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 | |
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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 | |
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|
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 | |
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310 | |
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311 | |
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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; |
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|
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) |
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|
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 | } |
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|
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 | |
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455 | static void |
451 | static void |
456 | blinded_sight (object *op) |
452 | blinded_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 | |
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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 | |
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|
495 | //TODO: no range-checking whatsoever :( |
500 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
496 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 | { |
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502 | int x, y; |
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503 | |
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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 | } |
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|
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 | */ |
521 | void |
513 | void |
522 | update_all_map_los (maptile *map) |
514 | update_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 | |
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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 | |
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543 | void |
533 | void |
544 | update_all_los (const maptile *map, int x, int y) |
534 | update_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 | |