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Comparing deliantra/server/common/los.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC

1/* 1/*
2 * static char *rcsid_los_c = 2 * static char *rcsid_los_c =
3 * "$Id: los.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 * "$Id: los.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
65 int index=block[x][y].index,i; 65 int index=block[x][y].index,i;
66 66
67 /* Due to flipping, we may get duplicates - better safe than sorry. 67 /* Due to flipping, we may get duplicates - better safe than sorry.
68 */ 68 */
69 for (i=0; i<index; i++) { 69 for (i=0; i<index; i++) {
70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; 70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return;
71 } 71 }
72 72
73 block[x][y].x[index]=bx; 73 block[x][y].x[index]=bx;
74 block[x][y].y[index]=by; 74 block[x][y].y[index]=by;
75 block[x][y].index++; 75 block[x][y].index++;
76#ifdef LOS_DEBUG 76#ifdef LOS_DEBUG
77 LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, 77 LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by,
78 block[x][y].index); 78 block[x][y].index);
79#endif 79#endif
80} 80}
81 81
82/* 82/*
83 * initialises the array used by the LOS routines. 83 * initialises the array used by the LOS routines.
92void init_block(void) { 92void init_block(void) {
93 int x,y, dx, dy, i; 93 int x,y, dx, dy, i;
94 static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; 94 static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1};
95 95
96 for(x=0;x<MAP_CLIENT_X;x++) 96 for(x=0;x<MAP_CLIENT_X;x++)
97 for(y=0;y<MAP_CLIENT_Y;y++) { 97 for(y=0;y<MAP_CLIENT_Y;y++) {
98 block[x][y].index=0; 98 block[x][y].index=0;
99 } 99 }
100 100
101 101
102 /* The table should be symmetric, so only do the upper left 102 /* The table should be symmetric, so only do the upper left
103 * quadrant - makes the processing easier. 103 * quadrant - makes the processing easier.
104 */ 104 */
105 for (x=1; x<=MAP_CLIENT_X/2; x++) { 105 for (x=1; x<=MAP_CLIENT_X/2; x++) {
106 for (y=1; y<=MAP_CLIENT_Y/2; y++) { 106 for (y=1; y<=MAP_CLIENT_Y/2; y++) {
107 for (i=0; i< 3; i++) { 107 for (i=0; i< 3; i++) {
108 dx = x + block_x[i]; 108 dx = x + block_x[i];
109 dy = y + block_y[i]; 109 dy = y + block_y[i];
110 110
111 /* center space never blocks */ 111 /* center space never blocks */
112 if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; 112 if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue;
113 113
114 /* If its a straight line, its blocked */ 114 /* If its a straight line, its blocked */
115 if ((dx == x && x == MAP_CLIENT_X/2) || 115 if ((dx == x && x == MAP_CLIENT_X/2) ||
116 (dy==y && y == MAP_CLIENT_Y/2)) { 116 (dy==y && y == MAP_CLIENT_Y/2)) {
117 /* For simplicity, we mirror the coordinates to block the other 117 /* For simplicity, we mirror the coordinates to block the other
118 * quadrants. 118 * quadrants.
119 */ 119 */
120 set_block(x, y, dx, dy); 120 set_block(x, y, dx, dy);
121 if (x == MAP_CLIENT_X/2) { 121 if (x == MAP_CLIENT_X/2) {
122 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); 122 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1);
123 } else if (y == MAP_CLIENT_Y/2) { 123 } else if (y == MAP_CLIENT_Y/2) {
124 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 124 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy);
125 } 125 }
126 } else { 126 } else {
127 float d1, r, s,l; 127 float d1, r, s,l;
128 128
129 /* We use the algorihm that found out how close the point 129 /* 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 130 * (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. 131 * 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) 132 * r is more a curiosity - it lets us know what direction (left/right)
133 * the line is off 133 * the line is off
134 */ 134 */
135 135
136 d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); 136 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; 137 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; 138 s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1;
139 l = FABS(sqrt(d1) * s); 139 l = FABS(sqrt(d1) * s);
140 140
141 if (l <= SPACE_BLOCK) { 141 if (l <= SPACE_BLOCK) {
142 /* For simplicity, we mirror the coordinates to block the other 142 /* For simplicity, we mirror the coordinates to block the other
143 * quadrants. 143 * quadrants.
