1 | |
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2 | /* |
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3 | * static char *rcsid_los_c = |
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4 | * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $"; |
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5 | */ |
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6 | |
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7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | |
13 | 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 |
14 | 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 |
… | |
… | |
22 | |
17 | |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
24 | |
30 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
31 | |
26 | |
32 | #include <global.h> |
27 | #include <global.h> |
… | |
… | |
150 | * area. l is the distance from x,y to the line. |
145 | * area. l is the distance from x,y to the line. |
151 | * r is more a curiosity - it lets us know what direction (left/right) |
146 | * r is more a curiosity - it lets us know what direction (left/right) |
152 | * the line is off |
147 | * the line is off |
153 | */ |
148 | */ |
154 | |
149 | |
155 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); |
150 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
156 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
151 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
157 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
152 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
158 | l = FABS (sqrt (d1) * s); |
153 | l = FABS (sqrt (d1) * s); |
159 | |
154 | |
160 | if (l <= SPACE_BLOCK) |
155 | if (l <= SPACE_BLOCK) |
… | |
… | |
194 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
189 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
195 | |
190 | |
196 | /* ax, ay are the values as adjusted to be in the |
191 | /* ax, ay are the values as adjusted to be in the |
197 | * socket look structure. |
192 | * socket look structure. |
198 | */ |
193 | */ |
199 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
194 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
200 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
195 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
201 | |
196 | |
202 | if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) |
197 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
203 | continue; |
198 | continue; |
204 | #if 0 |
199 | #if 0 |
205 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
200 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
206 | #endif |
201 | #endif |
207 | /* we need to adjust to the fact that the socket |
202 | /* we need to adjust to the fact that the socket |
… | |
… | |
226 | |
221 | |
227 | if (!block[x][y].index) |
222 | if (!block[x][y].index) |
228 | return; |
223 | return; |
229 | |
224 | |
230 | /* ax, ay are coordinates as indexed into the look window */ |
225 | /* ax, ay are coordinates as indexed into the look window */ |
231 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
226 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
232 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
227 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
233 | |
228 | |
234 | /* If the converted coordinates are outside the viewable |
229 | /* If the converted coordinates are outside the viewable |
235 | * area for the client, return now. |
230 | * area for the client, return now. |
236 | */ |
231 | */ |
237 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
232 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
238 | return; |
233 | return; |
239 | |
234 | |
240 | #if 0 |
235 | #if 0 |
241 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
236 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
242 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
237 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
… | |
… | |
260 | */ |
255 | */ |
261 | |
256 | |
262 | void |
257 | void |
263 | clear_los (object *op) |
258 | clear_los (object *op) |
264 | { |
259 | { |
265 | /* This is safer than using the socket->mapx, mapy because |
260 | /* This is safer than using the ns->mapx, mapy because |
266 | * we index the blocked_los as a 2 way array, so clearing |
261 | * we index the blocked_los as a 2 way array, so clearing |
267 | * the first z spaces may not not cover the spaces we are |
262 | * the first z spaces may not not cover the spaces we are |
268 | * actually going to use |
263 | * actually going to use |
269 | */ |
264 | */ |
270 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
265 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
… | |
… | |
280 | static void |
275 | static void |
281 | expand_sight (object *op) |
276 | expand_sight (object *op) |
282 | { |
277 | { |
283 | int i, x, y, dx, dy; |
278 | int i, x, y, dx, dy; |
284 | |
279 | |
285 | for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ |
280 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
286 | for (y = 1; y < op->contr->socket.mapy - 1; y++) |
281 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
287 | { |
282 | { |
288 | if (!op->contr->blocked_los[x][y] && |
