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1 | |
1 | /* |
2 | /* |
2 | * static char *rcsid_los_c = |
3 | * static char *rcsid_los_c = |
3 | * "$Id: los.C,v 1.3 2006/09/03 00:18:40 root Exp $"; |
4 | * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $"; |
4 | */ |
5 | */ |
5 | |
6 | |
6 | /* |
7 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
8 | CrossFire, A Multiplayer game for X-windows |
8 | |
9 | |
… | |
… | |
40 | * .4 or less lets you see through walls. .5 is about right. |
41 | * .4 or less lets you see through walls. .5 is about right. |
41 | */ |
42 | */ |
42 | |
43 | |
43 | #define SPACE_BLOCK 0.5 |
44 | #define SPACE_BLOCK 0.5 |
44 | |
45 | |
45 | typedef struct blstr { |
46 | typedef struct blstr |
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47 | { |
46 | int x[4],y[4]; |
48 | int x[4], y[4]; |
47 | int index; |
49 | int index; |
48 | } blocks; |
50 | } blocks; |
49 | |
51 | |
50 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
52 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
51 | |
53 | |
52 | static void expand_lighted_sight(object *op); |
54 | static void expand_lighted_sight (object *op); |
53 | |
55 | |
54 | /* |
56 | /* |
55 | * Used to initialise the array used by the LOS routines. |
57 | * Used to initialise the array used by the LOS routines. |
56 | * What this sets if that x,y blocks the view of bx,by |
58 | * What this sets if that x,y blocks the view of bx,by |
57 | * This then sets up a relation - for example, something |
59 | * This then sets up a relation - for example, something |
… | |
… | |
59 | * etc. So when we check 5,4 and find it block, we have |
61 | * etc. So when we check 5,4 and find it block, we have |
60 | * the data to know that 5,3 and 5,2 and 5,1 should also |
62 | * the data to know that 5,3 and 5,2 and 5,1 should also |
61 | * be blocked. |
63 | * be blocked. |
62 | */ |
64 | */ |
63 | |
65 | |
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66 | static void |
64 | static void set_block(int x, int y, int bx, int by) { |
67 | set_block (int x, int y, int bx, int by) |
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68 | { |
65 | int index=block[x][y].index,i; |
69 | int index = block[x][y].index, i; |
66 | |
70 | |
67 | /* Due to flipping, we may get duplicates - better safe than sorry. |
71 | /* Due to flipping, we may get duplicates - better safe than sorry. |
68 | */ |
72 | */ |
69 | for (i=0; i<index; i++) { |
73 | for (i = 0; i < index; i++) |
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74 | { |
70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; |
75 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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76 | return; |
71 | } |
77 | } |
72 | |
78 | |
73 | block[x][y].x[index]=bx; |
79 | block[x][y].x[index] = bx; |
74 | block[x][y].y[index]=by; |
80 | block[x][y].y[index] = by; |
75 | block[x][y].index++; |
81 | block[x][y].index++; |
76 | #ifdef LOS_DEBUG |
82 | #ifdef LOS_DEBUG |
77 | LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, |
83 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
78 | block[x][y].index); |
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79 | #endif |
84 | #endif |
80 | } |
85 | } |
81 | |
86 | |
82 | /* |
87 | /* |
83 | * initialises the array used by the LOS routines. |
88 | * initialises the array used by the LOS routines. |
… | |
… | |
87 | * these spaces could possibly get blocked, since these |
92 | * these spaces could possibly get blocked, since these |
88 | * are the only ones further out that are still possibly in the |
93 | * are the only ones further out that are still possibly in the |
89 | * sightline. |
94 | * sightline. |
90 | */ |
95 | */ |
91 | |
96 | |
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97 | void |
92 | void init_block(void) { |
98 | init_block (void) |
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99 | { |
93 | int x,y, dx, dy, i; |
100 | int x, y, dx, dy, i; |
94 | static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; |
101 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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102 | { |
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103 | -1, 0, -1}; |
95 | |
104 | |
96 | for(x=0;x<MAP_CLIENT_X;x++) |
105 | for (x = 0; x < MAP_CLIENT_X; x++) |
97 | for(y=0;y<MAP_CLIENT_Y;y++) { |
106 | for (y = 0; y < MAP_CLIENT_Y; y++) |
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107 | { |
98 | block[x][y].index=0; |
108 | block[x][y].index = 0; |
99 | } |
109 | } |
100 | |
110 | |
101 | |
111 | |
102 | /* The table should be symmetric, so only do the upper left |
112 | /* The table should be symmetric, so only do the upper left |
103 | * quadrant - makes the processing easier. |
113 | * quadrant - makes the processing easier. |
104 | */ |
114 | */ |
105 | for (x=1; x<=MAP_CLIENT_X/2; x++) { |
115 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
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116 | { |
106 | for (y=1; y<=MAP_CLIENT_Y/2; y++) { |
117 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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118 | { |
