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 (©) 2005,2006,2007,2008 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. |
|
|
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> |
28 | #include <funcpoint.h> |
|
|
29 | #include <math.h> |
27 | #include <math.h> |
30 | |
28 | |
31 | /* Distance must be less than this for the object to be blocked. |
29 | /* 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 |
30 | * 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 |
31 | * that blocks half the view (0.0 is complete block) will |
34 | * block view in our tables. |
32 | * block view in our tables. |
35 | * .4 or less lets you see through walls. .5 is about right. |
33 | * .4 or less lets you see through walls. .5 is about right. |
36 | */ |
34 | */ |
37 | |
35 | |
38 | #define SPACE_BLOCK 0.5 |
36 | #define SPACE_BLOCK 0.5 |
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|
37 | #define MAX_UNLIGHTED_VISION 4 |
39 | |
38 | |
40 | typedef struct blstr |
39 | typedef struct blstr |
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 |
|
|
46 | // we would like to use 32 for speed, but the code loops endlessly |
|
|
47 | // then, reason not yet identified, so only make the array use 32, |
|
|
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 | { |
|
|
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 | } |
|
|
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, |
… | |
… | |
353 | |
348 | |
354 | /* First, limit player furthest (unlighted) vision */ |
349 | /* First, limit player furthest (unlighted) vision */ |
355 | for (x = 0; x < op->contr->ns->mapx; x++) |
350 | for (x = 0; x < op->contr->ns->mapx; x++) |
356 | for (y = 0; y < op->contr->ns->mapy; y++) |
351 | for (y = 0; y < op->contr->ns->mapy; y++) |
357 | if (op->contr->blocked_los[x][y] != 100) |
352 | if (op->contr->blocked_los[x][y] != 100) |
358 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
353 | op->contr->blocked_los[x][y] = MAX_UNLIGHTED_VISION; |
359 | |
354 | |
360 | /* the spaces[] darkness value contains the information we need. |
355 | /* the spaces[] darkness value contains the information we need. |
361 | * Only process the area of interest. |
356 | * Only process the area of interest. |
362 | * the basex, basey values represent the position in the op->contr->blocked_los |
357 | * the basex, basey values represent the position in the op->contr->blocked_los |
363 | * array. Its easier to just increment them here (and start with the right |
358 | * array. Its easier to just increment them here (and start with the right |
364 | * value) than to recalculate them down below. |
359 | * value) than to recalculate them down below. |
365 | */ |
360 | */ |
366 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
361 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADIUS), basex = -MAX_LIGHT_RADIUS; |
367 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
362 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADIUS); x++, basex++) |
368 | { |
363 | { |
369 | |
364 | |
370 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
365 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADIUS), basey = -MAX_LIGHT_RADIUS; |
371 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
366 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADIUS); y++, basey++) |
372 | { |
367 | { |
373 | m = op->map; |
368 | m = op->map; |
374 | nx = x; |
369 | nx = x; |
375 | ny = y; |
370 | ny = y; |
376 | |
371 | |
… | |
… | |
381 | |
376 | |
382 | /* This space is providing light, so we need to brighten up the |
377 | /* This space is providing light, so we need to brighten up the |
383 | * spaces around here. |
378 | * spaces around here. |
384 | */ |
379 | */ |
385 | light = GET_MAP_LIGHT (m, nx, ny); |
380 | light = GET_MAP_LIGHT (m, nx, ny); |
386 | if (light != 0) |
381 | if (light) |
387 | { |
382 | { |
388 | #if 0 |
383 | #if 0 |
389 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
384 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
390 | #endif |
385 | #endif |
391 | for (ax = basex - light; ax <= basex + light; ax++) |
386 | for (ax = basex - light; ax <= basex + light; ax++) |
392 | { |
387 | { |
393 | if (ax < 0 || ax >= op->contr->ns->mapx) |
388 | if (ax < 0 || ax >= op->contr->ns->mapx) |
394 | continue; |
389 | continue; |
395 | |
390 | |
|
|
391 | x1 = (basex - ax) * (basex - ax); |
|
|
392 | |
396 | for (ay = basey - light; ay <= basey + light; ay++) |
393 | for (ay = basey - light; ay <= basey + light; ay++) |
397 | { |
394 | { |
398 | if (ay < 0 || ay >= op->contr->ns->mapy) |
395 | if (ay < 0 || ay >= op->contr->ns->mapy) |
399 | continue; |
396 | continue; |
400 | |
397 | |
401 | /* If the space is fully blocked, do nothing. Otherwise, we |
398 | /* If the space is fully blocked, do nothing. Otherwise, we |
402 | * brighten the space. The further the light is away from the |
399 | * brighten the space. The further the light is away from the |
403 | * source (basex-x), the less effect it has. Though light used |
400 | * source (basex-x), the less effect it has. Though light used |
404 | * to dim in a square manner, it now dims in a circular manner |
401 | * to dim in a square manner, it now dims in a roughly circular |
405 | * using the the pythagorean theorem. glow_radius still |
|
|
406 | * represents the radius |
402 | * manner. glow_radius still represents the radius. |
407 | */ |
403 | */ |
408 | if (op->contr->blocked_los[ax][ay] != 100) |
404 | if (op->contr->blocked_los[ax][ay] != 100) |
409 | { |
405 | { |
410 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
411 | y1 = abs (basey - ay) * abs (basey - ay); |
406 | y1 = (basey - ay) * (basey - ay); |
412 | |
407 | |
413 | if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
408 | op->contr->blocked_los[ax][ay] -= light > 0 |
414 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
409 | ? max (light - isqrt (x1 + y1), 0) |
|
|
410 | : min (light + isqrt (x1 + y1), 0); |
415 | } |
411 | } |
416 | } |
412 | } |
417 | } |
413 | } |
418 | } |
414 | } |
419 | } |
415 | } |
420 | } |
416 | } |
421 | |
417 | |
422 | /* Outdoor should never really be completely pitch black dark like |
418 | /* Outdoor should never really be completely pitch black dark like |
423 | * 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 |
424 | */ |
420 | */ |
425 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
421 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
426 | { |
422 | { |
427 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
423 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
428 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
424 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
429 | |
425 | |
430 | for (x = -1; x <= 1; x++) |
426 | for (x = -1; x <= 1; x++) |
… | |
… | |
441 | 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)) |
442 | 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] -= |
443 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
439 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
444 | } |
440 | } |
445 | |
441 | |
446 | /* blinded_sight() - sets all veiwable squares to blocked except |
442 | /* blinded_sight() - sets all viewable squares to blocked except |
447 | * 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 |
448 | * 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 |
449 | * really need for any reasonable game play. |
445 | * really need for any reasonable game play. |
450 | */ |
446 | */ |
451 | static void |
447 | static void |
… | |
… | |
462 | |
458 | |
463 | /* |
459 | /* |
464 | * update_los() recalculates the array which specifies what is |
460 | * update_los() recalculates the array which specifies what is |
465 | * visible for the given player-object. |
461 | * visible for the given player-object. |
466 | */ |
462 | */ |
467 | |
|
|
468 | void |
463 | void |
469 | update_los (object *op) |
464 | update_los (object *op) |
470 | { |
465 | { |
471 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
466 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
472 | |
467 | |
473 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
468 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
474 | return; |
469 | return; |
475 | |
470 | |
476 | clear_los (op); |
471 | clear_los (op->contr); |
|
|
472 | |
477 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
473 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
478 | return; |
474 | return; |
479 | |
475 | |
480 | /* For larger maps, this is more efficient than the old way which |
476 | /* 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 |
477 | * used the chaining of the block array. Since many space views could |