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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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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 |
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27 | */ |
22 | */ |
28 | |
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29 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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30 | |
23 | |
31 | #include <global.h> |
24 | #include <global.h> |
32 | #include <funcpoint.h> |
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33 | #include <math.h> |
25 | #include <cmath> |
34 | |
26 | |
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27 | #define SEE_IN_DARK_RADIUS 2 |
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28 | #define MAX_VISION 10 // maximum visible radius |
35 | |
29 | |
36 | /* Distance must be less than this for the object to be blocked. |
30 | // los flags |
37 | * An object is 1.0 wide, so if set to 0.5, it means the object |
31 | enum { |
38 | * that blocks half the view (0.0 is complete block) will |
32 | FLG_XI = 0x01, // we have an x-parent |
39 | * block view in our tables. |
33 | FLG_YI = 0x02, // we have an y-parent |
40 | * .4 or less lets you see through walls. .5 is about right. |
34 | FLG_BLOCKED = 0x04, // this space blocks the view |
41 | */ |
35 | FLG_QUEUED = 0x80 // already queued in queue, or border |
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36 | }; |
42 | |
37 | |
43 | #define SPACE_BLOCK 0.5 |
38 | struct los_info |
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39 | { |
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40 | uint8 flags; // FLG_xxx |
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41 | uint8 culled; // culled from "tree" |
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42 | uint8 visible; |
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43 | uint8 pad0; |
44 | |
44 | |
45 | typedef struct blstr { |
45 | sint8 xo, yo; // obscure angle |
46 | int x[4],y[4]; |
46 | sint8 xe, ye; // angle deviation |
47 | int index; |
47 | }; |
48 | } blocks; |
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49 | |
48 | |
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49 | // temporary storage for the los algorithm, |
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50 | // one los_info for each lightable map space |
50 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
51 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
51 | |
52 | |
52 | static void expand_lighted_sight(object *op); |
53 | struct point |
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54 | { |
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55 | sint8 x, y; |
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56 | }; |
53 | |
57 | |
54 | /* |
58 | // minimum size, but must be a power of two |
55 | * Used to initialise the array used by the LOS routines. |
59 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
56 | * What this sets if that x,y blocks the view of bx,by |
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57 | * This then sets up a relation - for example, something |
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58 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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59 | * etc. So when we check 5,4 and find it block, we have |
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60 | * the data to know that 5,3 and 5,2 and 5,1 should also |
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61 | * be blocked. |
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62 | */ |
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63 | |
60 | |
64 | static void set_block(int x, int y, int bx, int by) { |
61 | // a queue of spaces to calculate |
65 | int index=block[x][y].index,i; |
62 | static point queue [QUEUE_LENGTH]; |
66 | |
63 | static int q1, q2; // queue start, end |
67 | /* Due to flipping, we may get duplicates - better safe than sorry. |
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68 | */ |
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69 | for (i=0; i<index; i++) { |
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70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; |
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71 | } |
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72 | |
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73 | block[x][y].x[index]=bx; |
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74 | block[x][y].y[index]=by; |
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75 | block[x][y].index++; |
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76 | #ifdef LOS_DEBUG |
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77 | LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, |
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78 | block[x][y].index); |
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79 | #endif |
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80 | } |
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81 | |
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82 | /* |
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83 | * initialises the array used by the LOS routines. |
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84 | */ |
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85 | |
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86 | /* since we are only doing the upper left quadrant, only |
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87 | * these spaces could possibly get blocked, since these |
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88 | * are the only ones further out that are still possibly in the |
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89 | * sightline. |
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90 | */ |
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91 | |
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92 | void init_block(void) { |
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93 | int x,y, dx, dy, i; |
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94 | static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; |
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95 | |
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96 | for(x=0;x<MAP_CLIENT_X;x++) |
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97 | for(y=0;y<MAP_CLIENT_Y;y++) { |
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98 | block[x][y].index=0; |
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99 | } |
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100 | |
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101 | |
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102 | /* The table should be symmetric, so only do the upper left |
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103 | * quadrant - makes the processing easier. |