283 | if (!op->contr->blocked_los[x][y] && |
289 | !(get_map_flags (op->map, NULL, |
284 | !(get_map_flags (op->map, NULL, |
290 | op->x - op->contr->socket.mapx / 2 + x, |
285 | op->x - op->contr->ns->mapx / 2 + x, |
291 | op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
286 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
292 | { |
287 | { |
293 | |
288 | |
294 | for (i = 1; i <= 8; i += 1) |
289 | for (i = 1; i <= 8; i += 1) |
295 | { /* mark all directions */ |
290 | { /* mark all directions */ |
296 | dx = x + freearr_x[i]; |
291 | dx = x + freearr_x[i]; |
… | |
… | |
299 | op->contr->blocked_los[dx][dy] = -1; |
294 | op->contr->blocked_los[dx][dy] = -1; |
300 | } |
295 | } |
301 | } |
296 | } |
302 | } |
297 | } |
303 | |
298 | |
304 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
299 | if (op->map->darkness > 0) /* player is on a dark map */ |
305 | expand_lighted_sight (op); |
300 | expand_lighted_sight (op); |
306 | |
301 | |
307 | |
302 | |
308 | /* clear mark squares */ |
303 | /* clear mark squares */ |
309 | for (x = 0; x < op->contr->socket.mapx; x++) |
304 | for (x = 0; x < op->contr->ns->mapx; x++) |
310 | for (y = 0; y < op->contr->socket.mapy; y++) |
305 | for (y = 0; y < op->contr->ns->mapy; y++) |
311 | if (op->contr->blocked_los[x][y] < 0) |
306 | if (op->contr->blocked_los[x][y] < 0) |
312 | op->contr->blocked_los[x][y] = 0; |
307 | op->contr->blocked_los[x][y] = 0; |
313 | } |
308 | } |
314 | |
309 | |
315 | |
310 | |
… | |
… | |
333 | |
328 | |
334 | static void |
329 | static void |
335 | expand_lighted_sight (object *op) |
330 | expand_lighted_sight (object *op) |
336 | { |
331 | { |
337 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
332 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
338 | mapstruct *m = op->map; |
333 | maptile *m = op->map; |
339 | sint16 nx, ny; |
334 | sint16 nx, ny; |
340 | |
335 | |
341 | darklevel = MAP_DARKNESS (m); |
336 | darklevel = m->darkness; |
342 | |
337 | |
343 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | /* If the player can see in the dark, lower the darklevel for him */ |
344 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
345 | darklevel -= 2; |
340 | darklevel -= 2; |
346 | |
341 | |
… | |
… | |
355 | /* Do a sanity check. If not valid, some code below may do odd |
350 | /* Do a sanity check. If not valid, some code below may do odd |
356 | * things. |
351 | * things. |
357 | */ |
352 | */ |
358 | if (darklevel > MAX_DARKNESS) |
353 | if (darklevel > MAX_DARKNESS) |
359 | { |
354 | { |
360 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
355 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
361 | darklevel = MAX_DARKNESS; |
356 | darklevel = MAX_DARKNESS; |
362 | } |
357 | } |
363 | |
358 | |
364 | /* First, limit player furthest (unlighted) vision */ |
359 | /* First, limit player furthest (unlighted) vision */ |
365 | for (x = 0; x < op->contr->socket.mapx; x++) |
360 | for (x = 0; x < op->contr->ns->mapx; x++) |
366 | for (y = 0; y < op->contr->socket.mapy; y++) |
361 | for (y = 0; y < op->contr->ns->mapy; y++) |
367 | if (op->contr->blocked_los[x][y] != 100) |
362 | if (op->contr->blocked_los[x][y] != 100) |
368 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
363 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
369 | |
364 | |
370 | /* the spaces[] darkness value contains the information we need. |
365 | /* the spaces[] darkness value contains the information we need. |
371 | * Only process the area of interest. |
366 | * Only process the area of interest. |
372 | * the basex, basey values represent the position in the op->contr->blocked_los |
367 | * the basex, basey values represent the position in the op->contr->blocked_los |
373 | * array. Its easier to just increment them here (and start with the right |
368 | * array. Its easier to just increment them here (and start with the right |
374 | * value) than to recalculate them down below. |
369 | * value) than to recalculate them down below. |
375 | */ |
370 | */ |
376 | for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
371 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
377 | x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
372 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
378 | { |
373 | { |
379 | |
374 | |
380 | for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
375 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
381 | y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
376 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
382 | { |
377 | { |
383 | m = op->map; |
378 | m = op->map; |
384 | nx = x; |
379 | nx = x; |
385 | ny = y; |
380 | ny = y; |
386 | |
381 | |
… | |
… | |
398 | #if 0 |
393 | #if 0 |
399 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
394 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
400 | #endif |
395 | #endif |
401 | for (ax = basex - light; ax <= basex + light; ax++) |
396 | for (ax = basex - light; ax <= basex + light; ax++) |
402 | { |
397 | { |
403 | if (ax < 0 || ax >= op->contr->socket.mapx) |
398 | if (ax < 0 || ax >= op->contr->ns->mapx) |
404 | continue; |
399 | continue; |
405 | for (ay = basey - light; ay <= basey + light; ay++) |