107 | for (i=0; i< 3; i++) { |
119 | for (i = 0; i < 3; i++) |
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120 | { |
108 | dx = x + block_x[i]; |
121 | dx = x + block_x[i]; |
109 | dy = y + block_y[i]; |
122 | dy = y + block_y[i]; |
110 | |
123 | |
111 | /* center space never blocks */ |
124 | /* center space never blocks */ |
112 | if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; |
125 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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126 | continue; |
113 | |
127 | |
114 | /* If its a straight line, its blocked */ |
128 | /* If its a straight line, its blocked */ |
115 | if ((dx == x && x == MAP_CLIENT_X/2) || |
129 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
116 | (dy==y && y == MAP_CLIENT_Y/2)) { |
130 | { |
117 | /* For simplicity, we mirror the coordinates to block the other |
131 | /* For simplicity, we mirror the coordinates to block the other |
118 | * quadrants. |
132 | * quadrants. |
119 | */ |
133 | */ |
120 | set_block(x, y, dx, dy); |
134 | set_block (x, y, dx, dy); |
121 | if (x == MAP_CLIENT_X/2) { |
135 | if (x == MAP_CLIENT_X / 2) |
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136 | { |
122 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); |
137 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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138 | } |
123 | } else if (y == MAP_CLIENT_Y/2) { |
139 | else if (y == MAP_CLIENT_Y / 2) |
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140 | { |
124 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
141 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
125 | } |
142 | } |
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143 | } |
126 | } else { |
144 | else |
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145 | { |
127 | float d1, r, s,l; |
146 | float d1, r, s, l; |
128 | |
147 | |
129 | /* We use the algorihm that found out how close the point |
148 | /* We use the algorihm that found out how close the point |
130 | * (x,y) is to the line from dx,dy to the center of the viewable |
149 | * (x,y) is to the line from dx,dy to the center of the viewable |
131 | * area. l is the distance from x,y to the line. |
150 | * area. l is the distance from x,y to the line. |
132 | * r is more a curiosity - it lets us know what direction (left/right) |
151 | * r is more a curiosity - it lets us know what direction (left/right) |
133 | * the line is off |
152 | * the line is off |
134 | */ |
153 | */ |
135 | |
154 | |
136 | d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); |
155 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); |
137 | r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; |
156 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
138 | s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; |
157 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
139 | l = FABS(sqrt(d1) * s); |
158 | l = FABS (sqrt (d1) * s); |
140 | |
159 | |
141 | if (l <= SPACE_BLOCK) { |
160 | if (l <= SPACE_BLOCK) |
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161 | { |
142 | /* For simplicity, we mirror the coordinates to block the other |
162 | /* For simplicity, we mirror the coordinates to block the other |
143 | * quadrants. |
163 | * quadrants. |
144 | */ |
164 | */ |
145 | set_block(x,y,dx,dy); |
165 | set_block (x, y, dx, dy); |
146 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
166 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
147 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); |
167 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
148 | set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); |
168 | set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
149 | } |
169 | } |
150 | } |
170 | } |
151 | } |
171 | } |
152 | } |
172 | } |
153 | } |
173 | } |
… | |
… | |
162 | * the view of the spaces 'behind' it, and those blocked |
182 | * the view of the spaces 'behind' it, and those blocked |
163 | * spaces behind it may block other spaces, etc. |
183 | * spaces behind it may block other spaces, etc. |
164 | * In this way, the chain of visibility is set. |
184 | * In this way, the chain of visibility is set. |
165 | */ |
185 | */ |
166 | |
186 | |
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187 | static void |
167 | static void set_wall(object *op,int x,int y) { |
188 | set_wall (object *op, int x, int y) |
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189 | { |
168 | int i; |
190 | int i; |
169 | |
191 | |
170 | for(i=0;i<block[x][y].index;i++) { |
192 | for (i = 0; i < block[x][y].index; i++) |
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193 | { |
171 | int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; |
194 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
172 | |
195 | |
173 | /* ax, ay are the values as adjusted to be in the |
196 | /* ax, ay are the values as adjusted to be in the |
174 | * socket look structure. |
197 | * socket look structure. |
175 | */ |
198 | */ |
176 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
199 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
