1 |
/* |
2 |
* This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Crossfire TRT is free software; you can redistribute it and/or modify it |
9 |
* under the terms of the GNU General Public License as published by the Free |
10 |
* Software Foundation; either version 2 of the License, or (at your option) |
11 |
* any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, but |
14 |
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 |
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 |
* for more details. |
17 |
* |
18 |
* You should have received a copy of the GNU General Public License along |
19 |
* with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 |
* Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 |
* |
22 |
* The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
26 |
|
27 |
#include <global.h> |
28 |
#include <funcpoint.h> |
29 |
#include <math.h> |
30 |
|
31 |
/* Distance must be less than this for the object to be blocked. |
32 |
* An object is 1.0 wide, so if set to 0.5, it means the object |
33 |
* that blocks half the view (0.0 is complete block) will |
34 |
* block view in our tables. |
35 |
* .4 or less lets you see through walls. .5 is about right. |
36 |
*/ |
37 |
|
38 |
#define SPACE_BLOCK 0.5 |
39 |
|
40 |
typedef struct blstr |
41 |
{ |
42 |
int x[4], y[4]; |
43 |
int index; |
44 |
} blocks; |
45 |
|
46 |
// 31/32 == a speed hack |
47 |
// we would like to use 32 for speed, but the code loops endlessly |
48 |
// then, reason not yet identified, so only make the array use 32, |
49 |
// not the define's. |
50 |
blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
51 |
|
52 |
static void expand_lighted_sight (object *op); |
53 |
|
54 |
/* |
55 |
* Used to initialise the array used by the LOS routines. |
56 |
* What this sets if that x,y blocks the view of bx,by |
57 |
* This then sets up a relation - for example, something |
58 |
* at 5,4 blocks view at 5,3 which blocks view at 5,2 |
59 |
* etc. So when we check 5,4 and find it block, we have |
60 |
* the data to know that 5,3 and 5,2 and 5,1 should also |
61 |
* be blocked. |
62 |
*/ |
63 |
|
64 |
static void |
65 |
set_block (int x, int y, int bx, int by) |
66 |
{ |
67 |
int index = block[x][y].index, i; |
68 |
|
69 |
/* Due to flipping, we may get duplicates - better safe than sorry. |
70 |
*/ |
71 |
for (i = 0; i < index; i++) |
72 |
{ |
73 |
if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
74 |
return; |
75 |
} |
76 |
|
77 |
block[x][y].x[index] = bx; |
78 |
block[x][y].y[index] = by; |
79 |
block[x][y].index++; |
80 |
#ifdef LOS_DEBUG |
81 |
LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
82 |
#endif |
83 |
} |
84 |
|
85 |
/* |
86 |
* initialises the array used by the LOS routines. |
87 |
*/ |
88 |
|
89 |
/* since we are only doing the upper left quadrant, only |
90 |
* these spaces could possibly get blocked, since these |
91 |
* are the only ones further out that are still possibly in the |
92 |
* sightline. |
93 |
*/ |
94 |
|
95 |
void |
96 |
init_block (void) |
97 |
{ |
98 |
int x, y, dx, dy, i; |
99 |
static int block_x[3] = { -1, -1, 0 }, |
100 |
block_y[3] = { -1, 0, -1 }; |
101 |
|
102 |
for (x = 0; x < MAP_CLIENT_X; x++) |
103 |
for (y = 0; y < MAP_CLIENT_Y; y++) |
104 |
block[x][y].index = 0; |
105 |
|
106 |
|
107 |
/* The table should be symmetric, so only do the upper left |
108 |
* quadrant - makes the processing easier. |
109 |
*/ |
110 |
for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
111 |
{ |
112 |
for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
113 |
{ |
114 |
for (i = 0; i < 3; i++) |
115 |
{ |
116 |
dx = x + block_x[i]; |
117 |
dy = y + block_y[i]; |
118 |
|
119 |
/* center space never blocks */ |
120 |
if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
121 |
continue; |
122 |
|
123 |
/* If its a straight line, its blocked */ |
124 |
if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
125 |
{ |
126 |
/* For simplicity, we mirror the coordinates to block the other |
127 |
* quadrants. |
128 |
*/ |
129 |
set_block (x, y, dx, dy); |
130 |
if (x == MAP_CLIENT_X / 2) |
131 |
set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
132 |
else if (y == MAP_CLIENT_Y / 2) |
133 |
set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
134 |
} |
135 |
else |
136 |
{ |
137 |
float d1, r, s, l; |
138 |
|
139 |
/* We use the algorihm that found out how close the point |
140 |
* (x,y) is to the line from dx,dy to the center of the viewable |
