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Comparing deliantra/server/common/los.C (file contents):
Revision 1.15 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.27 by root, Sun Jun 3 17:42:39 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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.
41{ 41{
42 int x[4], y[4]; 42 int x[4], y[4];
43 int index; 43 int index;
44} blocks; 44} blocks;
45 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.
46blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
47 51
48static void expand_lighted_sight (object *op); 52static void expand_lighted_sight (object *op);
49 53
50/* 54/*
51 * Used to initialise the array used by the LOS routines. 55 * Used to initialise the array used by the LOS routines.
90 94
91void 95void
92init_block (void) 96init_block (void)
93{ 97{
94 int x, y, dx, dy, i; 98 int x, y, dx, dy, i;
95 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 99 static int block_x[3] = { -1, -1, 0 },
96 { 100 block_y[3] = { -1, 0, -1 };
97 -1, 0, -1};
98 101
99 for (x = 0; x < MAP_CLIENT_X; x++) 102 for (x = 0; x < MAP_CLIENT_X; x++)
100 for (y = 0; y < MAP_CLIENT_Y; y++) 103 for (y = 0; y < MAP_CLIENT_Y; y++)
101 {
102 block[x][y].index = 0; 104 block[x][y].index = 0;
103 }
104 105
105 106
106 /* The table should be symmetric, so only do the upper left 107 /* The table should be symmetric, so only do the upper left
107 * quadrant - makes the processing easier. 108 * quadrant - makes the processing easier.
108 */ 109 */
125 /* For simplicity, we mirror the coordinates to block the other 126 /* For simplicity, we mirror the coordinates to block the other
126 * quadrants. 127 * quadrants.
127 */ 128 */
128 set_block (x, y, dx, dy); 129 set_block (x, y, dx, dy);
129 if (x == MAP_CLIENT_X / 2) 130 if (x == MAP_CLIENT_X / 2)
130 {
131 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 131 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
132 }
133 else if (y == MAP_CLIENT_Y / 2) 132 else if (y == MAP_CLIENT_Y / 2)
134 {
135 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 133 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
136 }
137 } 134 }
138 else 135 else
139 { 136 {
140 float d1, r, s, l; 137 float d1, r, s, l;
141 138
175 * that if some particular space is blocked, it blocks 172 * that if some particular space is blocked, it blocks
176 * the view of the spaces 'behind' it, and those blocked 173 * the view of the spaces 'behind' it, and those blocked
177 * spaces behind it may block other spaces, etc. 174 * spaces behind it may block other spaces, etc.
178 * In this way, the chain of visibility is set. 175 * In this way, the chain of visibility is set.
179 */ 176 */
180
181static void 177static void
182set_wall (object *op, int x, int y) 178set_wall (object *op, int x, int y)
183{ 179{
184 int i; 180 int i;
185 181
252 * Clears/initialises the los-array associated to the player 248 * Clears/initialises the los-array associated to the player
253 * controlling the object. 249 * controlling the object.
254 */ 250 */
255 251
256void 252void
257clear_los (object *op) 253clear_los (player *pl)
258{ 254{
259 /* This is safer than using the ns->mapx, mapy because 255 /* This is safer than using the ns->mapx, mapy because
260 * we index the blocked_los as a 2 way array, so clearing 256 * 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 257 * the first z spaces may not not cover the spaces we are
262 * actually going to use 258 * actually going to use
263 */ 259 */
264 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 260 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
265} 261}
266 262
267/* 263/*
268 * expand_sight goes through the array of what the given player is 264 * 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, 265 * able to see, and expands the visible area a bit, so the player will,
296 } 292 }
297 293
298 if (op->map->darkness > 0) /* player is on a dark map */ 294 if (op->map->darkness > 0) /* player is on a dark map */
299 expand_lighted_sight (op); 295 expand_lighted_sight (op);
300 296
301
302 /* clear mark squares */ 297 /* clear mark squares */
303 for (x = 0; x < op->contr->ns->mapx; x++) 298 for (x = 0; x < op->contr->ns->mapx; x++)
304 for (y = 0; y < op->contr->ns->mapy; y++) 299 for (y = 0; y < op->contr->ns->mapy; y++)
305 if (op->contr->blocked_los[x][y] < 0) 300 if (op->contr->blocked_los[x][y] < 0)
306 op->contr->blocked_los[x][y] = 0; 301 op->contr->blocked_los[x][y] = 0;
307} 302}
308
309
310
311 303
312/* returns true if op carries one or more lights 304/* returns true if op carries one or more lights
313 * This is a trivial function now days, but it used to 305 * This is a trivial function now days, but it used to
314 * be a bit longer. Probably better for callers to just 306 * be a bit longer. Probably better for callers to just
315 * check the op->glow_radius instead of calling this. 307 * check the op->glow_radius instead of calling this.
