1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
41 | { |
40 | { |
42 | int x[4], y[4]; |
41 | int x[4], y[4]; |
43 | int index; |
42 | int index; |
44 | } blocks; |
43 | } blocks; |
45 | |
44 | |
46 | blocks block[(MAP_CLIENT_X | 1) + 1][(MAP_CLIENT_Y | 1) + 1]; // still a speed hack |
45 | // 31/32 == a speed hack |
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46 | // we would like to use 32 for speed, but the code loops endlessly |
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47 | // then, reason not yet identified, so only make the array use 32, |
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48 | // not the define's. |
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49 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
47 | |
50 | |
48 | static void expand_lighted_sight (object *op); |
51 | static void expand_lighted_sight (object *op); |
49 | |
52 | |
50 | /* |
53 | /* |
51 | * Used to initialise the array used by the LOS routines. |
54 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
90 | |
93 | |
91 | void |
94 | void |
92 | init_block (void) |
95 | init_block (void) |
93 | { |
96 | { |
94 | int x, y, dx, dy, i; |
97 | int x, y, dx, dy, i; |
95 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
98 | static int block_x[3] = { -1, -1, 0 }, |
96 | { |
99 | block_y[3] = { -1, 0, -1 }; |
97 | -1, 0, -1}; |
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98 | |
100 | |
99 | for (x = 0; x < MAP_CLIENT_X; x++) |
101 | for (x = 0; x < MAP_CLIENT_X; x++) |
100 | for (y = 0; y < MAP_CLIENT_Y; y++) |
102 | for (y = 0; y < MAP_CLIENT_Y; y++) |
101 | { |
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102 | block[x][y].index = 0; |
103 | block[x][y].index = 0; |
103 | } |
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104 | |
104 | |
105 | |
105 | |
106 | /* The table should be symmetric, so only do the upper left |
106 | /* The table should be symmetric, so only do the upper left |
107 | * quadrant - makes the processing easier. |
107 | * quadrant - makes the processing easier. |
108 | */ |
108 | */ |
… | |
… | |
125 | /* For simplicity, we mirror the coordinates to block the other |
125 | /* For simplicity, we mirror the coordinates to block the other |
126 | * quadrants. |
126 | * quadrants. |
127 | */ |
127 | */ |
128 | set_block (x, y, dx, dy); |
128 | set_block (x, y, dx, dy); |
129 | if (x == MAP_CLIENT_X / 2) |
129 | if (x == MAP_CLIENT_X / 2) |
130 | { |
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131 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
130 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
132 | } |
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133 | else if (y == MAP_CLIENT_Y / 2) |
131 | else if (y == MAP_CLIENT_Y / 2) |
134 | { |
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135 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
132 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
136 | } |
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137 | } |
133 | } |
138 | else |
134 | else |
139 | { |
135 | { |
140 | float d1, r, s, l; |
136 | float d1, r, s, l; |
141 | |
137 | |
… | |
… | |
175 | * that if some particular space is blocked, it blocks |
171 | * that if some particular space is blocked, it blocks |
176 | * the view of the spaces 'behind' it, and those blocked |
172 | * the view of the spaces 'behind' it, and those blocked |
177 | * spaces behind it may block other spaces, etc. |
173 | * spaces behind it may block other spaces, etc. |
178 | * In this way, the chain of visibility is set. |
174 | * In this way, the chain of visibility is set. |
179 | */ |
175 | */ |
180 | |
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181 | static void |
176 | static void |
182 | set_wall (object *op, int x, int y) |
177 | set_wall (object *op, int x, int y) |
183 | { |
178 | { |
184 | int i; |
179 | int i; |
185 | |
180 | |
… | |
… | |
252 | * Clears/initialises the los-array associated to the player |
247 | * Clears/initialises the los-array associated to the player |
253 | * controlling the object. |
248 | * controlling the object. |
254 | */ |
249 | */ |
255 | |
250 | |
256 | void |
251 | void |
257 | clear_los (object *op) |
252 | clear_los (player *pl) |
258 | { |
253 | { |
259 | /* This is safer than using the ns->mapx, mapy because |
254 | /* This is safer than using the ns->mapx, mapy because |
260 | * we index the blocked_los as a 2 way array, so clearing |
255 | * we index the blocked_los as a 2 way array, so clearing |
261 | * the first z spaces may not not cover the spaces we are |
256 | * the first z spaces may not not cover the spaces we are |
262 | * actually going to use |
257 | * actually going to use |
263 | */ |
258 | */ |
264 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
259 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
265 | } |
260 | } |
266 | |
261 | |
267 | /* |
262 | /* |
268 | * expand_sight goes through the array of what the given player is |
263 | * expand_sight goes through the array of what the given player is |
269 | * able to see, and expands the visible area a bit, so the player will, |
264 | * able to see, and expands the visible area a bit, so the player will, |
… | |
… | |
462 | |
457 | |
463 | /* |
458 | /* |
464 | * update_los() recalculates the array which specifies what is |
459 | * update_los() recalculates the array which specifies what is |
465 | * visible for the given player-object. |
460 | * visible for the given player-object. |
466 | */ |
461 | */ |
467 | |
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468 | void |
462 | void |
469 | update_los (object *op) |
463 | update_los (object *op) |
470 | { |
464 | { |
471 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
465 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
472 | |
466 | |
473 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
467 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
474 | return; |
468 | return; |
475 | |
469 | |
476 | clear_los (op); |
470 | clear_los (op->contr); |
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471 | |
477 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
472 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
478 | return; |
473 | return; |
479 | |
474 | |
480 | /* For larger maps, this is more efficient than the old way which |
475 | /* For larger maps, this is more efficient than the old way which |
481 | * used the chaining of the block array. Since many space views could |
476 | * used the chaining of the block array. Since many space views could |