141 |
* area. l is the distance from x,y to the line. |
142 |
* r is more a curiosity - it lets us know what direction (left/right) |
143 |
* the line is off |
144 |
*/ |
145 |
|
146 |
d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
147 |
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
148 |
s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
149 |
l = FABS (sqrt (d1) * s); |
150 |
|
151 |
if (l <= SPACE_BLOCK) |
152 |
{ |
153 |
/* For simplicity, we mirror the coordinates to block the other |
154 |
* quadrants. |
155 |
*/ |
156 |
set_block (x, y, dx, dy); |
157 |
set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
158 |
set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
159 |
set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
160 |
} |
161 |
} |
162 |
} |
163 |
} |
164 |
} |
165 |
} |
166 |
|
167 |
/* |
168 |
* Used to initialise the array used by the LOS routines. |
169 |
* x,y are indexes into the blocked[][] array. |
170 |
* This recursively sets the blocked line of sight view. |
171 |
* From the blocked[][] array, we know for example |
172 |
* that if some particular space is blocked, it blocks |
173 |
* the view of the spaces 'behind' it, and those blocked |
174 |
* spaces behind it may block other spaces, etc. |
175 |
* In this way, the chain of visibility is set. |
176 |
*/ |
177 |
static void |
178 |
set_wall (object *op, int x, int y) |
179 |
{ |
180 |
int i; |
181 |
|
182 |
for (i = 0; i < block[x][y].index; i++) |
183 |
{ |
184 |
int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
185 |
|
186 |
/* ax, ay are the values as adjusted to be in the |
187 |
* socket look structure. |
188 |
*/ |
189 |
ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
190 |
ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
191 |
|
192 |
if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
193 |
continue; |
194 |
#if 0 |
195 |
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
196 |
#endif |
197 |
/* we need to adjust to the fact that the socket |
198 |
* code wants the los to start from the 0,0 |
199 |
* and not be relative to middle of los array. |
200 |
*/ |
201 |
op->contr->blocked_los[ax][ay] = 100; |
202 |
set_wall (op, dx, dy); |
203 |
} |
204 |
} |
205 |
|
206 |
/* |
207 |
* Used to initialise the array used by the LOS routines. |
208 |
* op is the object, x and y values based on MAP_CLIENT_X and Y. |
209 |
* this is because they index the blocked[][] arrays. |
210 |
*/ |
211 |
|
212 |
static void |
213 |
check_wall (object *op, int x, int y) |
214 |
{ |
215 |
int ax, ay; |
216 |
|
217 |
if (!block[x][y].index) |
218 |
return; |
219 |
|
220 |
/* ax, ay are coordinates as indexed into the look window */ |
221 |
ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
222 |
ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
223 |
|
224 |
/* If the converted coordinates are outside the viewable |
225 |
* area for the client, return now. |
226 |
*/ |
227 |
if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
228 |
return; |
229 |
|
230 |
#if 0 |
231 |
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
232 |
ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
233 |
#endif |
234 |
|
235 |
/* If this space is already blocked, prune the processing - presumably |
236 |
* whatever has set this space to be blocked has done the work and already |
237 |
* done the dependency chain. |
238 |
*/ |
239 |
if (op->contr->blocked_los[ax][ay] == 100) |
240 |
return; |
241 |
|
242 |
|
243 |
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)) |
244 |
set_wall (op, x, y); |
245 |
} |
246 |
|
247 |
/* |
248 |
* Clears/initialises the los-array associated to the player |
249 |
* controlling the object. |
250 |
*/ |
251 |
|
252 |
void |
253 |
clear_los (object *op) |
254 |
{ |
255 |
/* This is safer than using the ns->mapx, mapy because |
256 |
* we index the blocked_los as a 2 way array, so clearing |
257 |
* the first z spaces may not not cover the spaces we are |
258 |
* actually going to use |
259 |
*/ |
260 |
(void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
261 |
} |
262 |
|
263 |
/* |
264 |
* expand_sight goes through the array of what the given player is |
265 |
* able to see, and expands the visible area a bit, so the player will, |
266 |
* to a certain degree, be able to see into corners. |
267 |
* This is somewhat suboptimal, would be better to improve the formula. |
268 |
*/ |
269 |
|
270 |
static void |