144 */ 144 */
145 set_block(x,y,dx,dy); 145 set_block(x,y,dx,dy);
146 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 146 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); 147 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); 148 set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1);
149 } 149 }
150 } 150 }
151 } 151 }
152 } 152 }
153 } 153 }
154} 154}
155 155
156/* 156/*
157 * Used to initialise the array used by the LOS routines. 157 * Used to initialise the array used by the LOS routines.
166 166
167static void set_wall(object *op,int x,int y) { 167static void set_wall(object *op,int x,int y) {
168 int i; 168 int i;
169 169
170 for(i=0;i<block[x][y].index;i++) { 170 for(i=0;i<block[x][y].index;i++) {
171 int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; 171 int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay;
172 172
173 /* ax, ay are the values as adjusted to be in the 173 /* ax, ay are the values as adjusted to be in the
174 * socket look structure. 174 * socket look structure.
175 */ 175 */
176 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 176 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2;
177 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 177 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2;
178 178
179 if (ax < 0 || ax>=op->contr->socket.mapx || 179 if (ax < 0 || ax>=op->contr->socket.mapx ||
180 ay < 0 || ay>=op->contr->socket.mapy) continue; 180 ay < 0 || ay>=op->contr->socket.mapy) continue;
181#if 0 181#if 0
182 LOG(llevDebug, "blocked %d %d -> %d %d\n", 182 LOG(llevDebug, "blocked %d %d -> %d %d\n",
183 dx, dy, ax, ay); 183 dx, dy, ax, ay);
184#endif 184#endif
185 /* we need to adjust to the fact that the socket 185 /* we need to adjust to the fact that the socket
186 * code wants the los to start from the 0,0 186 * code wants the los to start from the 0,0
187 * and not be relative to middle of los array. 187 * and not be relative to middle of los array.
188 */ 188 */
189 op->contr->blocked_los[ax][ay]=100; 189 op->contr->blocked_los[ax][ay]=100;
190 set_wall(op,dx,dy); 190 set_wall(op,dx,dy);
191 } 191 }
192} 192}
193 193
194/* 194/*
195 * Used to initialise the array used by the LOS routines. 195 * Used to initialise the array used by the LOS routines.
199 199
200static void check_wall(object *op,int x,int y) { 200static void check_wall(object *op,int x,int y) {
201 int ax, ay; 201 int ax, ay;
202 202
203 if(!block[x][y].index) 203 if(!block[x][y].index)
204 return; 204 return;
205 205
206 /* ax, ay are coordinates as indexed into the look window */ 206 /* ax, ay are coordinates as indexed into the look window */
207 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 207 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2;
208 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 208 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2;
209 209
210 /* If the converted coordinates are outside the viewable 210 /* If the converted coordinates are outside the viewable
211 * area for the client, return now. 211 * area for the client, return now.
212 */ 212 */
213 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 213 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy)
214 return; 214 return;
215 215
216#if 0 216#if 0
217 LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 217 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); 218 ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2);
219#endif 219#endif
220 220
221 /* If this space is already blocked, prune the processing - presumably 221 /* 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 222 * whatever has set this space to be blocked has done the work and already
223 * done the dependency chain. 223 * done the dependency chain.
224 */ 224 */
225 if (op->contr->blocked_los[ax][ay] == 100) return; 225 if (op->contr->blocked_los[ax][ay] == 100) return;
226 226
227 227
228 if(get_map_flags(op->map, NULL, 228 if(get_map_flags(op->map, NULL,
229 op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2, 229 op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2,
230 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) 230 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
231 set_wall(op,x,y); 231 set_wall(op,x,y);
232} 232}
233 233
234/* 234/*
235 * Clears/initialises the los-array associated to the player 235 * Clears/initialises the los-array associated to the player
236 * controlling the object. 236 * controlling the object.
