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Comparing deliantra/server/common/los.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.23 by root, Fri Feb 16 22:21:45 2007 UTC

1
2/* 1/*
3 * static char *rcsid_los_c =
4 * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
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>
33#include <funcpoint.h> 28#include <funcpoint.h>
34#include <math.h> 29#include <math.h>
35
36 30
37/* 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.
38 * 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
39 * that blocks half the view (0.0 is complete block) will 33 * that blocks half the view (0.0 is complete block) will
40 * block view in our tables. 34 * block view in our tables.
47{ 41{
48 int x[4], y[4]; 42 int x[4], y[4];
49 int index; 43 int index;
50} blocks; 44} blocks;
51 45
46// 31/32 == a speed hack
47// we would like to use 32 for speed, but the code loops endlessly
48// then, reason not yet identified, so only make the array use 32,
49// not the define's.
52blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
53 51
54static void expand_lighted_sight (object *op); 52static void expand_lighted_sight (object *op);
55 53
56/* 54/*
57 * Used to initialise the array used by the LOS routines. 55 * Used to initialise the array used by the LOS routines.
150 * area. l is the distance from x,y to the line. 148 * 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) 149 * r is more a curiosity - it lets us know what direction (left/right)
152 * the line is off 150 * the line is off
153 */ 151 */
154 152
155 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); 153 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; 154 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; 155 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
158 l = FABS (sqrt (d1) * s); 156 l = FABS (sqrt (d1) * s);
159 157
160 if (l <= SPACE_BLOCK) 158 if (l <= SPACE_BLOCK)
194 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; 192 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
195 193
196 /* ax, ay are the values as adjusted to be in the 194 /* ax, ay are the values as adjusted to be in the
197 * socket look structure. 195 * socket look structure.
198 */ 196 */
199 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 197 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
200 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 198 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
201 199
202 if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) 200 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
203 continue; 201 continue;
204#if 0 202#if 0
205 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); 203 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
206#endif 204#endif
207 /* we need to adjust to the fact that the socket 205 /* we need to adjust to the fact that the socket
226 224
227 if (!block[x][y].index) 225 if (!block[x][y].index)
228 return; 226 return;
229 227
230 /* ax, ay are coordinates as indexed into the look window */ 228 /* ax, ay are coordinates as indexed into the look window */
231 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 229 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
232 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 230 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
233 231
234 /* If the converted coordinates are outside the viewable 232 /* If the converted coordinates are outside the viewable
235 * area for the client, return now. 233 * area for the client, return now.
236 */ 234 */
237 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 235 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
238 return; 236 return;
239 237
240#if 0 238#if 0
241 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 239 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); 240 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
260 */ 258 */
261 259
262void 260void
263clear_los (object *op) 261clear_los (object *op)
264{ 262{
265 /* This is safer than using the socket->mapx, mapy because 263 /* This is safer than using the ns->mapx, mapy because
266 * we index the blocked_los as a 2 way array, so clearing 264 * 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 265 * the first z spaces may not not cover the spaces we are