400 | for (ay = basey - light; ay <= basey + light; ay++) |
406 | { |
401 | { |
407 | if (ay < 0 || ay >= op->contr->socket.mapy) |
402 | if (ay < 0 || ay >= op->contr->ns->mapy) |
408 | continue; |
403 | continue; |
409 | |
404 | |
410 | /* If the space is fully blocked, do nothing. Otherwise, we |
405 | /* If the space is fully blocked, do nothing. Otherwise, we |
411 | * brighten the space. The further the light is away from the |
406 | * brighten the space. The further the light is away from the |
412 | * source (basex-x), the less effect it has. Though light used |
407 | * source (basex-x), the less effect it has. Though light used |
… | |
… | |
432 | /* Outdoor should never really be completely pitch black dark like |
427 | /* Outdoor should never really be completely pitch black dark like |
433 | * a dungeon, so let the player at least see a little around themselves |
428 | * a dungeon, so let the player at least see a little around themselves |
434 | */ |
429 | */ |
435 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
430 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
436 | { |
431 | { |
437 | if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) |
432 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
438 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; |
433 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
439 | |
434 | |
440 | for (x = -1; x <= 1; x++) |
435 | for (x = -1; x <= 1; x++) |
441 | for (y = -1; y <= 1; y++) |
436 | for (y = -1; y <= 1; y++) |
442 | { |
437 | { |
443 | if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) |
438 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
444 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.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; |
445 | } |
440 | } |
446 | } |
441 | } |
447 | /* grant some vision to the player, based on the darklevel */ |
442 | /* grant some vision to the player, based on the darklevel */ |
448 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
443 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
449 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
444 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
450 | if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100)) |
445 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
451 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= |
446 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
452 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
447 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
453 | } |
448 | } |
454 | |
449 | |
455 | /* blinded_sight() - sets all veiwable squares to blocked except |
450 | /* blinded_sight() - sets all veiwable squares to blocked except |
456 | * for the one the central one that the player occupies. A little |
451 | * for the one the central one that the player occupies. A little |
… | |
… | |
461 | static void |
456 | static void |
462 | blinded_sight (object *op) |
457 | blinded_sight (object *op) |
463 | { |
458 | { |
464 | int x, y; |
459 | int x, y; |
465 | |
460 | |
466 | for (x = 0; x < op->contr->socket.mapx; x++) |
461 | for (x = 0; x < op->contr->ns->mapx; x++) |
467 | for (y = 0; y < op->contr->socket.mapy; y++) |
462 | for (y = 0; y < op->contr->ns->mapy; y++) |
468 | op->contr->blocked_los[x][y] = 100; |
463 | op->contr->blocked_los[x][y] = 100; |
469 | |
464 | |
470 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; |
465 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
471 | } |
466 | } |
472 | |
467 | |
473 | /* |
468 | /* |
474 | * update_los() recalculates the array which specifies what is |
469 | * update_los() recalculates the array which specifies what is |
475 | * visible for the given player-object. |
470 | * visible for the given player-object. |
476 | */ |
471 | */ |
477 | |
472 | |
478 | void |
473 | void |
479 | update_los (object *op) |
474 | update_los (object *op) |
480 | { |
475 | { |
481 | int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; |
476 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
482 | |
477 | |
483 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
484 | return; |
479 | return; |
485 | |
480 | |
486 | clear_los (op); |
481 | clear_los (op); |
… | |
… | |
490 | /* For larger maps, this is more efficient than the old way which |
485 | /* For larger maps, this is more efficient than the old way which |
491 | * used the chaining of the block array. Since many space views could |
486 | * used the chaining of the block array. Since many space views could |
492 | * be blocked by different spaces in front, this mean that a lot of spaces |
487 | * be blocked by different spaces in front, this mean that a lot of spaces |
493 | * could be examined multile times, as each path would be looked at. |
488 | * could be examined multile times, as each path would be looked at. |
494 | */ |
489 | */ |
495 | for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) |
490 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
496 | for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) |
491 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
497 | check_wall (op, x, y); |
492 | check_wall (op, x, y); |
498 | |
493 | |
499 | |
494 | |