177 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
200 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
178 | |
201 | |
179 | if (ax < 0 || ax>=op->contr->socket.mapx || |
202 | if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) |
180 | ay < 0 || ay>=op->contr->socket.mapy) continue; |
203 | continue; |
181 | #if 0 |
204 | #if 0 |
182 | LOG(llevDebug, "blocked %d %d -> %d %d\n", |
205 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
183 | dx, dy, ax, ay); |
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184 | #endif |
206 | #endif |
185 | /* we need to adjust to the fact that the socket |
207 | /* we need to adjust to the fact that the socket |
186 | * code wants the los to start from the 0,0 |
208 | * code wants the los to start from the 0,0 |
187 | * and not be relative to middle of los array. |
209 | * and not be relative to middle of los array. |
188 | */ |
210 | */ |
189 | op->contr->blocked_los[ax][ay]=100; |
211 | op->contr->blocked_los[ax][ay] = 100; |
190 | set_wall(op,dx,dy); |
212 | set_wall (op, dx, dy); |
191 | } |
213 | } |
192 | } |
214 | } |
193 | |
215 | |
194 | /* |
216 | /* |
195 | * Used to initialise the array used by the LOS routines. |
217 | * Used to initialise the array used by the LOS routines. |
196 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
218 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
197 | * this is because they index the blocked[][] arrays. |
219 | * this is because they index the blocked[][] arrays. |
198 | */ |
220 | */ |
199 | |
221 | |
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222 | static void |
200 | static void check_wall(object *op,int x,int y) { |
223 | check_wall (object *op, int x, int y) |
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224 | { |
201 | int ax, ay; |
225 | int ax, ay; |
202 | |
226 | |
203 | if(!block[x][y].index) |
227 | if (!block[x][y].index) |
204 | return; |
228 | return; |
205 | |
229 | |
206 | /* ax, ay are coordinates as indexed into the look window */ |
230 | /* ax, ay are coordinates as indexed into the look window */ |
207 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
231 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
208 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
232 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
209 | |
233 | |
210 | /* If the converted coordinates are outside the viewable |
234 | /* If the converted coordinates are outside the viewable |
211 | * area for the client, return now. |
235 | * area for the client, return now. |
212 | */ |
236 | */ |
213 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
237 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
214 | return; |
238 | return; |
215 | |
239 | |
216 | #if 0 |
240 | #if 0 |
217 | LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
241 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
218 | ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); |
242 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
219 | #endif |
243 | #endif |
220 | |
244 | |
221 | /* If this space is already blocked, prune the processing - presumably |
245 | /* If this space is already blocked, prune the processing - presumably |
222 | * whatever has set this space to be blocked has done the work and already |
246 | * whatever has set this space to be blocked has done the work and already |
223 | * done the dependency chain. |
247 | * done the dependency chain. |
224 | */ |
248 | */ |
225 | if (op->contr->blocked_los[ax][ay] == 100) return; |
249 | if (op->contr->blocked_los[ax][ay] == 100) |
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250 | return; |
226 | |
251 | |
227 | |
252 | |
228 | if(get_map_flags(op->map, NULL, |
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)) |
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); |
254 | set_wall (op, x, y); |
232 | } |
255 | } |
233 | |
256 | |
234 | /* |
257 | /* |
235 | * Clears/initialises the los-array associated to the player |
258 | * Clears/initialises the los-array associated to the player |
236 | * controlling the object. |
259 | * controlling the object. |
237 | */ |
260 | */ |
238 | |
261 | |
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262 | void |
239 | void clear_los(object *op) { |
263 | clear_los (object *op) |
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264 | { |
240 | /* This is safer than using the socket->mapx, mapy because |
265 | /* This is safer than using the socket->mapx, mapy because |
241 | * we index the blocked_los as a 2 way array, so clearing |
266 | * we index the blocked_los as a 2 way array, so clearing |
242 | * the first z spaces may not not cover the spaces we are |
267 | * the first z spaces may not not cover the spaces we are |
243 | * actually going to use |
268 | * actually going to use |
244 | */ |
269 | */ |
245 | (void)memset((void *) op->contr->blocked_los,0, |
270 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
246 | MAP_CLIENT_X * MAP_CLIENT_Y); |
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247 | } |
271 | } |
248 | |
272 | |
249 | /* |
273 | /* |
250 | * expand_sight goes through the array of what the given player is |