268 * actually going to use 266 * actually going to use
269 */ 267 */
270 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 268 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
280static void 278static void
281expand_sight (object *op) 279expand_sight (object *op)
282{ 280{
283 int i, x, y, dx, dy; 281 int i, x, y, dx, dy;
284 282
285 for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ 283 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++) 284 for (y = 1; y < op->contr->ns->mapy - 1; y++)
287 { 285 {
288 if (!op->contr->blocked_los[x][y] && 286 if (!op->contr->blocked_los[x][y] &&
289 !(get_map_flags (op->map, NULL, 287 !(get_map_flags (op->map, NULL,
290 op->x - op->contr->socket.mapx / 2 + x, 288 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))) 289 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
292 { 290 {
293 291
294 for (i = 1; i <= 8; i += 1) 292 for (i = 1; i <= 8; i += 1)
295 { /* mark all directions */ 293 { /* mark all directions */
296 dx = x + freearr_x[i]; 294 dx = x + freearr_x[i];
299 op->contr->blocked_los[dx][dy] = -1; 297 op->contr->blocked_los[dx][dy] = -1;
300 } 298 }
301 } 299 }
302 } 300 }
303 301
304 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ 302 if (op->map->darkness > 0) /* player is on a dark map */
305 expand_lighted_sight (op); 303 expand_lighted_sight (op);
306 304
307
308 /* clear mark squares */ 305 /* clear mark squares */
309 for (x = 0; x < op->contr->socket.mapx; x++) 306 for (x = 0; x < op->contr->ns->mapx; x++)
310 for (y = 0; y < op->contr->socket.mapy; y++) 307 for (y = 0; y < op->contr->ns->mapy; y++)
311 if (op->contr->blocked_los[x][y] < 0) 308 if (op->contr->blocked_los[x][y] < 0)
312 op->contr->blocked_los[x][y] = 0; 309 op->contr->blocked_los[x][y] = 0;
313} 310}
314
315
316
317 311
318/* returns true if op carries one or more lights 312/* returns true if op carries one or more lights
319 * This is a trivial function now days, but it used to 313 * This is a trivial function now days, but it used to
320 * be a bit longer. Probably better for callers to just 314 * be a bit longer. Probably better for callers to just
321 * check the op->glow_radius instead of calling this. 315 * check the op->glow_radius instead of calling this.
333 327
334static void 328static void
335expand_lighted_sight (object *op) 329expand_lighted_sight (object *op)
336{ 330{
337 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
338 mapstruct *m = op->map; 332 maptile *m = op->map;
339 sint16 nx, ny; 333 sint16 nx, ny;
340 334
341 darklevel = MAP_DARKNESS (m); 335 darklevel = m->darkness;
342 336
343 /* If the player can see in the dark, lower the darklevel for him */ 337 /* If the player can see in the dark, lower the darklevel for him */
344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 darklevel -= 2; 339 darklevel -= 2;
346 340
355 /* Do a sanity check. If not valid, some code below may do odd 349 /* Do a sanity check. If not valid, some code below may do odd
356 * things. 350 * things.
357 */ 351 */
358 if (darklevel > MAX_DARKNESS) 352 if (darklevel > MAX_DARKNESS)
359 { 353 {
360 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
361 darklevel = MAX_DARKNESS; 355 darklevel = MAX_DARKNESS;
362 } 356 }
363 357
364 /* First, limit player furthest (unlighted) vision */ 358 /* First, limit player furthest (unlighted) vision */
365 for (x = 0; x < op->contr->socket.mapx; x++) 359 for (x = 0; x < op->contr->ns->mapx; x++)
366 for (y = 0; y < op->contr->socket.mapy; y++) 360 for (y = 0; y < op->contr->ns->mapy; y++)
367 if (op->contr->blocked_los[x][y] != 100) 361 if (op->contr->blocked_los[x][y] != 100)
368 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 362 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
369 363
370 /* the spaces[] darkness value contains the information we need. 364 /* the spaces[] darkness value contains the information we need.
371 * Only process the area of interest. 365 * Only process the area of interest.
372 * the basex, basey values represent the position in the op->contr->blocked_los 366 * 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 367 * array. Its easier to just increment them here (and start with the right
374 * value) than to recalculate them down below. 368 * value) than to recalculate them down below.