500 | /* do the los of the player. 3 (potential) cases */ |
495 | /* do the los of the player. 3 (potential) cases */ |
501 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
… | |
… | |
513 | } |
508 | } |
514 | } |
509 | } |
515 | |
510 | |
516 | /* update all_map_los is like update_all_los below, |
511 | /* update all_map_los is like update_all_los below, |
517 | * but updates everyone on the map, no matter where they |
512 | * but updates everyone on the map, no matter where they |
518 | * are. This generally should not be used, as a per |
513 | * are. This generally should not be used, as a per |
519 | * specific map change doesn't make much sense when tiling |
514 | * specific map change doesn't make much sense when tiling |
520 | * is considered (lowering darkness would certainly be a |
515 | * is considered (lowering darkness would certainly be a |
521 | * strange effect if done on a tile map, as it makes |
516 | * strange effect if done on a tile map, as it makes |
522 | * the distinction between maps much more obvious to the |
517 | * the distinction between maps much more obvious to the |
523 | * players, which is should not be. |
518 | * players, which is should not be. |
524 | * Currently, this function is called from the |
519 | * Currently, this function is called from the |
525 | * change_map_light function |
520 | * change_map_light function |
526 | */ |
521 | */ |
527 | void |
522 | void |
528 | update_all_map_los (mapstruct *map) |
523 | update_all_map_los (maptile *map) |
529 | { |
524 | { |
530 | player *pl; |
525 | for_all_players (pl) |
531 | |
|
|
532 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
533 | { |
|
|
534 | if (pl->ob->map == map) |
526 | if (pl->ob && pl->ob->map == map) |
535 | pl->do_los = 1; |
527 | pl->do_los = 1; |
536 | } |
|
|
537 | } |
528 | } |
538 | |
|
|
539 | |
529 | |
540 | /* |
530 | /* |
541 | * This function makes sure that update_los() will be called for all |
531 | * This function makes sure that update_los() will be called for all |
542 | * players on the given map within the next frame. |
532 | * players on the given map within the next frame. |
543 | * It is triggered by removal or inserting of objects which blocks |
533 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
547 | * means that just being on the same map is not sufficient - the |
537 | * means that just being on the same map is not sufficient - the |
548 | * space that changes must be withing your viewable area. |
538 | * space that changes must be withing your viewable area. |
549 | * |
539 | * |
550 | * map is the map that changed, x and y are the coordinates. |
540 | * map is the map that changed, x and y are the coordinates. |
551 | */ |
541 | */ |
552 | |
|
|
553 | void |
542 | void |
554 | update_all_los (const mapstruct *map, int x, int y) |
543 | update_all_los (const maptile *map, int x, int y) |
555 | { |
544 | { |
556 | player *pl; |
545 | for_all_players (pl) |
557 | |
|
|
558 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
559 | { |
546 | { |
560 | /* Player should not have a null map, but do this |
547 | /* Player should not have a null map, but do this |
561 | * check as a safety |
548 | * check as a safety |
562 | */ |
549 | */ |
563 | if (!pl->ob->map) |
550 | if (!pl->ob || !pl->ob->map || !pl->ns) |
564 | continue; |
551 | continue; |
565 | |
552 | |
566 | /* Same map is simple case - see if pl is close enough. |
553 | /* Same map is simple case - see if pl is close enough. |
567 | * Note in all cases, we did the check for same map first, |
554 | * Note in all cases, we did the check for same map first, |
568 | * and then see if the player is close enough and update |
555 | * and then see if the player is close enough and update |
… | |
… | |
572 | * so by setting it up this way, we trim processing |
559 | * so by setting it up this way, we trim processing |
573 | * some. |
560 | * some. |
574 | */ |
561 | */ |
575 | if (pl->ob->map == map) |
562 | if (pl->ob->map == map) |
576 | { |
563 | { |
577 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
564 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
578 | pl->do_los = 1; |
565 | pl->do_los = 1; |
579 | } |
566 | } |
|
|
567 | |
580 | /* Now we check to see if player is on adjacent |
568 | /* Now we check to see if player is on adjacent |
581 | * maps to the one that changed and also within |
569 | * maps to the one that changed and also within |
582 | * view. The tile_maps[] could be null, but in that |
570 | * view. The tile_maps[] could be null, but in that |
583 | * case it should never match the pl->ob->map, so |
571 | * case it should never match the pl->ob->map, so |
584 | * we want ever try to dereference any of the data in it. |
572 | * we want ever try to dereference any of the data in it. |
585 | */ |
573 | * |
586 | |
|
|
587 | /* The logic for 0 and 3 is to see how far the player is |
574 | * The logic for 0 and 3 is to see how far the player is |
588 | * from the edge of the map (height/width) - pl->ob->(x,y) |
575 | * from the edge of the map (height/width) - pl->ob->(x,y) |
589 | * and to add current position on this map - that gives a |
576 | * and to add current position on this map - that gives a |