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104 | */ |
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105 | for (x=1; x<=MAP_CLIENT_X/2; x++) { |
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106 | for (y=1; y<=MAP_CLIENT_Y/2; y++) { |
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107 | for (i=0; i< 3; i++) { |
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108 | dx = x + block_x[i]; |
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109 | dy = y + block_y[i]; |
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110 | |
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111 | /* center space never blocks */ |
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112 | if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; |
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113 | |
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114 | /* If its a straight line, its blocked */ |
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115 | if ((dx == x && x == MAP_CLIENT_X/2) || |
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116 | (dy==y && y == MAP_CLIENT_Y/2)) { |
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117 | /* For simplicity, we mirror the coordinates to block the other |
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118 | * quadrants. |
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119 | */ |
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120 | set_block(x, y, dx, dy); |
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121 | if (x == MAP_CLIENT_X/2) { |
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122 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); |
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123 | } else if (y == MAP_CLIENT_Y/2) { |
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124 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
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125 | } |
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126 | } else { |
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127 | float d1, r, s,l; |
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128 | |
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129 | /* We use the algorihm that found out how close the point |
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130 | * (x,y) is to the line from dx,dy to the center of the viewable |
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131 | * area. l is the distance from x,y to the line. |
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132 | * r is more a curiosity - it lets us know what direction (left/right) |
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133 | * the line is off |
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134 | */ |
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135 | |
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136 | d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); |
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137 | r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; |
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138 | s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; |
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139 | l = FABS(sqrt(d1) * s); |
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140 | |
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141 | if (l <= SPACE_BLOCK) { |
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142 | /* For simplicity, we mirror the coordinates to block the other |
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143 | * quadrants. |
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144 | */ |
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145 | set_block(x,y,dx,dy); |
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146 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
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147 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); |
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148 | set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); |
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149 | } |
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150 | } |
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151 | } |
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152 | } |
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153 | } |
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154 | } |
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155 | |
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156 | /* |
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157 | * Used to initialise the array used by the LOS routines. |
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158 | * x,y are indexes into the blocked[][] array. |
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159 | * This recursively sets the blocked line of sight view. |
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160 | * From the blocked[][] array, we know for example |
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161 | * that if some particular space is blocked, it blocks |
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162 | * the view of the spaces 'behind' it, and those blocked |
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163 | * spaces behind it may block other spaces, etc. |
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164 | * In this way, the chain of visibility is set. |
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165 | */ |
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166 | |
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167 | static void set_wall(object *op,int x,int y) { |
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168 | int i; |
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169 | |
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170 | for(i=0;i<block[x][y].index;i++) { |
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171 | int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; |
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172 | |
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173 | /* ax, ay are the values as adjusted to be in the |
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174 | * socket look structure. |
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175 | */ |
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176 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
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177 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
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178 | |
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179 | if (ax < 0 || ax>=op->contr->socket.mapx || |
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180 | ay < 0 || ay>=op->contr->socket.mapy) continue; |
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181 | #if 0 |