271 |
expand_sight (object *op) |
272 |
{ |
273 |
int i, x, y, dx, dy; |
274 |
|
275 |
for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
276 |
for (y = 1; y < op->contr->ns->mapy - 1; y++) |
277 |
{ |
278 |
if (!op->contr->blocked_los[x][y] && |
279 |
!(get_map_flags (op->map, NULL, |
280 |
op->x - op->contr->ns->mapx / 2 + x, |
281 |
op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
282 |
{ |
283 |
|
284 |
for (i = 1; i <= 8; i += 1) |
285 |
{ /* mark all directions */ |
286 |
dx = x + freearr_x[i]; |
287 |
dy = y + freearr_y[i]; |
288 |
if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
289 |
op->contr->blocked_los[dx][dy] = -1; |
290 |
} |
291 |
} |
292 |
} |
293 |
|
294 |
if (op->map->darkness > 0) /* player is on a dark map */ |
295 |
expand_lighted_sight (op); |
296 |
|
297 |
/* clear mark squares */ |
298 |
for (x = 0; x < op->contr->ns->mapx; x++) |
299 |
for (y = 0; y < op->contr->ns->mapy; y++) |
300 |
if (op->contr->blocked_los[x][y] < 0) |
301 |
op->contr->blocked_los[x][y] = 0; |
302 |
} |
303 |
|
304 |
/* returns true if op carries one or more lights |
305 |
* This is a trivial function now days, but it used to |
306 |
* be a bit longer. Probably better for callers to just |
307 |
* check the op->glow_radius instead of calling this. |
308 |
*/ |
309 |
|
310 |
int |
311 |
has_carried_lights (const object *op) |
312 |
{ |
313 |
/* op may glow! */ |
314 |
if (op->glow_radius > 0) |
315 |
return 1; |
316 |
|
317 |
return 0; |
318 |
} |
319 |
|
320 |
static void |
321 |
expand_lighted_sight (object *op) |
322 |
{ |
323 |
int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
324 |
maptile *m = op->map; |
325 |
sint16 nx, ny; |
326 |
|
327 |
darklevel = m->darkness; |
328 |
|
329 |
/* If the player can see in the dark, lower the darklevel for him */ |
330 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
331 |
darklevel -= 2; |
332 |
|
333 |
/* add light, by finding all (non-null) nearby light sources, then |
334 |
* mark those squares specially. If the darklevel<1, there is no |
335 |
* reason to do this, so we skip this function |
336 |
*/ |
337 |
|
338 |
if (darklevel < 1) |
339 |
return; |
340 |
|
341 |
/* Do a sanity check. If not valid, some code below may do odd |
342 |
* things. |
343 |
*/ |
344 |
if (darklevel > MAX_DARKNESS) |
345 |
{ |
346 |
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
347 |
darklevel = MAX_DARKNESS; |
348 |
} |
349 |
|
350 |
/* First, limit player furthest (unlighted) vision */ |
351 |
for (x = 0; x < op->contr->ns->mapx; x++) |
352 |
for (y = 0; y < op->contr->ns->mapy; y++) |
353 |
if (op->contr->blocked_los[x][y] != 100) |
354 |
op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
355 |
|
356 |
/* the spaces[] darkness value contains the information we need. |
357 |
* Only process the area of interest. |
358 |
* the basex, basey values represent the position in the op->contr->blocked_los |
359 |
* array. Its easier to just increment them here (and start with the right |
360 |
* value) than to recalculate them down below. |
361 |
*/ |
362 |
for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
363 |
x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
364 |
{ |
365 |
|
366 |
for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
367 |
y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
368 |
{ |
369 |
m = op->map; |
370 |
nx = x; |
371 |
ny = y; |
372 |
|
373 |
mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
374 |
|
375 |
if (mflags & P_OUT_OF_MAP) |
376 |
continue; |
377 |
|
378 |
/* This space is providing light, so we need to brighten up the |
379 |
* spaces around here. |
380 |
*/ |
381 |
light = GET_MAP_LIGHT (m, nx, ny); |
382 |
if (light != 0) |
383 |
{ |
384 |
#if 0 |
385 |
LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
386 |
#endif |
387 |
for (ax = basex - light; ax <= basex + light; ax++) |
388 |
{ |
389 |
if (ax < 0 || ax >= op->contr->ns->mapx) |
390 |
continue; |
391 |
|
392 |
for (ay = basey - light; ay <= basey + light; ay++) |
393 |
{ |
394 |
if (ay < 0 || ay >= op->contr->ns->mapy) |
395 |
continue; |
396 |
|
397 |
/* If the space is fully blocked, do nothing. Otherwise, we |
398 |
* brighten the space. The further the light is away from the |
399 |
* source (basex-x), the less effect it has. Though light used |
400 |
* to dim in a square manner, it now dims in a circular manner |
401 |
* using the the pythagorean theorem. glow_radius still |
402 |
