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Comparing deliantra/server/common/los.C (file contents):
Revision 1.20 by root, Mon Jan 29 16:11:48 2007 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 (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
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,
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
468void 463void
469update_los (object *op) 464update_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
490 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 486 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
491 blinded_sight (op); 487 blinded_sight (op);
492 else 488 else
493 expand_sight (op); 489 expand_sight (op);
494 490
491 //TODO: no range-checking whatsoever :(
495 if (QUERY_FLAG (op, FLAG_XRAYS)) 492 if (QUERY_FLAG (op, FLAG_XRAYS))
496 {
497 int x, y;
498
499 for (x = -2; x <= 2; x++) 493 for (int x = -2; x <= 2; x++)
500 for (y = -2; y <= 2; y++) 494 for (int y = -2; y <= 2; y++)
501 op->contr->blocked_los[dx + x][dy + y] = 0; 495 op->contr->blocked_los[dx + x][dy + y] = 0;
502 }
503} 496}
504 497
505/* update all_map_los is like update_all_los below, 498/* update all_map_los is like update_all_los below,
506 * but updates everyone on the map, no matter where they 499 * but updates everyone on the map, no matter where they
507 * 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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