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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 along |
19 | * 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 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
26 | |
26 | |
27 | #include <global.h> |
27 | #include <global.h> |
… | |
… | |
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 | |
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|
46 | // 31/32 == a speed hack |
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47 | // we would like to use 32 for speed, but the code loops endlessly |
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48 | // then, reason not yet identified, so only make the array use 32, |
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49 | // not the define's. |
46 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
50 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
47 | |
51 | |
48 | static void expand_lighted_sight (object *op); |
52 | static 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 | |
91 | void |
95 | void |
92 | init_block (void) |
96 | init_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}; |
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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 | { |
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|
102 | block[x][y].index = 0; |
104 | block[x][y].index = 0; |
103 | } |
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|
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 | { |
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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 | } |
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133 | else if (y == MAP_CLIENT_Y / 2) |
132 | 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); |
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 | |
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181 | static void |
177 | static void |
182 | set_wall (object *op, int x, int y) |
178 | set_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 | |
256 | void |
252 | void |
257 | clear_los (object *op) |
253 | clear_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 | |
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|
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 | |
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309 | |
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310 | |
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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. |
… | |
… | |
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 | |
|
|
472 | void |
463 | void |
473 | update_los (object *op) |
464 | update_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); |
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|
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 | |
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|
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 | |
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|
491 | //TODO: no range-checking whatsoever :( |
500 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
492 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 | { |
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502 | int x, y; |
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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 | } |
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|
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 |