375 */ 369 */
376 for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 370 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++) 371 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
378 { 372 {
379 373
380 for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; 374 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++) 375 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
382 { 376 {
383 m = op->map; 377 m = op->map;
384 nx = x; 378 nx = x;
385 ny = y; 379 ny = y;
386 380
398#if 0 392#if 0
399 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); 393 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
400#endif 394#endif
401 for (ax = basex - light; ax <= basex + light; ax++) 395 for (ax = basex - light; ax <= basex + light; ax++)
402 { 396 {
403 if (ax < 0 || ax >= op->contr->socket.mapx) 397 if (ax < 0 || ax >= op->contr->ns->mapx)
404 continue; 398 continue;
399
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
416 */ 411 */
417 if (op->contr->blocked_los[ax][ay] != 100) 412 if (op->contr->blocked_los[ax][ay] != 100)
418 { 413 {
419 x1 = abs (basex - ax) * abs (basex - ax); 414 x1 = abs (basex - ax) * abs (basex - ax);
420 y1 = abs (basey - ay) * abs (basey - ay); 415 y1 = abs (basey - ay) * abs (basey - ay);
421 if (light > 0) 416
422 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 417 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
423 if (light < 0)
424 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); 418 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
425 } 419 }
426 } /* for ay */ 420 }
427 } /* for ax */ 421 }
428 } /* if this space is providing light */ 422 }
429 } /* for y */ 423 }
430 } /* for x */ 424 }
431 425
432 /* Outdoor should never really be completely pitch black dark like 426 /* Outdoor should never really be completely pitch black dark like
433 * a dungeon, so let the player at least see a little around themselves 427 * a dungeon, so let the player at least see a little around themselves
434 */ 428 */
435 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 { 430 {
437 if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) 431 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; 432 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
439 433
440 for (x = -1; x <= 1; x++) 434 for (x = -1; x <= 1; x++)
441 for (y = -1; y <= 1; y++) 435 for (y = -1; y <= 1; y++)
442 { 436 {
443 if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) 437 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; 438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
445 } 439 }
446 } 440 }
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
457 * odd that you can see yourself (and what your standing on), but 452 * odd that you can see yourself (and what your standing on), but
458 * really need for any reasonable game play. 453 * really need for any reasonable game play.
459 */ 454 */
460
461static void 455static void
462blinded_sight (object *op) 456blinded_sight (object *op)
463{ 457{
464 int x, y; 458 int x, y;
465 459
466 for (x = 0; x < op->contr->socket.mapx; x++) 460 for (x = 0; x < op->contr->ns->mapx; x++)
467 for (y = 0; y < op->contr->socket.mapy; y++) 461 for (y = 0; y < op->contr->ns->mapy; y++)
468 op->contr->blocked_los[x][y] = 100; 462 op->contr->blocked_los[x][y] = 100;
469 463
470 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; 464 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
471} 465}
472 466
473/* 467/*
474 * update_los() recalculates the array which specifies what is 468 * update_los() recalculates the array which specifies what is
475 * visible for the given player-object. 469 * visible for the given player-object.
476 */ 470 */
477 471
478void 472void
479update_los (object *op) 473update_los (object *op)
480{ 474{
481 int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; 475 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
482 476
483 if (QUERY_FLAG (op, FLAG_REMOVED)) 477 if (QUERY_FLAG (op, FLAG_REMOVED))
484 return; 478 return;
485 479
486 clear_los (op); 480 clear_los (op);
490 /* For larger maps, this is more efficient than the old way which 484 /* 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 485 * 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 486 * 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. 487 * could be examined multile times, as each path would be looked at.
494 */ 488 */
495 for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) 489 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++) 490 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); 491 check_wall (op, x, y);
498
499 492
500 /* do the los of the player. 3 (potential) cases */ 493 /* do the los of the player. 3 (potential) cases */
501 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 494 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
502 blinded_sight (op); 495 blinded_sight (op);
503 else 496 else
504 expand_sight (op); 497 expand_sight (op);
505 498
499 //TODO: no range-checking whatsoever :(
506 if (QUERY_FLAG (op, FLAG_XRAYS)) 500 if (QUERY_FLAG (op, FLAG_XRAYS))
507 {
508 int x, y;
509
510 for (x = -2; x <= 2; x++) 501 for (int x = -2; x <= 2; x++)
511 for (y = -2; y <= 2; y++) 502 for (int y = -2; y <= 2; y++)
512 op->contr->blocked_los[dx + x][dy + y] = 0; 503 op->contr->blocked_los[dx + x][dy + y] = 0;
513 }
514} 504}
515 505
516/* update all_map_los is like update_all_los below, 506/* update all_map_los is like update_all_los below,
517 * but updates everyone on the map, no matter where they 507 * but updates everyone on the map, no matter where they
518 * are. This generally should not be used, as a per 508 * are. This generally should not be used, as a per
519 * specific map change doesn't make much sense when tiling 509 * specific map change doesn't make much sense when tiling
520 * is considered (lowering darkness would certainly be a 510 * is considered (lowering darkness would certainly be a
521 * strange effect if done on a tile map, as it makes 511 * strange effect if done on a tile map, as it makes
522 * the distinction between maps much more obvious to the 512 * the distinction between maps much more obvious to the
523 * players, which is should not be. 513 * players, which is should not be.