241 * we index the blocked_los as a 2 way array, so clearing 241 * 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 242 * the first z spaces may not not cover the spaces we are
243 * actually going to use 243 * actually going to use
244 */ 244 */
245 (void)memset((void *) op->contr->blocked_los,0, 245 (void)memset((void *) op->contr->blocked_los,0,
246 MAP_CLIENT_X * MAP_CLIENT_Y); 246 MAP_CLIENT_X * MAP_CLIENT_Y);
247} 247}
248 248
249/* 249/*
250 * expand_sight goes through the array of what the given player is 250 * 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, 251 * able to see, and expands the visible area a bit, so the player will,
256static void expand_sight(object *op) 256static void expand_sight(object *op)
257{ 257{
258 int i,x,y, dx, dy; 258 int i,x,y, dx, dy;
259 259
260 for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ 260 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++) { 261 for(y=1;y<op->contr->socket.mapy-1;y++) {
262 if (!op->contr->blocked_los[x][y] && 262 if (!op->contr->blocked_los[x][y] &&
263 !(get_map_flags(op->map,NULL, 263 !(get_map_flags(op->map,NULL,
264 op->x-op->contr->socket.mapx/2+x, 264 op->x-op->contr->socket.mapx/2+x,
265 op->y-op->contr->socket.mapy/2+y, 265 op->y-op->contr->socket.mapy/2+y,
266 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { 266 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) {
267 267
268 for(i=1;i<=8;i+=1) { /* mark all directions */ 268 for(i=1;i<=8;i+=1) { /* mark all directions */
269 dx = x + freearr_x[i]; 269 dx = x + freearr_x[i];
270 dy = y + freearr_y[i]; 270 dy = y + freearr_y[i];
271 if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 271 if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
272 op->contr->blocked_los[dx][dy]= -1; 272 op->contr->blocked_los[dx][dy]= -1;
273 } 273 }
274 } 274 }
275 } 275 }
276 276
277 if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ 277 if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */
278 expand_lighted_sight(op); 278 expand_lighted_sight(op);
279 279
280 280
281 /* clear mark squares */ 281 /* clear mark squares */
282 for (x = 0; x < op->contr->socket.mapx; x++) 282 for (x = 0; x < op->contr->socket.mapx; x++)
283 for (y = 0; y < op->contr->socket.mapy; y++) 283 for (y = 0; y < op->contr->socket.mapy; y++)
284 if (op->contr->blocked_los[x][y] < 0) 284 if (op->contr->blocked_los[x][y] < 0)
285 op->contr->blocked_los[x][y] = 0; 285 op->contr->blocked_los[x][y] = 0;
286} 286}
287 287
288 288
289 289
290 290
321 321
322 /* Do a sanity check. If not valid, some code below may do odd 322 /* Do a sanity check. If not valid, some code below may do odd
323 * things. 323 * things.
324 */ 324 */
325 if (darklevel > MAX_DARKNESS) { 325 if (darklevel > MAX_DARKNESS) {
326 LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", 326 LOG(llevError,"Map darkness for %s on %s is too high (%d)\n",
327 op->name, op->map->path, darklevel); 327 op->name, op->map->path, darklevel);
328 darklevel = MAX_DARKNESS; 328 darklevel = MAX_DARKNESS;
329 } 329 }
330 330
331 /* First, limit player furthest (unlighted) vision */ 331 /* First, limit player furthest (unlighted) vision */
332 for (x = 0; x < op->contr->socket.mapx; x++) 332 for (x = 0; x < op->contr->socket.mapx; x++)
333 for (y = 0; y < op->contr->socket.mapy; y++) 333 for (y = 0; y < op->contr->socket.mapy; y++)
334 if(op->contr->blocked_los[x][y]!=100) 334 if(op->contr->blocked_los[x][y]!=100)
335 op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; 335 op->contr->blocked_los[x][y]= MAX_LIGHT_RADII;
336 336
337 /* the spaces[] darkness value contains the information we need. 337 /* the spaces[] darkness value contains the information we need.
338 * Only process the area of interest. 338 * Only process the area of interest.
339 * the basex, basey values represent the position in the op->contr->blocked_los 339 * 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 340 * array. Its easier to just increment them here (and start with the right
341 * value) than to recalculate them down below. 341 * value) than to recalculate them down below.
342 */ 342 */
343 for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; 343 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++) { 344 x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) {
345 345
346 for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; 346 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++) { 347 y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) {
348 m = op->map; 348 m = op->map;
349 nx = x; 349 nx = x;
350 ny = y; 350 ny = y;
351 351
352 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 352 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
353 353
354 if (mflags & P_OUT_OF_MAP) continue; 354 if (mflags & P_OUT_OF_MAP) continue;
355 355
356 /* This space is providing light, so we need to brighten up the 356 /* This space is providing light, so we need to brighten up the
357 * spaces around here. 357 * spaces around here.