274 | * expand_sight goes through the array of what the given player is |
251 | * able to see, and expands the visible area a bit, so the player will, |
275 | * able to see, and expands the visible area a bit, so the player will, |
252 | * to a certain degree, be able to see into corners. |
276 | * to a certain degree, be able to see into corners. |
253 | * This is somewhat suboptimal, would be better to improve the formula. |
277 | * This is somewhat suboptimal, would be better to improve the formula. |
254 | */ |
278 | */ |
255 | |
279 | |
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280 | static void |
256 | static void expand_sight(object *op) |
281 | expand_sight (object *op) |
257 | { |
282 | { |
258 | int i,x,y, dx, dy; |
283 | int i, x, y, dx, dy; |
259 | |
284 | |
260 | for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ |
285 | for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ |
261 | for(y=1;y<op->contr->socket.mapy-1;y++) { |
286 | for (y = 1; y < op->contr->socket.mapy - 1; y++) |
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287 | { |
262 | if (!op->contr->blocked_los[x][y] && |
288 | if (!op->contr->blocked_los[x][y] && |
263 | !(get_map_flags(op->map,NULL, |
289 | !(get_map_flags (op->map, NULL, |
264 | op->x-op->contr->socket.mapx/2+x, |
290 | op->x - op->contr->socket.mapx / 2 + x, |
265 | op->y-op->contr->socket.mapy/2+y, |
291 | op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
266 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { |
292 | { |
267 | |
293 | |
268 | for(i=1;i<=8;i+=1) { /* mark all directions */ |
294 | for (i = 1; i <= 8; i += 1) |
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295 | { /* mark all directions */ |
269 | dx = x + freearr_x[i]; |
296 | dx = x + freearr_x[i]; |
270 | dy = y + freearr_y[i]; |
297 | dy = y + freearr_y[i]; |
271 | if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
298 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
272 | op->contr->blocked_los[dx][dy]= -1; |
299 | op->contr->blocked_los[dx][dy] = -1; |
273 | } |
300 | } |
274 | } |
301 | } |
275 | } |
302 | } |
276 | |
303 | |
277 | if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ |
304 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
278 | expand_lighted_sight(op); |
305 | expand_lighted_sight (op); |
279 | |
306 | |
280 | |
307 | |
281 | /* clear mark squares */ |
308 | /* clear mark squares */ |
282 | for (x = 0; x < op->contr->socket.mapx; x++) |
309 | for (x = 0; x < op->contr->socket.mapx; x++) |
283 | for (y = 0; y < op->contr->socket.mapy; y++) |
310 | for (y = 0; y < op->contr->socket.mapy; y++) |
284 | if (op->contr->blocked_los[x][y] < 0) |
311 | if (op->contr->blocked_los[x][y] < 0) |
285 | op->contr->blocked_los[x][y] = 0; |
312 | op->contr->blocked_los[x][y] = 0; |
286 | } |
313 | } |
287 | |
314 | |
288 | |
315 | |
289 | |
316 | |
290 | |
317 | |
… | |
… | |
292 | * This is a trivial function now days, but it used to |
319 | * This is a trivial function now days, but it used to |
293 | * be a bit longer. Probably better for callers to just |
320 | * be a bit longer. Probably better for callers to just |
294 | * check the op->glow_radius instead of calling this. |
321 | * check the op->glow_radius instead of calling this. |
295 | */ |
322 | */ |
296 | |
323 | |
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324 | int |
297 | int has_carried_lights(const object *op) { |
325 | has_carried_lights (const object *op) |
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326 | { |
298 | /* op may glow! */ |
327 | /* op may glow! */ |
299 | if(op->glow_radius>0) return 1; |
328 | if (op->glow_radius > 0) |
300 | |
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301 | return 0; |
329 | return 1; |
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330 | |
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331 | return 0; |
302 | } |
332 | } |
303 | |
333 | |
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334 | static void |
304 | static void expand_lighted_sight(object *op) |
335 | expand_lighted_sight (object *op) |
305 | { |
336 | { |
306 | int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; |
337 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
307 | mapstruct *m=op->map; |
338 | mapstruct *m = op->map; |
308 | sint16 nx, ny; |
339 | sint16 nx, ny; |
309 | |
340 | |
310 | darklevel = MAP_DARKNESS(m); |
341 | darklevel = MAP_DARKNESS (m); |
311 | |
342 | |
312 | /* If the player can see in the dark, lower the darklevel for him */ |
343 | /* If the player can see in the dark, lower the darklevel for him */ |
313 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; |
344 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
|
|
345 | darklevel -= 2; |
314 | |
346 | |
315 | /* add light, by finding all (non-null) nearby light sources, then |
347 | /* add light, by finding all (non-null) nearby light sources, then |
316 | * mark those squares specially. If the darklevel<1, there is no |
348 | * mark those squares specially. If the darklevel<1, there is no |
317 | * reason to do this, so we skip this function |
349 | * reason to do this, so we skip this function |
