /* |
483 | /* |
474 | * update_los() recalculates the array which specifies what is |
484 | * update_los() recalculates the array which specifies what is |
475 | * visible for the given player-object. |
485 | * visible for the given player-object. |
476 | */ |
486 | */ |
477 | |
|
|
478 | void |
487 | void |
479 | update_los (object *op) |
488 | update_los (object *op) |
480 | { |
489 | { |
481 | int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; |
490 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
482 | |
491 | |
483 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
492 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
484 | return; |
493 | return; |
485 | |
494 | |
486 | clear_los (op); |
495 | clear_los (op->contr); |
|
|
496 | |
487 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
497 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
488 | return; |
498 | return; |
489 | |
499 | |
490 | /* For larger maps, this is more efficient than the old way which |
500 | /* 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 |
501 | * 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 |
502 | * 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. |
503 | * could be examined multile times, as each path would be looked at. |
494 | */ |
504 | */ |
495 | for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) |
505 | 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++) |
506 | 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); |
507 | check_wall (op, x, y); |
498 | |
|
|
499 | |
508 | |
500 | /* do the los of the player. 3 (potential) cases */ |
509 | /* do the los of the player. 3 (potential) cases */ |
501 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
510 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
502 | blinded_sight (op); |
511 | blinded_sight (op); |
503 | else |
512 | else |
504 | expand_sight (op); |
513 | expand_sight (op); |
505 | |
514 | |
|
|
515 | //TODO: no range-checking whatsoever :( |
506 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
516 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
507 | { |
|
|
508 | int x, y; |
|
|
509 | |
|
|
510 | for (x = -2; x <= 2; x++) |
517 | for (int x = -2; x <= 2; x++) |
511 | for (y = -2; y <= 2; y++) |
518 | for (int y = -2; y <= 2; y++) |
512 | op->contr->blocked_los[dx + x][dy + y] = 0; |
519 | op->contr->blocked_los[dx + x][dy + y] = 0; |
513 | } |
|
|
514 | } |
520 | } |
515 | |
521 | |
516 | /* update all_map_los is like update_all_los below, |
522 | /* update all_map_los is like update_all_los below, |
517 | * but updates everyone on the map, no matter where they |
523 | * but updates everyone on the map, no matter where they |
518 | * are. This generally should not be used, as a per |
524 | * are. This generally should not be used, as a per |
519 | * specific map change doesn't make much sense when tiling |
525 | * specific map change doesn't make much sense when tiling |
520 | * is considered (lowering darkness would certainly be a |
526 | * is considered (lowering darkness would certainly be a |
521 | * strange effect if done on a tile map, as it makes |
527 | * strange effect if done on a tile map, as it makes |
522 | * the distinction between maps much more obvious to the |
528 | * the distinction between maps much more obvious to the |
523 | * players, which is should not be. |
529 | * players, which is should not be. |
524 | * Currently, this function is called from the |
530 | * Currently, this function is called from the |
525 | * change_map_light function |
531 | * change_map_light function |
526 | */ |
532 | */ |
527 | void |
533 | void |
528 | update_all_map_los (mapstruct *map) |
534 | update_all_map_los (maptile *map) |
529 | { |
535 | { |
530 | player *pl; |
536 | for_all_players (pl) |
531 | |
|
|
532 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
533 | { |
|
|
534 | if (pl->ob->map == map) |
537 | if (pl->ob && pl->ob->map == map) |
535 | pl->do_los = 1; |
538 | pl->do_los = 1; |
536 | } |
|
|
537 | } |
539 | } |
538 | |
|
|
539 | |
540 | |
540 | /* |
541 | /* |
541 | * This function makes sure that update_los() will be called for all |
542 | * This function makes sure that update_los() will be called for all |
542 | * players on the given map within the next frame. |
543 | * players on the given map within the next frame. |
543 | * It is triggered by removal or inserting of objects which blocks |
544 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
547 | * means that just being on the same map is not sufficient - the |
548 | * means that just being on the same map is not sufficient - the |
548 | * space that changes must be withing your viewable area. |
549 | * space that changes must be withing your viewable area. |
549 | * |
550 | * |
550 | * map is the map that changed, x and y are the coordinates. |
551 | * map is the map that changed, x and y are the coordinates. |
551 | */ |
552 | */ |
552 | |
|
|
553 | void |
553 | void |
554 | update_all_los (const mapstruct *map, int x, int y) |
554 | update_all_los (const maptile *map, int x, int y) |
555 | { |
555 | { |
556 | player *pl; |
556 | for_all_players (pl) |
557 | |
|
|
558 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
559 | { |
557 | { |
560 | /* Player should not have a null map, but do this |
558 | /* Player should not have a null map, but do this |
561 | * check as a safety |
559 | * check as a safety |
562 | */ |
560 | */ |
563 | if (!pl->ob->map) |
561 | if (!pl->ob || !pl->ob->map || !pl->ns) |
564 | continue; |
562 | continue; |
565 | |
563 | |
566 | /* Same map is simple case - see if pl is close enough. |
564 | /* Same map is simple case - see if pl is close enough. |
567 | * Note in all cases, we did the check for same map first, |
565 | * Note in all cases, we did the check for same map first, |
568 | * and then see if the player is close enough and update |
566 | * and then see if the player is close enough and update |
… | |
… | |
572 | * so by setting it up this way, we trim processing |
570 | * so by setting it up this way, we trim processing |
573 | * some. |
571 | * some. |
574 | */ |