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182 | LOG(llevDebug, "blocked %d %d -> %d %d\n", |
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183 | dx, dy, ax, ay); |
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184 | #endif |
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185 | /* we need to adjust to the fact that the socket |
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186 | * code wants the los to start from the 0,0 |
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187 | * and not be relative to middle of los array. |
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188 | */ |
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189 | op->contr->blocked_los[ax][ay]=100; |
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190 | set_wall(op,dx,dy); |
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191 | } |
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192 | } |
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193 | |
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194 | /* |
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195 | * Used to initialise the array used by the LOS routines. |
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196 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
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197 | * this is because they index the blocked[][] arrays. |
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198 | */ |
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199 | |
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200 | static void check_wall(object *op,int x,int y) { |
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201 | int ax, ay; |
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202 | |
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203 | if(!block[x][y].index) |
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204 | return; |
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205 | |
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206 | /* ax, ay are coordinates as indexed into the look window */ |
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207 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
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208 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
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209 | |
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210 | /* If the converted coordinates are outside the viewable |
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211 | * area for the client, return now. |
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212 | */ |
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213 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
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214 | return; |
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215 | |
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216 | #if 0 |
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217 | LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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218 | ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); |
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219 | #endif |
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220 | |
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221 | /* If this space is already blocked, prune the processing - presumably |
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222 | * whatever has set this space to be blocked has done the work and already |
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223 | * done the dependency chain. |
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224 | */ |
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225 | if (op->contr->blocked_los[ax][ay] == 100) return; |
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226 | |
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227 | |
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228 | if(get_map_flags(op->map, NULL, |
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229 | op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2, |
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230 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
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231 | set_wall(op,x,y); |
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232 | } |
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233 | |
64 | |
234 | /* |
65 | /* |
235 | * Clears/initialises the los-array associated to the player |
66 | * Clears/initialises the los-array associated to the player |
236 | * controlling the object. |
67 | * controlling the object. |
237 | */ |
68 | */ |
238 | |
69 | void |
239 | void clear_los(object *op) { |
70 | player::clear_los (sint8 value) |
240 | /* This is safer than using the socket->mapx, mapy because |
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241 | * we index the blocked_los as a 2 way array, so clearing |
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242 | * the first z spaces may not not cover the spaces we are |
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243 | * actually going to use |
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244 | */ |
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245 | (void)memset((void *) op->contr->blocked_los,0, |
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246 | MAP_CLIENT_X * MAP_CLIENT_Y); |
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247 | } |
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248 | |
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249 | /* |
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250 | * expand_sight goes through the array of what the given player is |
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251 | * able to see, and expands the visible area a bit, so the player will, |
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252 | * to a certain degree, be able to see into corners. |
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253 | * This is somewhat suboptimal, would be better to improve the formula. |
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254 | */ |
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255 | |
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256 | static void expand_sight(object *op) |
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257 | { |
71 | { |
258 | int i,x,y, dx, dy; |
72 | memset (los, value, sizeof (los)); |
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73 | } |
259 | |
74 | |
260 | for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ |
75 | // enqueue a single mapspace, but only if it hasn't |
261 | for(y=1;y<op->contr->socket.mapy-1;y++) { |
76 | // been enqueued yet. |
262 | if (!op->contr->blocked_los[x][y] && |
77 | static void |
263 | !(get_map_flags(op->map,NULL, |
78 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