318 | */ |
350 | */ |
319 | |
351 | |
320 | if(darklevel<1) return; |
352 | if (darklevel < 1) |
|
|
353 | return; |
321 | |
354 | |
322 | /* Do a sanity check. If not valid, some code below may do odd |
355 | /* Do a sanity check. If not valid, some code below may do odd |
323 | * things. |
356 | * things. |
324 | */ |
357 | */ |
325 | if (darklevel > MAX_DARKNESS) { |
358 | if (darklevel > MAX_DARKNESS) |
|
|
359 | { |
326 | LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", |
360 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
327 | &op->name, op->map->path, darklevel); |
|
|
328 | darklevel = MAX_DARKNESS; |
361 | darklevel = MAX_DARKNESS; |
329 | } |
362 | } |
330 | |
363 | |
331 | /* First, limit player furthest (unlighted) vision */ |
364 | /* First, limit player furthest (unlighted) vision */ |
332 | for (x = 0; x < op->contr->socket.mapx; x++) |
365 | for (x = 0; x < op->contr->socket.mapx; x++) |
333 | for (y = 0; y < op->contr->socket.mapy; y++) |
366 | for (y = 0; y < op->contr->socket.mapy; y++) |
334 | if(op->contr->blocked_los[x][y]!=100) |
367 | if (op->contr->blocked_los[x][y] != 100) |
335 | op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; |
368 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
336 | |
369 | |
337 | /* the spaces[] darkness value contains the information we need. |
370 | /* the spaces[] darkness value contains the information we need. |
338 | * Only process the area of interest. |
371 | * Only process the area of interest. |
339 | * the basex, basey values represent the position in the op->contr->blocked_los |
372 | * the basex, basey values represent the position in the op->contr->blocked_los |
340 | * array. Its easier to just increment them here (and start with the right |
373 | * array. Its easier to just increment them here (and start with the right |
341 | * value) than to recalculate them down below. |
374 | * value) than to recalculate them down below. |
342 | */ |
375 | */ |
343 | for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; |
376 | for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
344 | x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { |
377 | x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
|
|
378 | { |
345 | |
379 | |
346 | for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; |
380 | for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
347 | y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { |
381 | y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
|
|
382 | { |
348 | m = op->map; |
383 | m = op->map; |
349 | nx = x; |
384 | nx = x; |
350 | ny = y; |
385 | ny = y; |
351 | |
386 | |
352 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
387 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
353 | |
388 | |
354 | if (mflags & P_OUT_OF_MAP) continue; |
389 | if (mflags & P_OUT_OF_MAP) |
|
|
390 | continue; |
355 | |
391 | |
356 | /* This space is providing light, so we need to brighten up the |
392 | /* This space is providing light, so we need to brighten up the |
357 | * spaces around here. |
393 | * spaces around here. |
358 | */ |
394 | */ |
359 | light = GET_MAP_LIGHT(m, nx, ny); |
395 | light = GET_MAP_LIGHT (m, nx, ny); |
360 | if (light != 0) { |
396 | if (light != 0) |
|
|
397 | { |
361 | #if 0 |
398 | #if 0 |
362 | LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", |
399 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
363 | x, y, basex, basey); |
|
|
364 | #endif |
400 | #endif |
365 | for (ax=basex - light; ax<=basex+light; ax++) { |
401 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
402 | { |
366 | if (ax<0 || ax>=op->contr->socket.mapx) continue; |
403 | if (ax < 0 || ax >= op->contr->socket.mapx) |
|
|
404 | continue; |
367 | for (ay=basey - light; ay<=basey+light; ay++) { |
405 | for (ay = basey - light; ay <= basey + light; ay++) |
|
|
406 | { |
368 | if (ay<0 || ay>=op->contr->socket.mapy) continue; |
407 | if (ay < 0 || ay >= op->contr->socket.mapy) |
|
|
408 | continue; |
369 | |
409 | |
370 | /* If the space is fully blocked, do nothing. Otherwise, we |
410 | /* If the space is fully blocked, do nothing. Otherwise, we |
371 | * brighten the space. The further the light is away from the |
411 | * brighten the space. The further the light is away from the |
372 | * source (basex-x), the less effect it has. Though light used |
412 | * 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 |
413 | * to dim in a square manner, it now dims in a circular manner |
374 | * using the the pythagorean theorem. glow_radius still |
414 | * using the the pythagorean theorem. glow_radius still |
375 | * represents the radius |
415 | * represents the radius |
376 | */ |
416 | */ |
377 | if(op->contr->blocked_los[ax][ay]!=100) { |
417 | if (op->contr->blocked_los[ax][ay] != 100) |
378 | x1 = abs(basex-ax)*abs(basex-ax); |
418 | { |
379 | y1 = abs(basey-ay)*abs(basey-ay); |
419 | x1 = abs (basex - ax) * abs (basex - ax); |
380 | if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); |
420 | y1 = abs (basey - ay) * abs (basey - ay); |
381 | if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); |
421 | if (light > 0) |
382 | } |