358 */ 358 */
359 light = GET_MAP_LIGHT(m, nx, ny); 359 light = GET_MAP_LIGHT(m, nx, ny);
360 if (light != 0) { 360 if (light != 0) {
361#if 0 361#if 0
362 LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", 362 LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n",
363 x, y, basex, basey); 363 x, y, basex, basey);
364#endif 364#endif
365 for (ax=basex - light; ax<=basex+light; ax++) { 365 for (ax=basex - light; ax<=basex+light; ax++) {
366 if (ax<0 || ax>=op->contr->socket.mapx) continue; 366 if (ax<0 || ax>=op->contr->socket.mapx) continue;
367 for (ay=basey - light; ay<=basey+light; ay++) { 367 for (ay=basey - light; ay<=basey+light; ay++) {
368 if (ay<0 || ay>=op->contr->socket.mapy) continue; 368 if (ay<0 || ay>=op->contr->socket.mapy) continue;
369 369
370 /* If the space is fully blocked, do nothing. Otherwise, we 370 /* If the space is fully blocked, do nothing. Otherwise, we
371 * brighten the space. The further the light is away from the 371 * brighten the space. The further the light is away from the
372 * source (basex-x), the less effect it has. Though light used 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 373 * to dim in a square manner, it now dims in a circular manner
374 * using the the pythagorean theorem. glow_radius still 374 * using the the pythagorean theorem. glow_radius still
375 * represents the radius 375 * represents the radius
376 */ 376 */
377 if(op->contr->blocked_los[ax][ay]!=100) { 377 if(op->contr->blocked_los[ax][ay]!=100) {
378 x1 = abs(basex-ax)*abs(basex-ax); 378 x1 = abs(basex-ax)*abs(basex-ax);
379 y1 = abs(basey-ay)*abs(basey-ay); 379 y1 = abs(basey-ay)*abs(basey-ay);
380 if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); 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); 381 if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0);
382 } 382 }
383 } /* for ay */ 383 } /* for ay */
384 } /* for ax */ 384 } /* for ax */
385 } /* if this space is providing light */ 385 } /* if this space is providing light */
386 } /* for y */ 386 } /* for y */
387 } /* for x */ 387 } /* for x */
388 388
389 /* Outdoor should never really be completely pitch black dark like 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 390 * a dungeon, so let the player at least see a little around themselves
391 */ 391 */
392 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { 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)) 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; 394 op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3;
395 395
396 for (x=-1; x<=1; x++) 396 for (x=-1; x<=1; x++)
397 for (y=-1; y<=1; y++) { 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)) 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; 399 op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2;
400 } 400 }
401 } 401 }
402 /* grant some vision to the player, based on the darklevel */ 402 /* grant some vision to the player, based on the darklevel */
403 for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) 403 for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++)
404 for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) 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)) 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]-= 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))); 407 MAX(0,6 -darklevel - MAX(abs(x),abs(y)));
408} 408}
409 409
410/* blinded_sight() - sets all veiwable squares to blocked except 410/* blinded_sight() - sets all veiwable squares to blocked except
411 * for the one the central one that the player occupies. A little 411 * 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 412 * odd that you can see yourself (and what your standing on), but
415 415
416static void blinded_sight(object *op) { 416static void blinded_sight(object *op) {
417 int x,y; 417 int x,y;
418 418
419 for (x = 0; x < op->contr->socket.mapx; x++) 419 for (x = 0; x < op->contr->socket.mapx; x++)
420 for (y = 0; y < op->contr->socket.mapy; y++) 420 for (y = 0; y < op->contr->socket.mapy; y++)
421 op->contr->blocked_los[x][y] = 100; 421 op->contr->blocked_los[x][y] = 100;
422 422
423 op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; 423 op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0;
424} 424}
425 425
426/* 426/*
430 430
431void update_los(object *op) { 431void update_los(object *op) {
432 int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; 432 int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y;
433 433
434 if(QUERY_FLAG(op,FLAG_REMOVED)) 434 if(QUERY_FLAG(op,FLAG_REMOVED))
435 return; 435 return;
436 436
437 clear_los(op); 437 clear_los(op);
438 if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) 438 if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */)
439 return; 439 return;
440 440
441 /* For larger maps, this is more efficient than the old way which 441 /* 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 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 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. 444 * could be examined multile times, as each path would be looked at.