264 | op->x-op->contr->socket.mapx/2+x, |
79 | { |
265 | op->y-op->contr->socket.mapy/2+y, |
80 | sint8 x = LOS_X0 + dx; |
266 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { |
81 | sint8 y = LOS_Y0 + dy; |
267 | |
82 | |
268 | for(i=1;i<=8;i+=1) { /* mark all directions */ |
83 | los_info &l = los[x][y]; |
269 | dx = x + freearr_x[i]; |
84 | |
270 | dy = y + freearr_y[i]; |
85 | l.flags |= flags; |
271 | if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
86 | |
272 | op->contr->blocked_los[dx][dy]= -1; |
87 | if (l.flags & FLG_QUEUED) |
273 | } |
88 | return; |
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89 | |
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90 | l.flags |= FLG_QUEUED; |
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91 | |
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92 | queue[q1].x = dx; |
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93 | queue[q1].y = dy; |
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94 | |
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95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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96 | } |
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97 | |
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98 | // run the los algorithm |
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99 | // this is a variant of a spiral los algorithm taken from |
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100 | // http://www.geocities.com/temerra/los_rays.html |
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101 | // which has been simplified and changed considerably, but |
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102 | // still is basically the same algorithm. |
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103 | static void |
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104 | calculate_los (player *pl) |
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105 | { |
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106 | { |
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107 | memset (los, 0, sizeof (los)); |
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108 | |
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109 | // we keep one line for ourselves, for the border flag |
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110 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
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111 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
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112 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
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113 | |
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114 | // create borders, the corners are not touched |
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115 | for (int dx = -half_x; dx <= half_x; ++dx) |
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116 | los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
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117 | los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
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118 | |
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119 | for (int dy = -half_y; dy <= half_y; ++dy) |
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120 | los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
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121 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
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122 | |
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123 | // now reset the los area and also add blocked flags |
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124 | // which supposedly is faster than doing it inside the |
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125 | // spiral path algorithm below, except when very little |
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126 | // area is visible, in which case it is slower. which evens |
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127 | // out los calculation times between large and small los maps. |
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128 | // apply_lights also iterates over this area, maybe these |
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129 | // two passes could be combined somehow. |
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130 | unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
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131 | { |
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132 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
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133 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
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134 | } |
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135 | } |
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136 | |
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137 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
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138 | enqueue (0, 0); // enqueue center |
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139 | |
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140 | // treat the origin specially |
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141 | los[LOS_X0][LOS_Y0].visible = 1; |
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142 | pl->los[LOS_X0][LOS_Y0] = 0; |
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143 | |
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144 | // loop over all enqueued points until the queue is empty |
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145 | // the order in which this is done ensures that we |
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146 | // never touch a mapspace whose input spaces we haven't checked |
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147 | // yet. |
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148 | while (q1 != q2) |
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149 | { |
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150 | sint8 dx = queue[q2].x; |
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151 | sint8 dy = queue[q2].y; |
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152 | |
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153 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
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154 | |
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155 | sint8 x = LOS_X0 + dx; |
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156 | sint8 y = LOS_Y0 + dy; |
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157 | |
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158 | los_info &l = los[x][y]; |
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159 | |