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 | } |
383 | } /* for ay */ |
426 | } /* for ay */ |
384 | } /* for ax */ |
427 | } /* for ax */ |
385 | } /* if this space is providing light */ |
428 | } /* if this space is providing light */ |
386 | } /* for y */ |
429 | } /* for y */ |
387 | } /* for x */ |
430 | } /* for x */ |
388 | |
431 | |
389 | /* Outdoor should never really be completely pitch black dark like |
432 | /* Outdoor should never really be completely pitch black dark like |
390 | * a dungeon, so let the player at least see a little around themselves |
433 | * a dungeon, so let the player at least see a little around themselves |
391 | */ |
434 | */ |
392 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { |
435 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
|
|
436 | { |
393 | if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) |
437 | 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; |
438 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; |
395 | |
439 | |
396 | for (x=-1; x<=1; x++) |
440 | for (x = -1; x <= 1; x++) |
397 | for (y=-1; y<=1; y++) { |
441 | for (y = -1; y <= 1; y++) |
|
|
442 | { |
398 | if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) |
443 | 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; |
444 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2; |
400 | } |
445 | } |
401 | } |
446 | } |
402 | /* grant some vision to the player, based on the darklevel */ |
447 | /* grant some vision to the player, based on the darklevel */ |
403 | for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) |
448 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
404 | for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) |
449 | 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)) |
450 | 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]-= |
451 | 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))); |
452 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
408 | } |
453 | } |
409 | |
454 | |
410 | /* blinded_sight() - sets all veiwable squares to blocked except |
455 | /* blinded_sight() - sets all veiwable squares to blocked except |
411 | * for the one the central one that the player occupies. A little |
456 | * 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 |
457 | * odd that you can see yourself (and what your standing on), but |
413 | * really need for any reasonable game play. |
458 | * really need for any reasonable game play. |
414 | */ |
459 | */ |
415 | |
460 | |
|
|
461 | static void |
416 | static void blinded_sight(object *op) { |
462 | blinded_sight (object *op) |
|
|
463 | { |
417 | int x,y; |
464 | int x, y; |
418 | |
465 | |
419 | for (x = 0; x < op->contr->socket.mapx; x++) |
466 | for (x = 0; x < op->contr->socket.mapx; x++) |
420 | for (y = 0; y < op->contr->socket.mapy; y++) |
467 | for (y = 0; y < op->contr->socket.mapy; y++) |
421 | op->contr->blocked_los[x][y] = 100; |
468 | op->contr->blocked_los[x][y] = 100; |
422 | |
469 | |
423 | op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; |
470 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; |
424 | } |
471 | } |
425 | |
472 | |
426 | /* |
473 | /* |
427 | * update_los() recalculates the array which specifies what is |
474 | * update_los() recalculates the array which specifies what is |
428 | * visible for the given player-object. |
475 | * visible for the given player-object. |
429 | */ |
476 | */ |
430 | |
477 | |
|
|
478 | void |
431 | void update_los(object *op) { |
479 | update_los (object *op) |
|
|
480 | { |
432 | int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; |
481 | int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; |
433 | |
482 | |
434 | if(QUERY_FLAG(op,FLAG_REMOVED)) |
483 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
435 | return; |
484 | return; |
436 | |
485 | |
437 | clear_los(op); |
486 | clear_los (op); |
438 | if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) |
487 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
439 | return; |
488 | return; |
440 | |
489 | |
441 | /* For larger maps, this is more efficient than the old way which |
490 | /* For larger maps, this is more efficient than the old way which |
442 | * used the chaining of the block array. Since many space views could |
491 | * 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 |
492 | * 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. |
493 | * could be examined multile times, as each path would be looked at. |
445 | */ |
494 | */ |
446 | for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) |
495 | for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) |
447 | for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) |
496 | for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) |
448 | check_wall(op, x, y); |
497 | check_wall (op, x, y); |
449 | |
498 | |
450 | |
499 | |
451 | /* do the los of the player. 3 (potential) cases */ |
500 | /* do the los of the player. 3 (potential) cases */ |
452 | if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ |
501 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
453 | blinded_sight(op); |
502 | blinded_sight (op); |
