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Comparing deliantra/server/common/los.C (file contents):
Revision 1.16 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.22 by elmex, Fri Feb 16 21:38:18 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26 26
27#include <global.h> 27#include <global.h>
28#include <funcpoint.h> 28#include <funcpoint.h>
29#include <math.h> 29#include <math.h>
30
31 30
32/* 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.
33 * 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
34 * that blocks half the view (0.0 is complete block) will 33 * that blocks half the view (0.0 is complete block) will
35 * block view in our tables. 34 * block view in our tables.
42{ 41{
43 int x[4], y[4]; 42 int x[4], y[4];
44 int index; 43 int index;
45} blocks; 44} blocks;
46 45
47blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 46blocks block[(MAP_CLIENT_X | 1) + 1][(MAP_CLIENT_Y | 1) + 1]; // still a speed hack
48 47
49static void expand_lighted_sight (object *op); 48static void expand_lighted_sight (object *op);
50 49
51/* 50/*
52 * Used to initialise the array used by the LOS routines. 51 * Used to initialise the array used by the LOS routines.
297 } 296 }
298 297
299 if (op->map->darkness > 0) /* player is on a dark map */ 298 if (op->map->darkness > 0) /* player is on a dark map */
300 expand_lighted_sight (op); 299 expand_lighted_sight (op);
301 300
302
303 /* clear mark squares */ 301 /* clear mark squares */
304 for (x = 0; x < op->contr->ns->mapx; x++) 302 for (x = 0; x < op->contr->ns->mapx; x++)
305 for (y = 0; y < op->contr->ns->mapy; y++) 303 for (y = 0; y < op->contr->ns->mapy; y++)
306 if (op->contr->blocked_los[x][y] < 0) 304 if (op->contr->blocked_los[x][y] < 0)
307 op->contr->blocked_los[x][y] = 0; 305 op->contr->blocked_los[x][y] = 0;
308} 306}
309
310
311
312 307
313/* returns true if op carries one or more lights 308/* returns true if op carries one or more lights
314 * This is a trivial function now days, but it used to 309 * This is a trivial function now days, but it used to
315 * be a bit longer. Probably better for callers to just 310 * be a bit longer. Probably better for callers to just
316 * check the op->glow_radius instead of calling this. 311 * check the op->glow_radius instead of calling this.
395#endif 390#endif
396 for (ax = basex - light; ax <= basex + light; ax++) 391 for (ax = basex - light; ax <= basex + light; ax++)
397 { 392 {
398 if (ax < 0 || ax >= op->contr->ns->mapx) 393 if (ax < 0 || ax >= op->contr->ns->mapx)
399 continue; 394 continue;
395
400 for (ay = basey - light; ay <= basey + light; ay++) 396 for (ay = basey - light; ay <= basey + light; ay++)
401 { 397 {
402 if (ay < 0 || ay >= op->contr->ns->mapy) 398 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue; 399 continue;
404 400
411 */ 407 */
412 if (op->contr->blocked_los[ax][ay] != 100) 408 if (op->contr->blocked_los[ax][ay] != 100)
413 { 409 {
414 x1 = abs (basex - ax) * abs (basex - ax); 410 x1 = abs (basex - ax) * abs (basex - ax);
415 y1 = abs (basey - ay) * abs (basey - ay); 411 y1 = abs (basey - ay) * abs (basey - ay);
416 if (light > 0) 412
417 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);
418 if (light < 0)
419 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);
420 } 415 }
421 } /* for ay */ 416 }
422 } /* for ax */ 417 }
423 } /* if this space is providing light */ 418 }
424 } /* for y */ 419 }
425 } /* for x */ 420 }
426 421
427 /* Outdoor should never really be completely pitch black dark like 422 /* Outdoor should never really be completely pitch black dark like
428 * 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
429 */ 424 */
430 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 425 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
437 { 432 {
438 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))
439 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;
440 } 435 }
441 } 436 }
437
442 /* grant some vision to the player, based on the darklevel */ 438 /* grant some vision to the player, based on the darklevel */
443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 439 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 440 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
445 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))
446 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] -=
450/* blinded_sight() - sets all veiwable squares to blocked except 446/* blinded_sight() - sets all veiwable squares to blocked except
451 * 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
452 * 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
453 * really need for any reasonable game play. 449 * really need for any reasonable game play.
454 */ 450 */
455
456static void 451static void
457blinded_sight (object *op) 452blinded_sight (object *op)
458{ 453{
459 int x, y; 454 int x, y;
460 455
488 * 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.
489 */ 484 */
490 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++)
491 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++)
492 check_wall (op, x, y); 487 check_wall (op, x, y);
493
494 488
495 /* do the los of the player. 3 (potential) cases */ 489 /* do the los of the player. 3 (potential) cases */
496 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 490 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
497 blinded_sight (op); 491 blinded_sight (op);
498 else 492 else
499 expand_sight (op); 493 expand_sight (op);
500 494
495 //TODO: no range-checking whatsoever :(
501 if (QUERY_FLAG (op, FLAG_XRAYS)) 496 if (QUERY_FLAG (op, FLAG_XRAYS))
502 {
503 int x, y;
504
505 for (x = -2; x <= 2; x++) 497 for (int x = -2; x <= 2; x++)
506 for (y = -2; y <= 2; y++) 498 for (int y = -2; y <= 2; y++)
507 op->contr->blocked_los[dx + x][dy + y] = 0; 499 op->contr->blocked_los[dx + x][dy + y] = 0;
508 }
509} 500}
510 501
511/* update all_map_los is like update_all_los below, 502/* update all_map_los is like update_all_los below,
512 * but updates everyone on the map, no matter where they 503 * but updates everyone on the map, no matter where they
513 * are. This generally should not be used, as a per 504 * are. This generally should not be used, as a per

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