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160 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
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161 | { |
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162 | l.culled = 1; |
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163 | l.xo = l.yo = l.xe = l.ye = 0; |
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164 | |
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165 | // check contributing spaces, first horizontal |
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166 | if (expect_true (l.flags & FLG_XI)) |
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167 | { |
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168 | los_info *xi = &los[x - sign (dx)][y]; |
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169 | |
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170 | // don't cull unless obscured |
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171 | l.culled &= !xi->visible; |
|
|
172 | |
|
|
173 | /* merge input space */ |
|
|
174 | if (expect_false (xi->xo || xi->yo)) |
|
|
175 | { |
|
|
176 | // The X input can provide two main pieces of information: |
|
|
177 | // 1. Progressive X obscurity. |
|
|
178 | // 2. Recessive Y obscurity. |
|
|
179 | |
|
|
180 | // Progressive X obscurity, favouring recessive input angle |
|
|
181 | if (xi->xe > 0 && l.xo == 0) |
|
|
182 | { |
|
|
183 | l.xe = xi->xe - xi->yo; |
|
|
184 | l.ye = xi->ye + xi->yo; |
|
|
185 | l.xo = xi->xo; |
|
|
186 | l.yo = xi->yo; |
|
|
187 | } |
|
|
188 | |
|
|
189 | // Recessive Y obscurity |
|
|
190 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
|
|
191 | { |
|
|
192 | l.ye = xi->yo + xi->ye; |
|
|
193 | l.xe = xi->xe - xi->yo; |
|
|
194 | l.xo = xi->xo; |
|
|
195 | l.yo = xi->yo; |
274 | } |
196 | } |
|
|
197 | } |
|
|
198 | } |
|
|
199 | |
|
|
200 | // check contributing spaces, last vertical, identical structure |
|
|
201 | if (expect_true (l.flags & FLG_YI)) |
|
|
202 | { |
|
|
203 | los_info *yi = &los[x][y - sign (dy)]; |
|
|
204 | |
|
|
205 | // don't cull unless obscured |
|
|
206 | l.culled &= !yi->visible; |
|
|
207 | |
|
|
208 | /* merge input space */ |
|
|
209 | if (expect_false (yi->yo || yi->xo)) |
|
|
210 | { |
|
|
211 | // The Y input can provide two main pieces of information: |
|
|
212 | // 1. Progressive Y obscurity. |
|
|
213 | // 2. Recessive X obscurity. |
|
|
214 | |
|
|
215 | // Progressive Y obscurity, favouring recessive input angle |
|
|
216 | if (yi->ye > 0 && l.yo == 0) |
|
|
217 | { |
|
|
218 | l.ye = yi->ye - yi->xo; |
|
|
219 | l.xe = yi->xe + yi->xo; |
|
|
220 | l.yo = yi->yo; |
|
|
221 | l.xo = yi->xo; |
|
|
222 | } |
|
|
223 | |
|
|
224 | // Recessive X obscurity |
|
|
225 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
|
|
226 | { |
|
|
227 | l.xe = yi->xo + yi->xe; |
|
|
228 | l.ye = yi->ye - yi->xo; |
|
|
229 | l.yo = yi->yo; |
|
|
230 | l.xo = yi->xo; |
|
|
231 | } |
|
|
232 | } |
|
|
233 | } |
|
|
234 | |
|
|
235 | if (l.flags & FLG_BLOCKED) |
|
|
236 | { |
|
|
237 | l.xo = l.xe = abs (dx); |
|
|
238 | l.yo = l.ye = abs (dy); |
|
|
239 | |
|
|
240 | // we obscure dependents, but might be visible |
|
|
241 | // copy the los from the square towards the player, |
|
|
242 | // so outward diagonal corners are lit. |
|
|
243 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
244 | |
|
|
245 | l.visible = false; |
|
|
246 | } |
|
|
247 | else |
|
|
248 | { |
|
|
249 | // we are not blocked, so calculate visibility, by checking |
|
|
250 | // whether we are inside or outside the shadow |
|
|
251 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
252 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
253 | |
|
|
254 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
255 | : l.visible ? 0 |
|
|
256 | : 3; |
|
|
257 | } |
|
|
258 | |
|
|
259 | } |
|
|
260 | |
|
|
261 | // Expands by the unit length in each component's current direction. |
|
|
262 | // If a component has no direction, then it is expanded in both of its |
|
|
263 | // positive and negative directions. |
|
|
264 | if (!l.culled) |
|
|
265 | { |
|
|
266 | if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
|
|
267 | if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
|
|
268 | if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
|
|
269 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
275 | } |
270 | } |
276 | |
|
|
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 | } |
|
|
287 | |
|
|
288 | |
|
|
289 | |
|
|
290 | |
|
|
291 | /* returns true if op carries one or more lights |
|
|
292 | * This is a trivial function now days, but it used to |
|
|
293 | * be a bit longer. Probably better for callers to just |
|
|
294 | * check the op->glow_radius instead of calling this. |
|
|
295 | */ |
|
|
296 | |
|
|
297 | int has_carried_lights(const object *op) { |
|
|
298 | /* op may glow! */ |
|
|
299 | if(op->glow_radius>0) return 1; |
|
|
300 | |
|
|
301 | return 0; |
|
|
302 | } |
|
|
303 | |
|
|
304 | static void expand_lighted_sight(object *op) |
|
|
305 | { |
|
|
306 | int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; |
|
|
307 | mapstruct *m=op->map; |
|
|
308 | sint16 nx, ny; |
|
|
309 | |
|
|
310 | darklevel = MAP_DARKNESS(m); |
|
|
311 | |
|
|
312 | /* If the player can see in the dark, lower the darklevel for him */ |
|
|
313 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; |
|
|
314 | |
|
|
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 |
|
|
323 | * things. |
|
|
324 | */ |
|
|
325 | if (darklevel > MAX_DARKNESS) { |
|
|
326 | LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", |
|
|
327 | op->name, op->map->path, darklevel); |
|
|
328 | darklevel = MAX_DARKNESS; |
|
|
329 | } |
271 | } |
|
|
272 | } |
330 | |
273 | |
331 | /* First, limit player furthest (unlighted) vision */ |
274 | /* radius, distance => lightness adjust */ |
332 | for (x = 0; x < op->contr->socket.mapx; x++) |
275 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
333 | for (y = 0; y < op->contr->socket.mapy; y++) |
276 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
334 | if(op->contr->blocked_los[x][y]!=100) |
|
|
335 | op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; |
|
|
336 | |
277 | |
337 | /* the spaces[] darkness value contains the information we need. |
278 | static struct los_init |
|
|
279 | { |
|
|
280 | los_init () |
|
|
281 | { |
|
|
282 | assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
|
|
283 | !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
|
|
284 | |
|
|
285 | /* for lights */ |
|
|
286 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
|
287 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
288 | { |
|
|
289 | // max intensity |
|
|
290 | int intensity = min (LOS_MAX, abs (radius) + 1); |
|
|
291 | |
|
|
292 | // actual intensity |
|
|
293 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
|
|
294 | |
|
|
295 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
|
|
296 | ? min (3, intensity) |
|
|