524 * Currently, this function is called from the 514 * Currently, this function is called from the
525 * change_map_light function 515 * change_map_light function
526 */ 516 */
527void 517void
528update_all_map_los (mapstruct *map) 518update_all_map_los (maptile *map)
529{ 519{
530 player *pl; 520 for_all_players (pl)
531
532 for (pl = first_player; pl != NULL; pl = pl->next)
533 {
534 if (pl->ob->map == map) 521 if (pl->ob && pl->ob->map == map)
535 pl->do_los = 1; 522 pl->do_los = 1;
536 }
537} 523}
538
539 524
540/* 525/*
541 * This function makes sure that update_los() will be called for all 526 * This function makes sure that update_los() will be called for all
542 * players on the given map within the next frame. 527 * players on the given map within the next frame.
543 * It is triggered by removal or inserting of objects which blocks 528 * It is triggered by removal or inserting of objects which blocks
547 * means that just being on the same map is not sufficient - the 532 * means that just being on the same map is not sufficient - the
548 * space that changes must be withing your viewable area. 533 * space that changes must be withing your viewable area.
549 * 534 *
550 * map is the map that changed, x and y are the coordinates. 535 * map is the map that changed, x and y are the coordinates.
551 */ 536 */
552
553void 537void
554update_all_los (const mapstruct *map, int x, int y) 538update_all_los (const maptile *map, int x, int y)
555{ 539{
556 player *pl; 540 for_all_players (pl)
557
558 for (pl = first_player; pl != NULL; pl = pl->next)
559 { 541 {
560 /* Player should not have a null map, but do this 542 /* Player should not have a null map, but do this
561 * check as a safety 543 * check as a safety
562 */ 544 */
563 if (!pl->ob->map) 545 if (!pl->ob || !pl->ob->map || !pl->ns)
564 continue; 546 continue;
565 547
566 /* Same map is simple case - see if pl is close enough. 548 /* Same map is simple case - see if pl is close enough.
567 * Note in all cases, we did the check for same map first, 549 * Note in all cases, we did the check for same map first,
568 * and then see if the player is close enough and update 550 * and then see if the player is close enough and update
572 * so by setting it up this way, we trim processing 554 * so by setting it up this way, we trim processing
573 * some. 555 * some.
574 */ 556 */
575 if (pl->ob->map == map) 557 if (pl->ob->map == map)
576 { 558 {
577 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 559 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
578 pl->do_los = 1; 560 pl->do_los = 1;
579 } 561 }
562
580 /* Now we check to see if player is on adjacent 563 /* Now we check to see if player is on adjacent
581 * maps to the one that changed and also within 564 * maps to the one that changed and also within
582 * view. The tile_maps[] could be null, but in that 565 * view. The tile_maps[] could be null, but in that
583 * case it should never match the pl->ob->map, so 566 * case it should never match the pl->ob->map, so
584 * we want ever try to dereference any of the data in it. 567 * we want ever try to dereference any of the data in it.
585 */ 568 *
586
587 /* The logic for 0 and 3 is to see how far the player is 569 * 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) 570 * from the edge of the map (height/width) - pl->ob->(x,y)
589 * and to add current position on this map - that gives a 571 * and to add current position on this map - that gives a
590 * distance. 572 * distance.