* represents the radius |
403 |
*/ |
404 |
if (op->contr->blocked_los[ax][ay] != 100) |
405 |
{ |
406 |
x1 = abs (basex - ax) * abs (basex - ax); |
407 |
y1 = abs (basey - ay) * abs (basey - ay); |
408 |
|
409 |
if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
410 |
if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
411 |
} |
412 |
} |
413 |
} |
414 |
} |
415 |
} |
416 |
} |
417 |
|
418 |
/* Outdoor should never really be completely pitch black dark like |
419 |
* a dungeon, so let the player at least see a little around themselves |
420 |
*/ |
421 |
if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
422 |
{ |
423 |
if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
424 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
425 |
|
426 |
for (x = -1; x <= 1; x++) |
427 |
for (y = -1; y <= 1; y++) |
428 |
{ |
429 |
if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
430 |
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
431 |
} |
432 |
} |
433 |
|
434 |
/* grant some vision to the player, based on the darklevel */ |
435 |
for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
436 |
for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
437 |
if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
438 |
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
439 |
MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
440 |
} |
441 |
|
442 |
/* blinded_sight() - sets all veiwable squares to blocked except |
443 |
* for the one the central one that the player occupies. A little |
444 |
* odd that you can see yourself (and what your standing on), but |
445 |
* really need for any reasonable game play. |
446 |
*/ |
447 |
static void |
448 |
blinded_sight (object *op) |
449 |
{ |
450 |
int x, y; |
451 |
|
452 |
for (x = 0; x < op->contr->ns->mapx; x++) |
453 |
for (y = 0; y < op->contr->ns->mapy; y++) |
454 |
op->contr->blocked_los[x][y] = 100; |
455 |
|
456 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
457 |
} |
458 |
|
459 |
/* |
460 |
* update_los() recalculates the array which specifies what is |
461 |
* visible for the given player-object. |
462 |
*/ |
463 |
|
464 |
void |
465 |
update_los (object *op) |
466 |
{ |
467 |
int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
468 |
|
469 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
470 |
return; |
471 |
|
472 |
clear_los (op); |
473 |
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
474 |
return; |
475 |
|
476 |
/* For larger maps, this is more efficient than the old way which |
477 |
* used the chaining of the block array. Since many space views could |
478 |
* be blocked by different spaces in front, this mean that a lot of spaces |
479 |
* could be examined multile times, as each path would be looked at. |
480 |
*/ |
481 |
for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
482 |
for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
483 |
check_wall (op, x, y); |
484 |
|
485 |
/* do the los of the player. 3 (potential) cases */ |
486 |
if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
487 |
blinded_sight (op); |
488 |
else |
489 |
expand_sight (op); |
490 |
|
491 |
//TODO: no range-checking whatsoever :( |
492 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
493 |
for (int x = -2; x <= 2; x++) |
494 |
for (int y = -2; y <= 2; y++) |
495 |
op->contr->blocked_los[dx + x][dy + y] = 0; |
496 |
} |
497 |
|
498 |
/* update all_map_los is like update_all_los below, |
499 |
* but updates everyone on the map, no matter where they |
500 |
* are. This generally should not be used, as a per |
501 |
* specific map change doesn't make much sense when tiling |
502 |
* is considered (lowering darkness would certainly be a |
503 |
* strange effect if done on a tile map, as it makes |
504 |
* the distinction between maps much more obvious to the |
505 |
* players, which is should not be. |
506 |
* Currently, this function is called from the |
507 |
* change_map_light function |
508 |
*/ |
509 |
void |
510 |
update_all_map_los (maptile *map) |
511 |
{ |
512 |
for_all_players (pl) |
513 |
if (pl->ob && pl->ob->map == map) |
514 |
pl->do_los = 1; |
515 |
} |
516 |
|
517 |
/* |
518 |
* This function makes sure that update_los() will be called for all |
519 |
* players on the given map within the next frame. |
520 |
* It is triggered by removal or inserting of objects which blocks |
521 |
* the sight in the map. |
522 |
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