297 | : LOS_MAX - intensity; |
|
|
298 | } |
|
|
299 | |
|
|
300 | /* for general vision */ |
|
|
301 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
|
|
302 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
|
|
303 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
|
|
304 | } |
|
|
305 | } los_init; |
|
|
306 | |
|
|
307 | sint8 |
|
|
308 | los_brighten (sint8 b, sint8 l) |
|
|
309 | { |
|
|
310 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
311 | } |
|
|
312 | |
|
|
313 | sint8 |
|
|
314 | los_darken (sint8 b, sint8 l) |
|
|
315 | { |
|
|
316 | return max (b, l); |
|
|
317 | } |
|
|
318 | |
|
|
319 | template<sint8 change_it (sint8, sint8)> |
|
|
320 | static void |
|
|
321 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
|
|
322 | { |
|
|
323 | // min or max the circular area around basex, basey |
|
|
324 | dx += LOS_X0; |
|
|
325 | dy += LOS_Y0; |
|
|
326 | |
|
|
327 | int hx = pl->ns->mapx / 2; |
|
|
328 | int hy = pl->ns->mapy / 2; |
|
|
329 | |
|
|
330 | int ax0 = max (LOS_X0 - hx, dx - light); |
|
|
331 | int ay0 = max (LOS_Y0 - hy, dy - light); |
|
|
332 | int ax1 = min (dx + light, LOS_X0 + hx); |
|
|
333 | int ay1 = min (dy + light, LOS_Y0 + hy); |
|
|
334 | |
|
|
335 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
336 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
337 | pl->los[ax][ay] = |
|
|
338 | change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
|
|
339 | } |
|
|
340 | |
|
|
341 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
342 | * mark those squares specially. |
|
|
343 | */ |
|
|
344 | static void |
|
|
345 | apply_lights (player *pl) |
|
|
346 | { |
|
|
347 | object *op = pl->observe; |
|
|
348 | int darklevel = op->map->darklevel (); |
|
|
349 | |
|
|
350 | int half_x = pl->ns->mapx / 2; |
|
|
351 | int half_y = pl->ns->mapy / 2; |
|
|
352 | |
|
|
353 | int pass2 = 0; // negative lights have an extra pass |
|
|
354 | |
|
|
355 | maprect *rects = pl->observe->map->split_to_tiles ( |
|
|
356 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
|
|
357 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
|
|
358 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
|
|
359 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
|
|
360 | ); |
|
|
361 | |
|
|
362 | /* If the player can see in the dark, increase light/vision radius */ |
|
|
363 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
|
|
364 | |
|
|
365 | if (!darklevel) |
|
|
366 | pass2 = 1; |
|
|
367 | else |
|
|
368 | { |
|
|
369 | /* first, make everything totally dark */ |
|
|
370 | for (int dx = -half_x; dx <= half_x; dx++) |
|
|
371 | for (int dy = -half_x; dy <= half_y; dy++) |
|
|
372 | max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
|
|
373 | |
|
|
374 | /* |
338 | * Only process the area of interest. |
375 | * Only process the area of interest. |
339 | * the basex, basey values represent the position in the op->contr->blocked_los |
376 | * 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 |
377 | * array. Its easier to just increment them here (and start with the right |
341 | * value) than to recalculate them down below. |
378 | * value) than to recalculate them down below. |
342 | */ |
379 | */ |
343 | for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; |
380 | for (maprect *r = rects; r->m; ++r) |
344 | x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { |
381 | rect_mapwalk (r, 0, 0) |
|
|
382 | { |
|
|
383 | mapspace &ms = m->at (nx, ny); |
|
|
384 | ms.update (); |
|
|
385 | sint8 light = ms.light; |
345 | |
386 | |
346 | for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; |
387 | if (expect_false (light)) |
347 | y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { |
388 | if (light < 0) |
348 | m = op->map; |
389 | pass2 = 1; |
349 | nx = x; |
390 | else |
350 | ny = y; |
391 | { |
|
|
392 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
|
|
393 | apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
394 | } |
|
|
395 | } |
351 | |
396 | |
352 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
|
|
398 | { |
|
|
399 | int light; |
353 | |
400 | |
354 | if (mflags & P_OUT_OF_MAP) continue; |
401 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
|
|
402 | light = MAX_DARKNESS - op->map->darkness; |
|
|
403 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
|
|
404 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
|
|
405 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
|
|
406 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
355 | |
407 | |
356 | /* This space is providing light, so we need to brighten up the |
408 | light = clamp (light + bonus, 0, MAX_VISION); |
357 | * spaces around here. |
|
|
358 | */ |
|
|
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 | |
409 | |
370 | /* If the space is fully blocked, do nothing. Otherwise, we |
410 | apply_light<los_brighten> (pl, 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 | } |
411 | } |
401 | } |
412 | } |
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 | |
413 | |
|
|
414 | // possibly do 2nd pass for rare negative glow radii |
|
|
415 | // for effect, those are always considered to be stronger than anything else |
|
|
416 | // but they can't darken a place completely |
|
|
417 | if (pass2) |
|
|
418 | for (maprect *r = rects; r->m; ++r) |
|
|
419 | rect_mapwalk (r, 0, 0) |
|
|
420 | { |
|
|
421 | mapspace &ms = m->at (nx, ny); |
|
|
422 | ms.update (); |
|
|
423 | sint8 light = ms.light; |
|
|
424 | |
|
|
425 | if (expect_false (light < 0)) |
|
|
426 | { |
|
|
427 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
|
|
428 | apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
429 | } |
|
|
430 | } |
|
|
431 | } |
|
|
432 | |
410 | /* blinded_sight() - sets all veiwable squares to blocked except |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
411 | * for the one the central one that the player occupies. A little |
434 | * 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 |
435 | * odd that you can see yourself (and what your standing on), but |
413 | * really need for any reasonable game play. |
436 | * really need for any reasonable game play. |
414 | */ |
437 | */ |
415 | |
438 | static void |
416 | static void blinded_sight(object *op) { |
439 | blinded_sight (player *pl) |
417 | int x,y; |
440 | { |
418 | |
441 | pl->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 | } |
442 | } |
425 | |
443 | |
426 | /* |
444 | /* |
427 | * update_los() recalculates the array which specifies what is |
445 | * update_los() recalculates the array which specifies what is |
428 | * visible for the given player-object. |
446 | * visible for the given player-object. |
429 | */ |
447 | */ |
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|
448 | void |
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|
449 | player::update_los () |
|
|
450 | { |
|
|
451 | if (ob->flag [FLAG_REMOVED])//D really needed? |
|
|
452 | return; |
430 | |
453 | |
431 | void update_los(object *op) { |
