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Comparing deliantra/server/common/los.C (file contents):
Revision 1.12 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.20 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 26
26#include <global.h> 27#include <global.h>
27#include <funcpoint.h> 28#include <funcpoint.h>
28#include <math.h> 29#include <math.h>
29
30 30
31/* Distance must be less than this for the object to be blocked. 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 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 33 * that blocks half the view (0.0 is complete block) will
34 * block view in our tables. 34 * block view in our tables.
293 op->contr->blocked_los[dx][dy] = -1; 293 op->contr->blocked_los[dx][dy] = -1;
294 } 294 }
295 } 295 }
296 } 296 }
297 297
298 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ 298 if (op->map->darkness > 0) /* player is on a dark map */
299 expand_lighted_sight (op); 299 expand_lighted_sight (op);
300
301 300
302 /* clear mark squares */ 301 /* clear mark squares */
303 for (x = 0; x < op->contr->ns->mapx; x++) 302 for (x = 0; x < op->contr->ns->mapx; x++)
304 for (y = 0; y < op->contr->ns->mapy; y++) 303 for (y = 0; y < op->contr->ns->mapy; y++)
305 if (op->contr->blocked_los[x][y] < 0) 304 if (op->contr->blocked_los[x][y] < 0)
306 op->contr->blocked_los[x][y] = 0; 305 op->contr->blocked_los[x][y] = 0;
307} 306}
308 307
309
310
311
312/* returns true if op carries one or more lights 308/* returns true if op carries one or more lights
313 * This is a trivial function now days, but it used to 309 * This is a trivial function now days, but it used to
314 * be a bit longer. Probably better for callers to just 310 * be a bit longer. Probably better for callers to just
315 * check the op->glow_radius instead of calling this. 311 * check the op->glow_radius instead of calling this.
316 */ 312 */
330{ 326{
331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 327 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
332 maptile *m = op->map; 328 maptile *m = op->map;
333 sint16 nx, ny; 329 sint16 nx, ny;
334 330
335 darklevel = MAP_DARKNESS (m); 331 darklevel = m->darkness;
336 332
337 /* If the player can see in the dark, lower the darklevel for him */ 333 /* If the player can see in the dark, lower the darklevel for him */
338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 334 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339 darklevel -= 2; 335 darklevel -= 2;
340 336
349 /* Do a sanity check. If not valid, some code below may do odd 345 /* Do a sanity check. If not valid, some code below may do odd
350 * things. 346 * things.
351 */ 347 */
352 if (darklevel > MAX_DARKNESS) 348 if (darklevel > MAX_DARKNESS)
353 { 349 {
354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 350 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
355 darklevel = MAX_DARKNESS; 351 darklevel = MAX_DARKNESS;
356 } 352 }
357 353
358 /* First, limit player furthest (unlighted) vision */ 354 /* First, limit player furthest (unlighted) vision */
359 for (x = 0; x < op->contr->ns->mapx; x++) 355 for (x = 0; x < op->contr->ns->mapx; x++)
394#endif 390#endif
395 for (ax = basex - light; ax <= basex + light; ax++) 391 for (ax = basex - light; ax <= basex + light; ax++)
396 { 392 {
397 if (ax < 0 || ax >= op->contr->ns->mapx) 393 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue; 394 continue;
395
399 for (ay = basey - light; ay <= basey + light; ay++) 396 for (ay = basey - light; ay <= basey + light; ay++)
400 { 397 {
401 if (ay < 0 || ay >= op->contr->ns->mapy) 398 if (ay < 0 || ay >= op->contr->ns->mapy)
402 continue; 399 continue;
403 400
410 */ 407 */
411 if (op->contr->blocked_los[ax][ay] != 100) 408 if (op->contr->blocked_los[ax][ay] != 100)
412 { 409 {
413 x1 = abs (basex - ax) * abs (basex - ax); 410 x1 = abs (basex - ax) * abs (basex - ax);
414 y1 = abs (basey - ay) * abs (basey - ay); 411 y1 = abs (basey - ay) * abs (basey - ay);
415 if (light > 0) 412
416 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 413 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
417 if (light < 0)
418 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); 414 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
419 } 415 }
420 } /* for ay */ 416 }
421 } /* for ax */ 417 }
422 } /* if this space is providing light */ 418 }
423 } /* for y */ 419 }
424 } /* for x */ 420 }
425 421
426 /* Outdoor should never really be completely pitch black dark like 422 /* Outdoor should never really be completely pitch black dark like
427 * a dungeon, so let the player at least see a little around themselves 423 * a dungeon, so let the player at least see a little around themselves
428 */ 424 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 425 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 { 432 {
437 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 433 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; 434 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 } 435 }
440 } 436 }
437
441 /* grant some vision to the player, based on the darklevel */ 438 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 439 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 440 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
444 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 441 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
445 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 442 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
449/* blinded_sight() - sets all veiwable squares to blocked except 446/* blinded_sight() - sets all veiwable squares to blocked except
450 * for the one the central one that the player occupies. A little 447 * for the one the central one that the player occupies. A little
451 * odd that you can see yourself (and what your standing on), but 448 * odd that you can see yourself (and what your standing on), but
452 * really need for any reasonable game play. 449 * really need for any reasonable game play.
453 */ 450 */
454
455static void 451static void
456blinded_sight (object *op) 452blinded_sight (object *op)
457{ 453{
458 int x, y; 454 int x, y;
459 455
487 * could be examined multile times, as each path would be looked at. 483 * could be examined multile times, as each path would be looked at.
488 */ 484 */
489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 485 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
490 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) 486 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
491 check_wall (op, x, y); 487 check_wall (op, x, y);
492
493 488
494 /* do the los of the player. 3 (potential) cases */ 489 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 490 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496 blinded_sight (op); 491 blinded_sight (op);
497 else 492 else
579 * and then add the players location, which gives 574 * and then add the players location, which gives
580 * a distance. 575 * a distance.
581 */ 576 */
582 else if (pl->ob->map == map->tile_map[0]) 577 else if (pl->ob->map == map->tile_map[0])
583 { 578 {
584 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->ns->mapy / 2)) 579 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
585 pl->do_los = 1; 580 pl->do_los = 1;
586 } 581 }
587 else if (pl->ob->map == map->tile_map[2]) 582 else if (pl->ob->map == map->tile_map[2])
588 { 583 {
589 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) 584 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
590 pl->do_los = 1; 585 pl->do_los = 1;
591 } 586 }
592 else if (pl->ob->map == map->tile_map[1]) 587 else if (pl->ob->map == map->tile_map[1])
593 { 588 {
594 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 589 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
595 pl->do_los = 1; 590 pl->do_los = 1;
596 } 591 }
597 else if (pl->ob->map == map->tile_map[3]) 592 else if (pl->ob->map == map->tile_map[3])
598 { 593 {
599 if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 594 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
600 pl->do_los = 1; 595 pl->do_los = 1;
601 } 596 }
602 } 597 }
603} 598}
604 599

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