445 */ 445 */
446 for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) 446 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++) 447 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); 448 check_wall(op, x, y);
449 449
450 450
451 /* do the los of the player. 3 (potential) cases */ 451 /* do the los of the player. 3 (potential) cases */
452 if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ 452 if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */
453 blinded_sight(op); 453 blinded_sight(op);
454 else 454 else
455 expand_sight(op); 455 expand_sight(op);
456 456
457 if (QUERY_FLAG(op,FLAG_XRAYS)) { 457 if (QUERY_FLAG(op,FLAG_XRAYS)) {
458 int x, y; 458 int x, y;
459 for (x = -2; x <= 2; x++) 459 for (x = -2; x <= 2; x++)
460 for (y = -2; y <= 2; y++) 460 for (y = -2; y <= 2; y++)
461 op->contr->blocked_los[dx + x][dy + y] = 0; 461 op->contr->blocked_los[dx + x][dy + y] = 0;
462 } 462 }
463} 463}
464 464
465/* update all_map_los is like update_all_los below, 465/* update all_map_los is like update_all_los below,
466 * but updates everyone on the map, no matter where they 466 * but updates everyone on the map, no matter where they
475 */ 475 */
476void update_all_map_los(mapstruct *map) { 476void update_all_map_los(mapstruct *map) {
477 player *pl; 477 player *pl;
478 478
479 for(pl=first_player;pl!=NULL;pl=pl->next) { 479 for(pl=first_player;pl!=NULL;pl=pl->next) {
480 if(pl->ob->map==map) 480 if(pl->ob->map==map)
481 pl->do_los=1; 481 pl->do_los=1;
482 } 482 }
483} 483}
484 484
485 485
486/* 486/*
498 498
499void update_all_los(const mapstruct *map, int x, int y) { 499void update_all_los(const mapstruct *map, int x, int y) {
500 player *pl; 500 player *pl;
501 501
502 for(pl=first_player;pl!=NULL;pl=pl->next) { 502 for(pl=first_player;pl!=NULL;pl=pl->next) {
503 /* Player should not have a null map, but do this 503 /* Player should not have a null map, but do this
504 * check as a safety 504 * check as a safety
505 */ 505 */
506 if (!pl->ob->map) continue; 506 if (!pl->ob->map) continue;
507 507
508 /* Same map is simple case - see if pl is close enough. 508 /* Same map is simple case - see if pl is close enough.
509 * Note in all cases, we did the check for same map first, 509 * Note in all cases, we did the check for same map first,
510 * and then see if the player is close enough and update 510 * and then see if the player is close enough and update
511 * los if that is the case. If the player is on the 511 * los if that is the case. If the player is on the
512 * corresponding map, but not close enough, then the 512 * corresponding map, but not close enough, then the
513 * player can't be on another map that may be closer, 513 * player can't be on another map that may be closer,
514 * so by setting it up this way, we trim processing 514 * so by setting it up this way, we trim processing
515 * some. 515 * some.
516 */ 516 */
517 if(pl->ob->map==map) { 517 if(pl->ob->map==map) {
518 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 518 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
519 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 519 (abs(pl->ob->y - y) <= pl->socket.mapy/2))
520 pl->do_los=1; 520 pl->do_los=1;
521 } 521 }
522 /* Now we check to see if player is on adjacent 522 /* Now we check to see if player is on adjacent
523 * maps to the one that changed and also within 523 * maps to the one that changed and also within
524 * view. The tile_maps[] could be null, but in that 524 * view. The tile_maps[] could be null, but in that
525 * case it should never match the pl->ob->map, so 525 * case it should never match the pl->ob->map, so
526 * we want ever try to dereference any of the data in it. 526 * we want ever try to dereference any of the data in it.
527 */ 527 */
528 528
529 /* The logic for 0 and 3 is to see how far the player is 529 /* 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) 530 * from the edge of the map (height/width) - pl->ob->(x,y)
531 * and to add current position on this map - that gives a 531 * and to add current position on this map - that gives a
532 * distance. 532 * distance.
533 * For 1 and 2, we check to see how far the given 533 * For 1 and 2, we check to see how far the given
534 * coordinate (x,y) is from the corresponding edge, 534 * coordinate (x,y) is from the corresponding edge,
535 * and then add the players location, which gives 535 * and then add the players location, which gives
536 * a distance. 536 * a distance.