454 | if (ob->flag [FLAG_WIZLOOK]) |
432 | int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; |
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|
433 | |
|
|
434 | if(QUERY_FLAG(op,FLAG_REMOVED)) |
|
|
435 | return; |
|
|
436 | |
|
|
437 | clear_los(op); |
455 | clear_los (0); |
438 | if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) |
456 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
439 | return; |
457 | { |
440 | |
458 | clear_los (); |
441 | /* For larger maps, this is more efficient than the old way which |
459 | blinded_sight (this); |
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 | */ |
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|
446 | for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) |
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|
447 | for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) |
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|
448 | check_wall(op, x, y); |
|
|
449 | |
|
|
450 | |
|
|
451 | /* do the los of the player. 3 (potential) cases */ |
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|
452 | if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ |
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453 | blinded_sight(op); |
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|
454 | else |
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|
455 | expand_sight(op); |
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|
456 | |
|
|
457 | if (QUERY_FLAG(op,FLAG_XRAYS)) { |
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|
458 | int x, y; |
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|
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 | } |
460 | } |
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|
461 | else |
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|
462 | { |
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|
463 | clear_los (); |
|
|
464 | calculate_los (this); |
|
|
465 | apply_lights (this); |
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|
466 | } |
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|
467 | |
|
|
468 | if (observe->flag [FLAG_XRAYS]) |
|
|
469 | for (int dx = -2; dx <= 2; dx++) |
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|
470 | for (int dy = -2; dy <= 2; dy++) |
|
|
471 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
463 | } |
472 | } |
464 | |
473 | |
465 | /* update all_map_los is like update_all_los below, |
474 | /* update all_map_los is like update_all_los below, |
466 | * but updates everyone on the map, no matter where they |
475 | * but updates everyone on the map, no matter where they |
467 | * are. This generally should not be used, as a per |
476 | * are. This generally should not be used, as a per |
468 | * specific map change doesn't make much sense when tiling |
477 | * specific map change doesn't make much sense when tiling |
469 | * is considered (lowering darkness would certainly be a |
478 | * is considered (lowering darkness would certainly be a |
470 | * strange effect if done on a tile map, as it makes |
479 | * strange effect if done on a tile map, as it makes |
471 | * the distinction between maps much more obvious to the |
480 | * the distinction between maps much more obvious to the |
472 | * players, which is should not be. |
481 | * players, which is should not be. |
473 | * Currently, this function is called from the |
482 | * Currently, this function is called from the |
474 | * change_map_light function |
483 | * change_map_light function |
475 | */ |
484 | */ |
|
|
485 | void |
476 | void update_all_map_los(mapstruct *map) { |
486 | update_all_map_los (maptile *map) |
477 | player *pl; |
487 | { |
478 | |
488 | 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; |
489 | pl->do_los = 1; |
482 | } |
|
|
483 | } |
490 | } |
484 | |
|
|
485 | |
491 | |
486 | /* |
492 | /* |
487 | * This function makes sure that update_los() will be called for all |
493 | * This function makes sure that update_los() will be called for all |
488 | * players on the given map within the next frame. |
494 | * players on the given map within the next frame. |
489 | * It is triggered by removal or inserting of objects which blocks |
495 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
493 | * means that just being on the same map is not sufficient - the |
499 | * means that just being on the same map is not sufficient - the |
494 | * space that changes must be withing your viewable area. |
500 | * space that changes must be withing your viewable area. |
495 | * |
501 | * |
496 | * map is the map that changed, x and y are the coordinates. |
502 | * map is the map that changed, x and y are the coordinates. |
497 | */ |
503 | */ |
498 | |
504 | void |
499 | void update_all_los(const mapstruct *map, int x, int y) { |
505 | update_all_los (const maptile *map, int x, int y) |
500 | player *pl; |
506 | { |
|
|
507 | // no need to do anything if we don't have darkness |
|
|
508 | if (map->darklevel () <= 0) |
|
|
509 | return; |
501 | |
510 | |
502 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
511 | map->at (x, y).invalidate (); |
|
|
512 | |
|
|
513 | for_all_players (pl) |
|
|
514 | { |
503 | /* Player should not have a null map, but do this |
515 | /* Player should not have a null map, but do this |
504 | * check as a safety |
516 | * check as a safety |
505 | */ |
517 | */ |
506 | if (!pl->ob->map) continue; |
518 | if (!pl->ob || !pl->ob->map || !pl->ns) |
|
|
519 | continue; |
507 | |
520 | |
508 | /* Same map is simple case - see if pl is close enough. |
521 | /* Same map is simple case - see if pl is close enough. |
509 | * Note in all cases, we did the check for same map first, |
522 | * Note in all cases, we did the check for same map first, |
510 | * and then see if the player is close enough and update |
523 | * and then see if the player is close enough and update |
511 | * los if that is the case. If the player is on the |
524 | * los if that is the case. If the player is on the |
512 | * corresponding map, but not close enough, then the |
525 | * corresponding map, but not close enough, then the |
513 | * player can't be on another map that may be closer, |
526 | * player can't be on another map that may be closer, |
514 | * so by setting it up this way, we trim processing |
527 | * so by setting it up this way, we trim processing |
515 | * some. |
528 | * some. |
516 | */ |
529 | */ |
517 | if(pl->ob->map==map) { |
530 | if (pl->ob->map == map) |
518 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
531 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
519 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
532 | pl->do_los = 1; |
520 | pl->do_los=1; |
533 | |
521 | } |
|
|
522 | /* Now we check to see if player is on adjacent |
534 | /* Now we check to see if player is on adjacent |
523 | * maps to the one that changed and also within |
535 | * maps to the one that changed and also within |
524 | * view. The tile_maps[] could be null, but in that |