572 | */ |
575 | if (pl->ob->map == map) |
573 | if (pl->ob->map == map) |
576 | { |
574 | { |
577 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
575 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
578 | pl->do_los = 1; |
576 | pl->do_los = 1; |
579 | } |
577 | } |
|
|
578 | |
580 | /* Now we check to see if player is on adjacent |
579 | /* Now we check to see if player is on adjacent |
581 | * maps to the one that changed and also within |
580 | * maps to the one that changed and also within |
582 | * view. The tile_maps[] could be null, but in that |
581 | * view. The tile_maps[] could be null, but in that |
583 | * case it should never match the pl->ob->map, so |
582 | * case it should never match the pl->ob->map, so |
584 | * we want ever try to dereference any of the data in it. |
583 | * we want ever try to dereference any of the data in it. |
585 | */ |
584 | * |
586 | |
|
|
587 | /* The logic for 0 and 3 is to see how far the player is |
585 | * 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) |
586 | * from the edge of the map (height/width) - pl->ob->(x,y) |
589 | * and to add current position on this map - that gives a |
587 | * and to add current position on this map - that gives a |
590 | * distance. |
588 | * distance. |
591 | * For 1 and 2, we check to see how far the given |
589 | * For 1 and 2, we check to see how far the given |
592 | * coordinate (x,y) is from the corresponding edge, |
590 | * coordinate (x,y) is from the corresponding edge, |
593 | * and then add the players location, which gives |
591 | * and then add the players location, which gives |
594 | * a distance. |
592 | * a distance. |
595 | */ |
593 | */ |
596 | else if (pl->ob->map == map->tile_map[0]) |
594 | else if (pl->ob->map == map->tile_map[0]) |
597 | { |
595 | { |
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)) |
596 | 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; |
597 | pl->do_los = 1; |
600 | } |
598 | } |
601 | else if (pl->ob->map == map->tile_map[2]) |
599 | else if (pl->ob->map == map->tile_map[2]) |
602 | { |
600 | { |
603 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) |
601 | 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; |
602 | pl->do_los = 1; |
605 | } |
603 | } |
606 | else if (pl->ob->map == map->tile_map[1]) |
604 | else if (pl->ob->map == map->tile_map[1]) |
607 | { |
605 | { |
608 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
606 | 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; |
607 | pl->do_los = 1; |
610 | } |
608 | } |
611 | else if (pl->ob->map == map->tile_map[3]) |
609 | else if (pl->ob->map == map->tile_map[3]) |
612 | { |
610 | { |
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)) |
611 | 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; |
612 | pl->do_los = 1; |
615 | } |
613 | } |
616 | } |
614 | } |
617 | } |
615 | } |
618 | |
616 | |
619 | /* |
617 | /* |
620 | * Debug-routine which dumps the array which specifies the visible |
618 | * Debug-routine which dumps the array which specifies the visible |
621 | * area of a player. Triggered by the z key in DM mode. |
619 | * area of a player. Triggered by the z key in DM mode. |
622 | */ |
620 | */ |
623 | |
|
|
624 | void |
621 | void |
625 | print_los (object *op) |
622 | print_los (object *op) |
626 | { |
623 | { |
627 | int x, y; |
624 | int x, y; |
628 | char buf[50], buf2[10]; |
625 | char buf[50], buf2[10]; |
629 | |
626 | |
630 | strcpy (buf, " "); |
627 | strcpy (buf, " "); |
|
|
628 | |
631 | for (x = 0; x < op->contr->socket.mapx; x++) |
629 | for (x = 0; x < op->contr->ns->mapx; x++) |
632 | { |
630 | { |
633 | sprintf (buf2, "%2d", x); |
631 | sprintf (buf2, "%2d", x); |
634 | strcat (buf, buf2); |
632 | strcat (buf, buf2); |
635 | } |
633 | } |
|
|
634 | |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
635 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
636 | |
637 | for (y = 0; y < op->contr->socket.mapy; y++) |
637 | for (y = 0; y < op->contr->ns->mapy; y++) |
638 | { |
638 | { |
639 | sprintf (buf, "%2d:", y); |
639 | sprintf (buf, "%2d:", y); |
|
|
640 | |
640 | for (x = 0; x < op->contr->socket.mapx; x++) |
641 | for (x = 0; x < op->contr->ns->mapx; x++) |
641 | { |
642 | { |
642 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
643 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
643 | strcat (buf, buf2); |
644 | strcat (buf, buf2); |
644 | } |
645 | } |
|
|
646 | |
645 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
647 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
646 | } |
648 | } |
647 | } |
649 | } |
648 | |
650 | |
649 | /* |
651 | /* |
… | |
… | |
652 | */ |
654 | */ |
653 | |
655 | |
654 | void |
656 | void |
655 | make_sure_seen (const object *op) |
657 | make_sure_seen (const object *op) |
656 | { |
658 | { |
657 | player *pl; |
659 | for_all_players (pl) |
658 | |
|
|
659 | for (pl = first_player; pl; pl = pl->next) |
|
|
660 | if (pl->ob->map == op->map && |
660 | if (pl->ob->map == op->map && |
661 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
661 | 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) |
662 | 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; |
663 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
664 | } |
664 | } |
665 | |
665 | |
666 | /* |
666 | /* |
667 | * make_sure_not_seen: The object which is supposed to be visible through |
667 | * 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 |
668 | * walls has just been removed from the map, so update the los of any |
… | |
… | |
670 | */ |
670 | */ |
671 | |
671 | |
672 | void |
672 | void |
673 | make_sure_not_seen (const object *op) |
673 | make_sure_not_seen (const object *op) |
674 | { |
674 | { |
675 | player *pl; |
675 | for_all_players (pl) |
676 | |
|
|
677 | for (pl = first_player; pl; pl = pl->next) |
|
|
678 | if (pl->ob->map == op->map && |
676 | if (pl->ob->map == op->map && |
679 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
677 | 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) |
678 | 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; |
679 | pl->do_los = 1; |
682 | } |
680 | } |