523 |
* position, and to also take map tiling into account. This change |
524 |
* means that just being on the same map is not sufficient - the |
525 |
* space that changes must be withing your viewable area. |
526 |
* |
527 |
* map is the map that changed, x and y are the coordinates. |
528 |
*/ |
529 |
void |
530 |
update_all_los (const maptile *map, int x, int y) |
531 |
{ |
532 |
for_all_players (pl) |
533 |
{ |
534 |
/* Player should not have a null map, but do this |
535 |
* check as a safety |
536 |
*/ |
537 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
538 |
continue; |
539 |
|
540 |
/* Same map is simple case - see if pl is close enough. |
541 |
* Note in all cases, we did the check for same map first, |
542 |
* and then see if the player is close enough and update |
543 |
* los if that is the case. If the player is on the |
544 |
* corresponding map, but not close enough, then the |
545 |
* player can't be on another map that may be closer, |
546 |
* so by setting it up this way, we trim processing |
547 |
* some. |
548 |
*/ |
549 |
if (pl->ob->map == map) |
550 |
{ |
551 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
552 |
pl->do_los = 1; |
553 |
} |
554 |
|
555 |
/* Now we check to see if player is on adjacent |
556 |
* maps to the one that changed and also within |
557 |
* view. The tile_maps[] could be null, but in that |
558 |
* case it should never match the pl->ob->map, so |
559 |
* we want ever try to dereference any of the data in it. |
560 |
* |
561 |
* The logic for 0 and 3 is to see how far the player is |
562 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
563 |
* and to add current position on this map - that gives a |
564 |
* distance. |
565 |
* For 1 and 2, we check to see how far the given |
566 |
* coordinate (x,y) is from the corresponding edge, |
567 |
* and then add the players location, which gives |
568 |
* a distance. |
569 |
*/ |
570 |
else if (pl->ob->map == map->tile_map[0]) |
571 |
{ |
572 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
573 |
pl->do_los = 1; |
574 |
} |
575 |
else if (pl->ob->map == map->tile_map[2]) |
576 |
{ |
577 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
578 |
pl->do_los = 1; |
579 |
} |
580 |
else if (pl->ob->map == map->tile_map[1]) |
581 |
{ |
582 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
583 |
pl->do_los = 1; |
584 |
} |
585 |
else if (pl->ob->map == map->tile_map[3]) |
586 |
{ |
587 |
if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
588 |
pl->do_los = 1; |
589 |
} |
590 |
} |
591 |
} |
592 |
|
593 |
/* |
594 |
* Debug-routine which dumps the array which specifies the visible |
595 |
* area of a player. Triggered by the z key in DM mode. |
596 |
*/ |
597 |
void |
598 |
print_los (object *op) |
599 |
{ |
600 |
int x, y; |
601 |
char buf[50], buf2[10]; |
602 |
|
603 |
strcpy (buf, " "); |
604 |
|
605 |
for (x = 0; x < op->contr->ns->mapx; x++) |
606 |
{ |
607 |
sprintf (buf2, "%2d", x); |
608 |
strcat (buf, buf2); |
609 |
} |
610 |
|
611 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
612 |
|
613 |
for (y = 0; y < op->contr->ns->mapy; y++) |
614 |
{ |
615 |
sprintf (buf, "%2d:", y); |
616 |
|
617 |
for (x = 0; x < op->contr->ns->mapx; x++) |
618 |
{ |
619 |
sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
620 |
strcat (buf, buf2); |
621 |
} |
622 |
|
623 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
624 |
} |
625 |
} |
626 |
|
627 |
/* |
628 |
* make_sure_seen: The object is supposed to be visible through walls, thus |
629 |
* check if any players are nearby, and edit their LOS array. |
630 |
*/ |
631 |
|
632 |
void |
633 |
make_sure_seen (const object *op) |
634 |
{ |
635 |
for_all_players (pl) |
636 |
if (pl->ob->map == op->map && |
637 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
638 |
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) |
639 |
pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
640 |
} |
641 |
|
642 |
/* |
643 |
* make_sure_not_seen: The object which is supposed to be visible through |
644 |
* walls has just been removed from the map, so update the los of any |
645 |
* players within its range |
646 |
*/ |
647 |
|
648 |
void |
649 |
make_sure_not_seen (const object *op) |
650 |
{ |
651 |
for_all_players (pl) |
652 |
if (pl->ob->map == op->map && |
653 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
654 |
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) |
655 |
pl->do_los = 1; |
656 |
} |