536 | * view. The tile_maps[] could be null, but in that |
525 | * case it should never match the pl->ob->map, so |
537 | * case it should never match the pl->ob->map, so |
526 | * we want ever try to dereference any of the data in it. |
538 | * we want ever try to dereference any of the data in it. |
527 | */ |
539 | * |
528 | |
|
|
529 | /* The logic for 0 and 3 is to see how far the player is |
540 | * 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) |
541 | * from the edge of the map (height/width) - pl->ob->(x,y) |
531 | * and to add current position on this map - that gives a |
542 | * and to add current position on this map - that gives a |
532 | * distance. |
543 | * distance. |
533 | * For 1 and 2, we check to see how far the given |
544 | * For 1 and 2, we check to see how far the given |
534 | * coordinate (x,y) is from the corresponding edge, |
545 | * coordinate (x,y) is from the corresponding edge, |
535 | * and then add the players location, which gives |
546 | * and then add the players location, which gives |
536 | * a distance. |
547 | * a distance. |
537 | */ |
548 | */ |
538 | else if (pl->ob->map == map->tile_map[0]) { |
549 | else if (pl->ob->map == map->tile_map[0]) |
539 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
550 | { |
540 | (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) |
551 | 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; |
552 | pl->do_los = 1; |
542 | } |
553 | } |
543 | else if (pl->ob->map == map->tile_map[2]) { |
554 | else if (pl->ob->map == map->tile_map[2]) |
544 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
555 | { |
545 | (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) |
556 | 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; |
557 | pl->do_los = 1; |
547 | } |
558 | } |
548 | else if (pl->ob->map == map->tile_map[1]) { |
559 | else if (pl->ob->map == map->tile_map[1]) |
549 | if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && |
560 | { |
550 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
561 | 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; |
562 | pl->do_los = 1; |
552 | } |
563 | } |
553 | else if (pl->ob->map == map->tile_map[3]) { |
564 | 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) && |
565 | { |
555 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
566 | 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; |
567 | pl->do_los = 1; |
557 | } |
568 | } |
558 | } |
569 | } |
559 | } |
570 | } |
560 | |
571 | |
|
|
572 | static const int season_darkness[5][HOURS_PER_DAY] = { |
|
|
573 | /*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 */ |
|
|
574 | { 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 }, |
|
|
575 | { 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 }, |
|
|
576 | { 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 }, |
|
|
577 | { 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 }, |
|
|
578 | { 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 } |
|
|
579 | }; |
|
|
580 | |
561 | /* |
581 | /* |
562 | * Debug-routine which dumps the array which specifies the visible |
582 | * Tell players the time and compute the darkness level for all maps in the game. |
563 | * area of a player. Triggered by the z key in DM mode. |
583 | * MUST be called exactly once per hour. |
564 | */ |
584 | */ |
|
|
585 | void |
|
|
586 | maptile::adjust_daylight () |
|
|
587 | { |
|
|
588 | timeofday_t tod; |
565 | |
589 | |
566 | void print_los(object *op) { |
590 | get_tod (&tod); |
567 | int x,y; |
|
|
568 | char buf[50], buf2[10]; |
|
|
569 | |
591 | |
570 | strcpy(buf," "); |
592 | // log the time to log-1 every hour, and to chat every day |
571 | for(x=0;x<op->contr->socket.mapx;x++) { |
593 | { |
572 | sprintf(buf2,"%2d",x); |
594 | char todbuf[512]; |
573 | strcat(buf,buf2); |
595 | |
|
|
596 | format_tod (todbuf, sizeof (todbuf), &tod); |
|
|
597 | |
|
|
598 | for_all_players (pl) |
|
|
599 | pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
574 | } |
600 | } |
575 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
601 | |
576 | for(y=0;y<op->contr->socket.mapy;y++) { |
602 | /* If the light level isn't changing, no reason to do all |
577 | sprintf(buf,"%2d:",y); |
603 | * the work below. |
578 | for(x=0;x<op->contr->socket.mapx;x++) { |
604 | */ |
579 | sprintf(buf2," %1d",op->contr->blocked_los[x][y]); |
605 | sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
580 | strcat(buf,buf2); |
606 | |
581 | } |
607 | if (new_darkness == maptile::outdoor_darkness) |
582 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
608 | return; |
583 | } |
609 | |
|
|
610 | new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
|
|
611 | new_darkness > maptile::outdoor_darkness |
|
|
612 | ? "It becomes darker." |
|
|
613 | : "It becomes brighter."); |
|
|
614 | |
|
|
615 | maptile::outdoor_darkness = new_darkness; |
|
|
616 | |
|
|
617 | // we simply update the los for all players, which is unnecessarily |
|
|
618 | // costly, but should do for the moment. |
|
|
619 | for_all_players (pl) |
|
|
620 | pl->do_los = 1; |
584 | } |
621 | } |
585 | |
622 | |
586 | /* |
623 | /* |
587 | * make_sure_seen: The object is supposed to be visible through walls, thus |
624 | * 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. |
625 | * check if any players are nearby, and edit their LOS array. |
589 | */ |
626 | */ |
590 | |
627 | void |
591 | void make_sure_seen(const object *op) { |
628 | make_sure_seen (const object *op) |
592 | player *pl; |
629 | { |
593 | |
630 | for_all_players (pl) |
594 | for (pl = first_player; pl; pl = pl->next) |
|
|
595 | if (pl->ob->map == op->map && |
631 | if (pl->ob->map == op->map && |
596 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
632 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
597 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
633 | 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 && |
634 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 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 | } |
635 | } |
603 | |
636 | |
604 | /* |
637 | /* |
605 | * make_sure_not_seen: The object which is supposed to be visible through |
638 | * 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 |
639 | * walls has just been removed from the map, so update the los of any |
607 | * players within its range |
640 | * players within its range |
608 | */ |
641 | */ |
609 | |
642 | void |
610 | void make_sure_not_seen(const object *op) { |
643 | make_sure_not_seen (const object *op) |
611 | player *pl; |
644 | { |
612 | for (pl = first_player; pl; pl = pl->next) |
645 | for_all_players (pl) |
613 | if (pl->ob->map == op->map && |
646 | if (pl->ob->map == op->map && |
614 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
647 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
615 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
648 | 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; |
649 | pl->do_los = 1; |
619 | } |
650 | } |
|
|
651 | |