394#endif 386#endif
395 for (ax = basex - light; ax <= basex + light; ax++) 387 for (ax = basex - light; ax <= basex + light; ax++)
396 { 388 {
397 if (ax < 0 || ax >= op->contr->ns->mapx) 389 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue; 390 continue;
391
399 for (ay = basey - light; ay <= basey + light; ay++) 392 for (ay = basey - light; ay <= basey + light; ay++)
400 { 393 {
401 if (ay < 0 || ay >= op->contr->ns->mapy) 394 if (ay < 0 || ay >= op->contr->ns->mapy)
402 continue; 395 continue;
403 396
410 */ 403 */
411 if (op->contr->blocked_los[ax][ay] != 100) 404 if (op->contr->blocked_los[ax][ay] != 100)
412 { 405 {
413 x1 = abs (basex - ax) * abs (basex - ax); 406 x1 = abs (basex - ax) * abs (basex - ax);
414 y1 = abs (basey - ay) * abs (basey - ay); 407 y1 = abs (basey - ay) * abs (basey - ay);
415 if (light > 0) 408
416 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 409 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); 410 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
419 } 411 }
420 } /* for ay */ 412 }
421 } /* for ax */ 413 }
422 } /* if this space is providing light */ 414 }
423 } /* for y */ 415 }
424 } /* for x */ 416 }
425 417
426 /* Outdoor should never really be completely pitch black dark like 418 /* Outdoor should never really be completely pitch black dark like
427 * 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
428 */ 420 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 421 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 { 428 {
437 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 429 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; 430 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 } 431 }
440 } 432 }
433
441 /* grant some vision to the player, based on the darklevel */ 434 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 435 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 436 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)) 437 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] -= 438 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 442/* blinded_sight() - sets all veiwable squares to blocked except
450 * 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
451 * 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
452 * really need for any reasonable game play. 445 * really need for any reasonable game play.
453 */ 446 */
454
455static void 447static void
456blinded_sight (object *op) 448blinded_sight (object *op)
457{ 449{
458 int x, y; 450 int x, y;
459 451
466 458
467/* 459/*
468 * update_los() recalculates the array which specifies what is 460 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 461 * visible for the given player-object.
470 */ 462 */
471
472void 463void
473update_los (object *op) 464update_los (object *op)
474{ 465{
475 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;
476 467
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 468 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 469 return;
479 470
480 clear_los (op); 471 clear_los (op->contr);
472
481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 473 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482 return; 474 return;
483 475
484 /* 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
485 * 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
487 * could be examined multile times, as each path would be looked at. 479 * could be examined multile times, as each path would be looked at.
488 */ 480 */
489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 481 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++) 482 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); 483 check_wall (op, x, y);
492
493 484
494 /* do the los of the player. 3 (potential) cases */ 485 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 486 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496 blinded_sight (op); 487 blinded_sight (op);
497 else 488 else
498 expand_sight (op); 489 expand_sight (op);
499 490
491 //TODO: no range-checking whatsoever :(
500 if (QUERY_FLAG (op, FLAG_XRAYS)) 492 if (QUERY_FLAG (op, FLAG_XRAYS))
501 {
502 int x, y;
503
504 for (x = -2; x <= 2; x++) 493 for (int x = -2; x <= 2; x++)
505 for (y = -2; y <= 2; y++) 494 for (int y = -2; y <= 2; y++)
506 op->contr->blocked_los[dx + x][dy + y] = 0; 495 op->contr->blocked_los[dx + x][dy + y] = 0;
507 }
508} 496}
509 497
510/* update all_map_los is like update_all_los below, 498/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 499 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 500 * are. This generally should not be used, as a per

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