537 */ 537 */
538 else if (pl->ob->map == map->tile_map[0]) { 538 else if (pl->ob->map == map->tile_map[0]) {
539 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 539 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
540 (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) 540 (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2))
541 pl->do_los=1; 541 pl->do_los=1;
542 } 542 }
543 else if (pl->ob->map == map->tile_map[2]) { 543 else if (pl->ob->map == map->tile_map[2]) {
544 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 544 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
545 (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) 545 (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2))
546 pl->do_los=1; 546 pl->do_los=1;
547 } 547 }
548 else if (pl->ob->map == map->tile_map[1]) { 548 else if (pl->ob->map == map->tile_map[1]) {
549 if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && 549 if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) &&
550 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 550 (abs(pl->ob->y - y) <= pl->socket.mapy/2))
551 pl->do_los=1; 551 pl->do_los=1;
552 } 552 }
553 else if (pl->ob->map == map->tile_map[3]) { 553 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) && 554 if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) &&
555 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 555 (abs(pl->ob->y - y) <= pl->socket.mapy/2))
556 pl->do_los=1; 556 pl->do_los=1;
557 } 557 }
558 } 558 }
559} 559}
560 560
561/* 561/*
562 * Debug-routine which dumps the array which specifies the visible 562 * Debug-routine which dumps the array which specifies the visible
567 int x,y; 567 int x,y;
568 char buf[50], buf2[10]; 568 char buf[50], buf2[10];
569 569
570 strcpy(buf," "); 570 strcpy(buf," ");
571 for(x=0;x<op->contr->socket.mapx;x++) { 571 for(x=0;x<op->contr->socket.mapx;x++) {
572 sprintf(buf2,"%2d",x); 572 sprintf(buf2,"%2d",x);
573 strcat(buf,buf2); 573 strcat(buf,buf2);
574 } 574 }
575 new_draw_info(NDI_UNIQUE, 0, op, buf); 575 new_draw_info(NDI_UNIQUE, 0, op, buf);
576 for(y=0;y<op->contr->socket.mapy;y++) { 576 for(y=0;y<op->contr->socket.mapy;y++) {
577 sprintf(buf,"%2d:",y); 577 sprintf(buf,"%2d:",y);
578 for(x=0;x<op->contr->socket.mapx;x++) { 578 for(x=0;x<op->contr->socket.mapx;x++) {
579 sprintf(buf2," %1d",op->contr->blocked_los[x][y]); 579 sprintf(buf2," %1d",op->contr->blocked_los[x][y]);
580 strcat(buf,buf2); 580 strcat(buf,buf2);
581 } 581 }
582 new_draw_info(NDI_UNIQUE, 0, op, buf); 582 new_draw_info(NDI_UNIQUE, 0, op, buf);
583 } 583 }
584} 584}
585 585
586/* 586/*
587 * make_sure_seen: The object is supposed to be visible through walls, thus 587 * make_sure_seen: The object is supposed to be visible through walls, thus
590 590
591void make_sure_seen(const object *op) { 591void make_sure_seen(const object *op) {
592 player *pl; 592 player *pl;
593 593
594 for (pl = first_player; pl; pl = pl->next) 594 for (pl = first_player; pl; pl = pl->next)
595 if (pl->ob->map == op->map && 595 if (pl->ob->map == op->map &&
596 pl->ob->y - pl->socket.mapy/2 <= op->y && 596 pl->ob->y - pl->socket.mapy/2 <= op->y &&
597 pl->ob->y + pl->socket.mapy/2 >= op->y && 597 pl->ob->y + pl->socket.mapy/2 >= op->y &&
598 pl->ob->x - pl->socket.mapx/2 <= op->x && 598 pl->ob->x - pl->socket.mapx/2 <= op->x &&
599 pl->ob->x + pl->socket.mapx/2 >= op->x) 599 pl->ob->x + pl->socket.mapx/2 >= op->x)
600 pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->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; 601 [pl->socket.mapy/2 + op->y - pl->ob->y] = 0;
602} 602}
603 603
604/* 604/*
605 * make_sure_not_seen: The object which is supposed to be visible through 605 * 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 606 * walls has just been removed from the map, so update the los of any
608 */ 608 */
609 609
610void make_sure_not_seen(const object *op) { 610void make_sure_not_seen(const object *op) {
611 player *pl; 611 player *pl;
612 for (pl = first_player; pl; pl = pl->next) 612 for (pl = first_player; pl; pl = pl->next)
613 if (pl->ob->map == op->map && 613 if (pl->ob->map == op->map &&
614 pl->ob->y - pl->socket.mapy/2 <= op->y && 614 pl->ob->y - pl->socket.mapy/2 <= op->y &&
615 pl->ob->y + pl->socket.mapy/2 >= op->y && 615 pl->ob->y + pl->socket.mapy/2 >= op->y &&
616 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) 617 pl->ob->x + pl->socket.mapx/2 >= op->x)
618 pl->do_los = 1; 618 pl->do_los = 1;
619} 619}

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