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Comparing deliantra/server/common/los.C (file contents):
Revision 1.11 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.21 by root, Thu Feb 15 03:19:02 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
498 expand_sight (op); 493 expand_sight (op);
499 494
495 //TODO: no range-checking whatsoever :(
500 if (QUERY_FLAG (op, FLAG_XRAYS)) 496 if (QUERY_FLAG (op, FLAG_XRAYS))
501 {
502 int x, y;
503
504 for (x = -2; x <= 2; x++) 497 for (int x = -2; x <= 2; x++)
505 for (y = -2; y <= 2; y++) 498 for (int y = -2; y <= 2; y++)
506 op->contr->blocked_los[dx + x][dy + y] = 0; 499 op->contr->blocked_los[dx + x][dy + y] = 0;
507 }
508} 500}
509 501
510/* update all_map_los is like update_all_los below, 502/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 503 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 504 * are. This generally should not be used, as a per
513 * specific map change doesn't make much sense when tiling 505 * specific map change doesn't make much sense when tiling
514 * is considered (lowering darkness would certainly be a 506 * is considered (lowering darkness would certainly be a
515 * strange effect if done on a tile map, as it makes 507 * strange effect if done on a tile map, as it makes
516 * the distinction between maps much more obvious to the 508 * the distinction between maps much more obvious to the
517 * players, which is should not be. 509 * players, which is should not be.
520 */ 512 */
521void 513void
522update_all_map_los (maptile *map) 514update_all_map_los (maptile *map)
523{ 515{
524 for_all_players (pl) 516 for_all_players (pl)
525 if (pl->ob->map == map) 517 if (pl->ob && pl->ob->map == map)
526 pl->do_los = 1; 518 pl->do_los = 1;
527} 519}
528
529 520
530/* 521/*
531 * This function makes sure that update_los() will be called for all 522 * This function makes sure that update_los() will be called for all
532 * players on the given map within the next frame. 523 * players on the given map within the next frame.
533 * It is triggered by removal or inserting of objects which blocks 524 * It is triggered by removal or inserting of objects which blocks
537 * means that just being on the same map is not sufficient - the 528 * means that just being on the same map is not sufficient - the
538 * space that changes must be withing your viewable area. 529 * space that changes must be withing your viewable area.
539 * 530 *
540 * map is the map that changed, x and y are the coordinates. 531 * map is the map that changed, x and y are the coordinates.
541 */ 532 */
542
543void 533void
544update_all_los (const maptile *map, int x, int y) 534update_all_los (const maptile *map, int x, int y)
545{ 535{
546 for_all_players (pl) 536 for_all_players (pl)
547 { 537 {
548 /* Player should not have a null map, but do this 538 /* Player should not have a null map, but do this
549 * check as a safety 539 * check as a safety
550 */ 540 */
551 if (!pl->ob->map) 541 if (!pl->ob || !pl->ob->map || !pl->ns)
552 continue; 542 continue;
553 543
554 /* Same map is simple case - see if pl is close enough. 544 /* Same map is simple case - see if pl is close enough.
555 * Note in all cases, we did the check for same map first, 545 * Note in all cases, we did the check for same map first,
556 * and then see if the player is close enough and update 546 * and then see if the player is close enough and update
563 if (pl->ob->map == map) 553 if (pl->ob->map == map)
564 { 554 {
565 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 555 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
566 pl->do_los = 1; 556 pl->do_los = 1;
567 } 557 }
558
568 /* Now we check to see if player is on adjacent 559 /* Now we check to see if player is on adjacent
569 * maps to the one that changed and also within 560 * maps to the one that changed and also within
570 * view. The tile_maps[] could be null, but in that 561 * view. The tile_maps[] could be null, but in that
571 * case it should never match the pl->ob->map, so 562 * case it should never match the pl->ob->map, so
572 * we want ever try to dereference any of the data in it. 563 * we want ever try to dereference any of the data in it.
573 */ 564 *
574
575 /* The logic for 0 and 3 is to see how far the player is 565 * The logic for 0 and 3 is to see how far the player is
576 * from the edge of the map (height/width) - pl->ob->(x,y) 566 * from the edge of the map (height/width) - pl->ob->(x,y)
577 * and to add current position on this map - that gives a 567 * and to add current position on this map - that gives a
578 * distance. 568 * distance.
579 * For 1 and 2, we check to see how far the given 569 * For 1 and 2, we check to see how far the given
580 * coordinate (x,y) is from the corresponding edge, 570 * coordinate (x,y) is from the corresponding edge,
581 * and then add the players location, which gives 571 * and then add the players location, which gives
582 * a distance. 572 * a distance.
583 */ 573 */
584 else if (pl->ob->map == map->tile_map[0]) 574 else if (pl->ob->map == map->tile_map[0])
585 { 575 {
586 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)) 576 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
587 pl->do_los = 1; 577 pl->do_los = 1;
588 } 578 }
589 else if (pl->ob->map == map->tile_map[2]) 579 else if (pl->ob->map == map->tile_map[2])
590 { 580 {
591 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) 581 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
592 pl->do_los = 1; 582 pl->do_los = 1;
593 } 583 }
594 else if (pl->ob->map == map->tile_map[1]) 584 else if (pl->ob->map == map->tile_map[1])
595 { 585 {
596 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 586 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
597 pl->do_los = 1; 587 pl->do_los = 1;
598 } 588 }
599 else if (pl->ob->map == map->tile_map[3]) 589 else if (pl->ob->map == map->tile_map[3])
600 { 590 {
601 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)) 591 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
602 pl->do_los = 1; 592 pl->do_los = 1;
603 } 593 }
604 } 594 }
605} 595}
606 596

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