454 | else |
503 | else |
455 | expand_sight(op); |
504 | expand_sight (op); |
456 | |
505 | |
457 | if (QUERY_FLAG(op,FLAG_XRAYS)) { |
506 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
|
|
507 | { |
458 | int x, y; |
508 | int x, y; |
|
|
509 | |
459 | for (x = -2; x <= 2; x++) |
510 | for (x = -2; x <= 2; x++) |
460 | for (y = -2; y <= 2; y++) |
511 | for (y = -2; y <= 2; y++) |
461 | op->contr->blocked_los[dx + x][dy + y] = 0; |
512 | op->contr->blocked_los[dx + x][dy + y] = 0; |
462 | } |
513 | } |
463 | } |
514 | } |
464 | |
515 | |
465 | /* update all_map_los is like update_all_los below, |
516 | /* update all_map_los is like update_all_los below, |
466 | * but updates everyone on the map, no matter where they |
517 | * but updates everyone on the map, no matter where they |
… | |
… | |
471 | * the distinction between maps much more obvious to the |
522 | * the distinction between maps much more obvious to the |
472 | * players, which is should not be. |
523 | * players, which is should not be. |
473 | * Currently, this function is called from the |
524 | * Currently, this function is called from the |
474 | * change_map_light function |
525 | * change_map_light function |
475 | */ |
526 | */ |
|
|
527 | void |
476 | void update_all_map_los(mapstruct *map) { |
528 | update_all_map_los (mapstruct *map) |
|
|
529 | { |
477 | player *pl; |
530 | player *pl; |
478 | |
531 | |
479 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
532 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
533 | { |
480 | if(pl->ob->map==map) |
534 | if (pl->ob->map == map) |
481 | pl->do_los=1; |
535 | pl->do_los = 1; |
482 | } |
536 | } |
483 | } |
537 | } |
484 | |
538 | |
485 | |
539 | |
486 | /* |
540 | /* |
… | |
… | |
494 | * space that changes must be withing your viewable area. |
548 | * space that changes must be withing your viewable area. |
495 | * |
549 | * |
496 | * map is the map that changed, x and y are the coordinates. |
550 | * map is the map that changed, x and y are the coordinates. |
497 | */ |
551 | */ |
498 | |
552 | |
|
|
553 | void |
499 | void update_all_los(const mapstruct *map, int x, int y) { |
554 | update_all_los (const mapstruct *map, int x, int y) |
|
|
555 | { |
500 | player *pl; |
556 | player *pl; |
501 | |
557 | |
502 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
558 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
559 | { |
503 | /* Player should not have a null map, but do this |
560 | /* Player should not have a null map, but do this |
504 | * check as a safety |
561 | * check as a safety |
505 | */ |
562 | */ |
506 | if (!pl->ob->map) continue; |
563 | if (!pl->ob->map) |
|
|
564 | continue; |
507 | |
565 | |
508 | /* Same map is simple case - see if pl is close enough. |
566 | /* Same map is simple case - see if pl is close enough. |
509 | * Note in all cases, we did the check for same map first, |
567 | * Note in all cases, we did the check for same map first, |
510 | * and then see if the player is close enough and update |
568 | * and then see if the player is close enough and update |
511 | * los if that is the case. If the player is on the |
569 | * los if that is the case. If the player is on the |
512 | * corresponding map, but not close enough, then the |
570 | * corresponding map, but not close enough, then the |
513 | * player can't be on another map that may be closer, |
571 | * player can't be on another map that may be closer, |
514 | * so by setting it up this way, we trim processing |
572 | * so by setting it up this way, we trim processing |
515 | * some. |
573 | * some. |
516 | */ |
574 | */ |
517 | if(pl->ob->map==map) { |
575 | if (pl->ob->map == map) |
518 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
576 | { |
519 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
577 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
520 | pl->do_los=1; |
578 | pl->do_los = 1; |
521 | } |
579 | } |
522 | /* Now we check to see if player is on adjacent |
580 | /* Now we check to see if player is on adjacent |
523 | * maps to the one that changed and also within |
581 | * maps to the one that changed and also within |
524 | * view. The tile_maps[] could be null, but in that |
582 | * view. The tile_maps[] could be null, but in that |
525 | * case it should never match the pl->ob->map, so |
583 | * case it should never match the pl->ob->map, so |
526 | * we want ever try to dereference any of the data in it. |
584 | * we want ever try to dereference any of the data in it. |
527 | */ |
585 | */ |
528 | |
586 | |
529 | /* The logic for 0 and 3 is to see how far the player is |
587 | /* 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) |
588 | * from the edge of the map (height/width) - pl->ob->(x,y) |
531 | * and to add current position on this map - that gives a |
589 | * and to add current position on this map - that gives a |
532 | * distance. |
590 | * distance. |
533 | * For 1 and 2, we check to see how far the given |
591 | * For 1 and 2, we check to see how far the given |
534 | * coordinate (x,y) is from the corresponding edge, |
592 | * coordinate (x,y) is from the corresponding edge, |
