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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 1.25 by root, Thu May 17 21:32:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
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.
47blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
48 51
49static void expand_lighted_sight (object *op); 52static void expand_lighted_sight (object *op);
50 53
51/* 54/*
52 * Used to initialise the array used by the LOS routines. 55 * Used to initialise the array used by the LOS routines.
91 94
92void 95void
93init_block (void) 96init_block (void)
94{ 97{
95 int x, y, dx, dy, i; 98 int x, y, dx, dy, i;
96 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 99 static int block_x[3] = { -1, -1, 0 },
97 { 100 block_y[3] = { -1, 0, -1 };
98 -1, 0, -1};
99 101
100 for (x = 0; x < MAP_CLIENT_X; x++) 102 for (x = 0; x < MAP_CLIENT_X; x++)
101 for (y = 0; y < MAP_CLIENT_Y; y++) 103 for (y = 0; y < MAP_CLIENT_Y; y++)
102 {
103 block[x][y].index = 0; 104 block[x][y].index = 0;
104 }
105 105
106 106
107 /* The table should be symmetric, so only do the upper left 107 /* The table should be symmetric, so only do the upper left
108 * quadrant - makes the processing easier. 108 * quadrant - makes the processing easier.
109 */ 109 */
126 /* For simplicity, we mirror the coordinates to block the other 126 /* For simplicity, we mirror the coordinates to block the other
127 * quadrants. 127 * quadrants.
128 */ 128 */
129 set_block (x, y, dx, dy); 129 set_block (x, y, dx, dy);
130 if (x == MAP_CLIENT_X / 2) 130 if (x == MAP_CLIENT_X / 2)
131 {
132 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 131 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
133 }
134 else if (y == MAP_CLIENT_Y / 2) 132 else if (y == MAP_CLIENT_Y / 2)
135 {
136 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 133 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
137 }
138 } 134 }
139 else 135 else
140 { 136 {
141 float d1, r, s, l; 137 float d1, r, s, l;
142 138
176 * that if some particular space is blocked, it blocks 172 * that if some particular space is blocked, it blocks
177 * the view of the spaces 'behind' it, and those blocked 173 * the view of the spaces 'behind' it, and those blocked
178 * spaces behind it may block other spaces, etc. 174 * spaces behind it may block other spaces, etc.
179 * In this way, the chain of visibility is set. 175 * In this way, the chain of visibility is set.
180 */ 176 */
181
182static void 177static void
183set_wall (object *op, int x, int y) 178set_wall (object *op, int x, int y)
184{ 179{
185 int i; 180 int i;
186 181
297 } 292 }
298 293
299 if (op->map->darkness > 0) /* player is on a dark map */ 294 if (op->map->darkness > 0) /* player is on a dark map */
300 expand_lighted_sight (op); 295 expand_lighted_sight (op);
301 296
302
303 /* clear mark squares */ 297 /* clear mark squares */
304 for (x = 0; x < op->contr->ns->mapx; x++) 298 for (x = 0; x < op->contr->ns->mapx; x++)
305 for (y = 0; y < op->contr->ns->mapy; y++) 299 for (y = 0; y < op->contr->ns->mapy; y++)
306 if (op->contr->blocked_los[x][y] < 0) 300 if (op->contr->blocked_los[x][y] < 0)
307 op->contr->blocked_los[x][y] = 0; 301 op->contr->blocked_los[x][y] = 0;
308} 302}
309
310
311
312 303
313/* returns true if op carries one or more lights 304/* returns true if op carries one or more lights
314 * This is a trivial function now days, but it used to 305 * This is a trivial function now days, but it used to
315 * be a bit longer. Probably better for callers to just 306 * be a bit longer. Probably better for callers to just
316 * check the op->glow_radius instead of calling this. 307 * check the op->glow_radius instead of calling this.
395#endif 386#endif
396 for (ax = basex - light; ax <= basex + light; ax++) 387 for (ax = basex - light; ax <= basex + light; ax++)
397 { 388 {
398 if (ax < 0 || ax >= op->contr->ns->mapx) 389 if (ax < 0 || ax >= op->contr->ns->mapx)
399 continue; 390 continue;
391
400 for (ay = basey - light; ay <= basey + light; ay++) 392 for (ay = basey - light; ay <= basey + light; ay++)
401 { 393 {
402 if (ay < 0 || ay >= op->contr->ns->mapy) 394 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue; 395 continue;
404 396
411 */ 403 */
412 if (op->contr->blocked_los[ax][ay] != 100) 404 if (op->contr->blocked_los[ax][ay] != 100)
413 { 405 {
414 x1 = abs (basex - ax) * abs (basex - ax); 406 x1 = abs (basex - ax) * abs (basex - ax);
415 y1 = abs (basey - ay) * abs (basey - ay); 407 y1 = abs (basey - ay) * abs (basey - ay);
416 if (light > 0) 408
417 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 409 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); 410 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
420 } 411 }
421 } /* for ay */ 412 }
422 } /* for ax */ 413 }
423 } /* if this space is providing light */ 414 }
424 } /* for y */ 415 }
425 } /* for x */ 416 }
426 417
427 /* Outdoor should never really be completely pitch black dark like 418 /* Outdoor should never really be completely pitch black dark like
428 * a dungeon, so let the player at least see a little around themselves 419 * a dungeon, so let the player at least see a little around themselves
429 */ 420 */
430 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 421 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
437 { 428 {
438 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 429 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; 430 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
440 } 431 }
441 } 432 }
433
442 /* grant some vision to the player, based on the darklevel */ 434 /* grant some vision to the player, based on the darklevel */
443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 435 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 436 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)) 437 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] -= 438 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 442/* blinded_sight() - sets all veiwable squares to blocked except
451 * for the one the central one that the player occupies. A little 443 * 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 444 * odd that you can see yourself (and what your standing on), but
453 * really need for any reasonable game play. 445 * really need for any reasonable game play.
454 */ 446 */
455
456static void 447static void
457blinded_sight (object *op) 448blinded_sight (object *op)
458{ 449{
459 int x, y; 450 int x, y;
460 451
488 * could be examined multile times, as each path would be looked at. 479 * could be examined multile times, as each path would be looked at.
489 */ 480 */
490 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 481 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++) 482 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); 483 check_wall (op, x, y);
493
494 484
495 /* do the los of the player. 3 (potential) cases */ 485 /* do the los of the player. 3 (potential) cases */
496 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 486 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
497 blinded_sight (op); 487 blinded_sight (op);
498 else 488 else
499 expand_sight (op); 489 expand_sight (op);
500 490
491 //TODO: no range-checking whatsoever :(
501 if (QUERY_FLAG (op, FLAG_XRAYS)) 492 if (QUERY_FLAG (op, FLAG_XRAYS))
502 {
503 int x, y;
504
505 for (x = -2; x <= 2; x++) 493 for (int x = -2; x <= 2; x++)
506 for (y = -2; y <= 2; y++) 494 for (int y = -2; y <= 2; y++)
507 op->contr->blocked_los[dx + x][dy + y] = 0; 495 op->contr->blocked_los[dx + x][dy + y] = 0;
508 }
509} 496}
510 497
511/* update all_map_los is like update_all_los below, 498/* update all_map_los is like update_all_los below,
512 * but updates everyone on the map, no matter where they 499 * but updates everyone on the map, no matter where they
513 * are. This generally should not be used, as a per 500 * are. This generally should not be used, as a per

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