591 * For 1 and 2, we check to see how far the given 573 * For 1 and 2, we check to see how far the given
592 * coordinate (x,y) is from the corresponding edge, 574 * coordinate (x,y) is from the corresponding edge,
593 * and then add the players location, which gives 575 * and then add the players location, which gives
594 * a distance. 576 * a distance.
595 */ 577 */
596 else if (pl->ob->map == map->tile_map[0]) 578 else if (pl->ob->map == map->tile_map[0])
597 { 579 {
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)) 580 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; 581 pl->do_los = 1;
600 } 582 }
601 else if (pl->ob->map == map->tile_map[2]) 583 else if (pl->ob->map == map->tile_map[2])
602 { 584 {
603 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) 585 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; 586 pl->do_los = 1;
605 } 587 }
606 else if (pl->ob->map == map->tile_map[1]) 588 else if (pl->ob->map == map->tile_map[1])
607 { 589 {
608 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 590 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; 591 pl->do_los = 1;
610 } 592 }
611 else if (pl->ob->map == map->tile_map[3]) 593 else if (pl->ob->map == map->tile_map[3])
612 { 594 {
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)) 595 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; 596 pl->do_los = 1;
615 } 597 }
616 } 598 }
617} 599}
618 600
619/* 601/*
620 * Debug-routine which dumps the array which specifies the visible 602 * Debug-routine which dumps the array which specifies the visible
621 * area of a player. Triggered by the z key in DM mode. 603 * area of a player. Triggered by the z key in DM mode.
622 */ 604 */
623
624void 605void
625print_los (object *op) 606print_los (object *op)
626{ 607{
627 int x, y; 608 int x, y;
628 char buf[50], buf2[10]; 609 char buf[50], buf2[10];
629 610
630 strcpy (buf, " "); 611 strcpy (buf, " ");
612
631 for (x = 0; x < op->contr->socket.mapx; x++) 613 for (x = 0; x < op->contr->ns->mapx; x++)
632 { 614 {
633 sprintf (buf2, "%2d", x); 615 sprintf (buf2, "%2d", x);
634 strcat (buf, buf2); 616 strcat (buf, buf2);
635 } 617 }
618
636 new_draw_info (NDI_UNIQUE, 0, op, buf); 619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620
637 for (y = 0; y < op->contr->socket.mapy; y++) 621 for (y = 0; y < op->contr->ns->mapy; y++)
638 { 622 {
639 sprintf (buf, "%2d:", y); 623 sprintf (buf, "%2d:", y);
624
640 for (x = 0; x < op->contr->socket.mapx; x++) 625 for (x = 0; x < op->contr->ns->mapx; x++)
641 { 626 {
642 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 627 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
643 strcat (buf, buf2); 628 strcat (buf, buf2);
644 } 629 }
630
645 new_draw_info (NDI_UNIQUE, 0, op, buf); 631 new_draw_info (NDI_UNIQUE, 0, op, buf);
646 } 632 }
647} 633}
648 634
649/* 635/*
652 */ 638 */
653 639
654void 640void
655make_sure_seen (const object *op) 641make_sure_seen (const object *op)
656{ 642{
657 player *pl; 643 for_all_players (pl)
658
659 for (pl = first_player; pl; pl = pl->next)
660 if (pl->ob->map == op->map && 644 if (pl->ob->map == op->map &&
661 pl->ob->y - pl->socket.mapy / 2 <= op->y && 645 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) 646 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; 647 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
664} 648}
665 649
666/* 650/*
667 * make_sure_not_seen: The object which is supposed to be visible through 651 * 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 652 * walls has just been removed from the map, so update the los of any
670 */ 654 */
671 655
672void 656void
673make_sure_not_seen (const object *op) 657make_sure_not_seen (const object *op)
674{ 658{
675 player *pl; 659 for_all_players (pl)
676
677 for (pl = first_player; pl; pl = pl->next)
678 if (pl->ob->map == op->map && 660 if (pl->ob->map == op->map &&
679 pl->ob->y - pl->socket.mapy / 2 <= op->y && 661 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) 662 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; 663 pl->do_los = 1;
682} 664}

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