535 | * and then add the players location, which gives |
593 | * and then add the players location, which gives |
536 | * a distance. |
594 | * a distance. |
537 | */ |
595 | */ |
538 | else if (pl->ob->map == map->tile_map[0]) { |
596 | else if (pl->ob->map == map->tile_map[0]) |
539 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
597 | { |
540 | (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) |
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)) |
541 | pl->do_los=1; |
599 | pl->do_los = 1; |
542 | } |
600 | } |
543 | else if (pl->ob->map == map->tile_map[2]) { |
601 | else if (pl->ob->map == map->tile_map[2]) |
544 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
602 | { |
545 | (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) |
603 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) |
546 | pl->do_los=1; |
604 | pl->do_los = 1; |
547 | } |
605 | } |
548 | else if (pl->ob->map == map->tile_map[1]) { |
606 | else if (pl->ob->map == map->tile_map[1]) |
549 | if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && |
607 | { |
550 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
608 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
551 | pl->do_los=1; |
609 | pl->do_los = 1; |
552 | } |
610 | } |
553 | else if (pl->ob->map == map->tile_map[3]) { |
611 | else if (pl->ob->map == map->tile_map[3]) |
|
|
612 | { |
554 | if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && |
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)) |
555 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
|
|
556 | pl->do_los=1; |
614 | pl->do_los = 1; |
557 | } |
615 | } |
558 | } |
616 | } |
559 | } |
617 | } |
560 | |
618 | |
561 | /* |
619 | /* |
562 | * Debug-routine which dumps the array which specifies the visible |
620 | * Debug-routine which dumps the array which specifies the visible |
563 | * area of a player. Triggered by the z key in DM mode. |
621 | * area of a player. Triggered by the z key in DM mode. |
564 | */ |
622 | */ |
565 | |
623 | |
|
|
624 | void |
566 | void print_los(object *op) { |
625 | print_los (object *op) |
|
|
626 | { |
567 | int x,y; |
627 | int x, y; |
568 | char buf[50], buf2[10]; |
628 | char buf[50], buf2[10]; |
569 | |
629 | |
570 | strcpy(buf," "); |
630 | strcpy (buf, " "); |
571 | for(x=0;x<op->contr->socket.mapx;x++) { |
631 | for (x = 0; x < op->contr->socket.mapx; x++) |
|
|
632 | { |
572 | sprintf(buf2,"%2d",x); |
633 | sprintf (buf2, "%2d", x); |
573 | strcat(buf,buf2); |
634 | strcat (buf, buf2); |
574 | } |
635 | } |
575 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
576 | for(y=0;y<op->contr->socket.mapy;y++) { |
637 | for (y = 0; y < op->contr->socket.mapy; y++) |
|
|
638 | { |
577 | sprintf(buf,"%2d:",y); |
639 | sprintf (buf, "%2d:", y); |
578 | for(x=0;x<op->contr->socket.mapx;x++) { |
640 | for (x = 0; x < op->contr->socket.mapx; x++) |
|
|
641 | { |
579 | sprintf(buf2," %1d",op->contr->blocked_los[x][y]); |
642 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
580 | strcat(buf,buf2); |
643 | strcat (buf, buf2); |
581 | } |
644 | } |
582 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
645 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
583 | } |
646 | } |
584 | } |
647 | } |
585 | |
648 | |
586 | /* |
649 | /* |
587 | * make_sure_seen: The object is supposed to be visible through walls, thus |
650 | * 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. |
651 | * check if any players are nearby, and edit their LOS array. |
589 | */ |
652 | */ |
590 | |
653 | |
|
|
654 | void |
591 | void make_sure_seen(const object *op) { |
655 | make_sure_seen (const object *op) |
|
|
656 | { |
592 | player *pl; |
657 | player *pl; |
593 | |
658 | |
594 | for (pl = first_player; pl; pl = pl->next) |
659 | for (pl = first_player; pl; pl = pl->next) |
595 | if (pl->ob->map == op->map && |
660 | if (pl->ob->map == op->map && |
596 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
661 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
597 | pl->ob->y + pl->socket.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) |
598 | pl->ob->x - pl->socket.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; |
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 | } |
664 | } |
603 | |
665 | |
604 | /* |
666 | /* |
605 | * 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 |
606 | * 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 |
607 | * players within its range |
669 | * players within its range |
608 | */ |
670 | */ |
609 | |
671 | |
|
|
672 | void |
610 | void make_sure_not_seen(const object *op) { |
673 | make_sure_not_seen (const object *op) |
|
|
674 | { |
611 | player *pl; |
675 | player *pl; |
|
|
676 | |
612 | for (pl = first_player; pl; pl = pl->next) |
677 | for (pl = first_player; pl; pl = pl->next) |
613 | if (pl->ob->map == op->map && |
678 | if (pl->ob->map == op->map && |
614 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
679 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
615 | pl->ob->y + pl->socket.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) |
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; |
681 | pl->do_los = 1; |
619 | } |
682 | } |