590 | * distance. |
577 | * distance. |
591 | * For 1 and 2, we check to see how far the given |
578 | * For 1 and 2, we check to see how far the given |
592 | * coordinate (x,y) is from the corresponding edge, |
579 | * coordinate (x,y) is from the corresponding edge, |
593 | * and then add the players location, which gives |
580 | * and then add the players location, which gives |
594 | * a distance. |
581 | * a distance. |
595 | */ |
582 | */ |
596 | else if (pl->ob->map == map->tile_map[0]) |
583 | else if (pl->ob->map == map->tile_map[0]) |
597 | { |
584 | { |
598 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy / 2)) |
585 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
599 | pl->do_los = 1; |
586 | pl->do_los = 1; |
600 | } |
587 | } |
601 | else if (pl->ob->map == map->tile_map[2]) |
588 | else if (pl->ob->map == map->tile_map[2]) |
602 | { |
589 | { |
603 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) |
590 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
604 | pl->do_los = 1; |
591 | pl->do_los = 1; |
605 | } |
592 | } |
606 | else if (pl->ob->map == map->tile_map[1]) |
593 | else if (pl->ob->map == map->tile_map[1]) |
607 | { |
594 | { |
608 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
595 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
609 | pl->do_los = 1; |
596 | pl->do_los = 1; |
610 | } |
597 | } |
611 | else if (pl->ob->map == map->tile_map[3]) |
598 | else if (pl->ob->map == map->tile_map[3]) |
612 | { |
599 | { |
613 | if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
600 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
614 | pl->do_los = 1; |
601 | pl->do_los = 1; |
615 | } |
602 | } |
616 | } |
603 | } |
617 | } |
604 | } |
618 | |
605 | |
619 | /* |
606 | /* |
620 | * Debug-routine which dumps the array which specifies the visible |
607 | * Debug-routine which dumps the array which specifies the visible |
621 | * area of a player. Triggered by the z key in DM mode. |
608 | * area of a player. Triggered by the z key in DM mode. |
622 | */ |
609 | */ |
623 | |
|
|
624 | void |
610 | void |
625 | print_los (object *op) |
611 | print_los (object *op) |
626 | { |
612 | { |
627 | int x, y; |
613 | int x, y; |
628 | char buf[50], buf2[10]; |
614 | char buf[50], buf2[10]; |
629 | |
615 | |
630 | strcpy (buf, " "); |
616 | strcpy (buf, " "); |
|
|
617 | |
631 | for (x = 0; x < op->contr->socket.mapx; x++) |
618 | for (x = 0; x < op->contr->ns->mapx; x++) |
632 | { |
619 | { |
633 | sprintf (buf2, "%2d", x); |
620 | sprintf (buf2, "%2d", x); |
634 | strcat (buf, buf2); |
621 | strcat (buf, buf2); |
635 | } |
622 | } |
|
|
623 | |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
624 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
625 | |
637 | for (y = 0; y < op->contr->socket.mapy; y++) |
626 | for (y = 0; y < op->contr->ns->mapy; y++) |
638 | { |
627 | { |
639 | sprintf (buf, "%2d:", y); |
628 | sprintf (buf, "%2d:", y); |
|
|
629 | |
640 | for (x = 0; x < op->contr->socket.mapx; x++) |
630 | for (x = 0; x < op->contr->ns->mapx; x++) |
641 | { |
631 | { |
642 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
632 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
643 | strcat (buf, buf2); |
633 | strcat (buf, buf2); |
644 | } |
634 | } |
|
|
635 | |
645 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
646 | } |
637 | } |
647 | } |
638 | } |
648 | |
639 | |
649 | /* |
640 | /* |
… | |
… | |
652 | */ |
643 | */ |
653 | |
644 | |
654 | void |
645 | void |
655 | make_sure_seen (const object *op) |
646 | make_sure_seen (const object *op) |
656 | { |
647 | { |
657 | player *pl; |
648 | for_all_players (pl) |
658 | |
|
|
659 | for (pl = first_player; pl; pl = pl->next) |
|
|
660 | if (pl->ob->map == op->map && |
649 | if (pl->ob->map == op->map && |
661 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
650 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
662 | pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) |
651 | 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) |
663 | pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; |
652 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
664 | } |
653 | } |
665 | |
654 | |
666 | /* |
655 | /* |
667 | * make_sure_not_seen: The object which is supposed to be visible through |
656 | * make_sure_not_seen: The object which is supposed to be visible through |
668 | * walls has just been removed from the map, so update the los of any |
657 | * walls has just been removed from the map, so update the los of any |
… | |
… | |
670 | */ |
659 | */ |
671 | |
660 | |
672 | void |
661 | void |
673 | make_sure_not_seen (const object *op) |
662 | make_sure_not_seen (const object *op) |
674 | { |
663 | { |
675 | player *pl; |
664 | for_all_players (pl) |
676 | |
|
|
677 | for (pl = first_player; pl; pl = pl->next) |
|
|
678 | if (pl->ob->map == op->map && |
665 | if (pl->ob->map == op->map && |
679 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
666 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
680 | pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) |
667 | 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) |
681 | pl->do_los = 1; |
668 | pl->do_los = 1; |
682 | } |
669 | } |