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Comparing deliantra/server/common/los.C (file contents):
Revision 1.14 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.28 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 25
26#include <global.h> 26#include <global.h>
27#include <funcpoint.h> 27#include <funcpoint.h>
28#include <math.h> 28#include <math.h>
29
30 29
31/* Distance must be less than this for the object to be blocked. 30/* 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 31 * 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 32 * that blocks half the view (0.0 is complete block) will
34 * block view in our tables. 33 * block view in our tables.
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
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.
46blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 49blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
47 50
48static void expand_lighted_sight (object *op); 51static 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
91void 94void
92init_block (void) 95init_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};
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 }
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 {
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 }
133 else if (y == MAP_CLIENT_Y / 2) 131 else if (y == MAP_CLIENT_Y / 2)
134 {
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
181static void 176static void
182set_wall (object *op, int x, int y) 177set_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
256void 251void
257clear_los (object *op) 252clear_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,
296 } 291 }
297 292
298 if (op->map->darkness > 0) /* player is on a dark map */ 293 if (op->map->darkness > 0) /* player is on a dark map */
299 expand_lighted_sight (op); 294 expand_lighted_sight (op);
300 295
301
302 /* clear mark squares */ 296 /* clear mark squares */
303 for (x = 0; x < op->contr->ns->mapx; x++) 297 for (x = 0; x < op->contr->ns->mapx; x++)
304 for (y = 0; y < op->contr->ns->mapy; y++) 298 for (y = 0; y < op->contr->ns->mapy; y++)
305 if (op->contr->blocked_los[x][y] < 0) 299 if (op->contr->blocked_los[x][y] < 0)
306 op->contr->blocked_los[x][y] = 0; 300 op->contr->blocked_los[x][y] = 0;
307} 301}
308 302
309
310
311
312/* returns true if op carries one or more lights 303/* returns true if op carries one or more lights
313 * This is a trivial function now days, but it used to 304 * This is a trivial function now days, but it used to
314 * be a bit longer. Probably better for callers to just 305 * be a bit longer. Probably better for callers to just
315 * check the op->glow_radius instead of calling this. 306 * check the op->glow_radius instead of calling this.
316 */ 307 */
349 /* Do a sanity check. If not valid, some code below may do odd 340 /* Do a sanity check. If not valid, some code below may do odd
350 * things. 341 * things.
351 */ 342 */
352 if (darklevel > MAX_DARKNESS) 343 if (darklevel > MAX_DARKNESS)
353 { 344 {
354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 345 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
355 darklevel = MAX_DARKNESS; 346 darklevel = MAX_DARKNESS;
356 } 347 }
357 348
358 /* First, limit player furthest (unlighted) vision */ 349 /* First, limit player furthest (unlighted) vision */
359 for (x = 0; x < op->contr->ns->mapx; x++) 350 for (x = 0; x < op->contr->ns->mapx; x++)
394#endif 385#endif
395 for (ax = basex - light; ax <= basex + light; ax++) 386 for (ax = basex - light; ax <= basex + light; ax++)
396 { 387 {
397 if (ax < 0 || ax >= op->contr->ns->mapx) 388 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue; 389 continue;
390
399 for (ay = basey - light; ay <= basey + light; ay++) 391 for (ay = basey - light; ay <= basey + light; ay++)
400 { 392 {
401 if (ay < 0 || ay >= op->contr->ns->mapy) 393 if (ay < 0 || ay >= op->contr->ns->mapy)
402 continue; 394 continue;
403 395
410 */ 402 */
411 if (op->contr->blocked_los[ax][ay] != 100) 403 if (op->contr->blocked_los[ax][ay] != 100)
412 { 404 {
413 x1 = abs (basex - ax) * abs (basex - ax); 405 x1 = abs (basex - ax) * abs (basex - ax);
414 y1 = abs (basey - ay) * abs (basey - ay); 406 y1 = abs (basey - ay) * abs (basey - ay);
415 if (light > 0) 407
416 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 408 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); 409 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
419 } 410 }
420 } /* for ay */ 411 }
421 } /* for ax */ 412 }
422 } /* if this space is providing light */ 413 }
423 } /* for y */ 414 }
424 } /* for x */ 415 }
425 416
426 /* Outdoor should never really be completely pitch black dark like 417 /* Outdoor should never really be completely pitch black dark like
427 * a dungeon, so let the player at least see a little around themselves 418 * a dungeon, so let the player at least see a little around themselves
428 */ 419 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 420 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 { 427 {
437 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 428 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; 429 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 } 430 }
440 } 431 }
432
441 /* grant some vision to the player, based on the darklevel */ 433 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 434 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 435 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)) 436 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] -= 437 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 441/* blinded_sight() - sets all veiwable squares to blocked except
450 * for the one the central one that the player occupies. A little 442 * 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 443 * odd that you can see yourself (and what your standing on), but
452 * really need for any reasonable game play. 444 * really need for any reasonable game play.
453 */ 445 */
454
455static void 446static void
456blinded_sight (object *op) 447blinded_sight (object *op)
457{ 448{
458 int x, y; 449 int x, y;
459 450
466 457
467/* 458/*
468 * update_los() recalculates the array which specifies what is 459 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 460 * visible for the given player-object.
470 */ 461 */
471
472void 462void
473update_los (object *op) 463update_los (object *op)
474{ 464{
475 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 465 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
476 466
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 467 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 468 return;
479 469
480 clear_los (op); 470 clear_los (op->contr);
471
481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 472 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482 return; 473 return;
483 474
484 /* For larger maps, this is more efficient than the old way which 475 /* 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 476 * 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. 478 * could be examined multile times, as each path would be looked at.
488 */ 479 */
489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 480 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++) 481 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); 482 check_wall (op, x, y);
492
493 483
494 /* do the los of the player. 3 (potential) cases */ 484 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 485 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496 blinded_sight (op); 486 blinded_sight (op);
497 else 487 else
498 expand_sight (op); 488 expand_sight (op);
499 489
490 //TODO: no range-checking whatsoever :(
500 if (QUERY_FLAG (op, FLAG_XRAYS)) 491 if (QUERY_FLAG (op, FLAG_XRAYS))
501 {
502 int x, y;
503
504 for (x = -2; x <= 2; x++) 492 for (int x = -2; x <= 2; x++)
505 for (y = -2; y <= 2; y++) 493 for (int y = -2; y <= 2; y++)
506 op->contr->blocked_los[dx + x][dy + y] = 0; 494 op->contr->blocked_los[dx + x][dy + y] = 0;
507 }
508} 495}
509 496
510/* update all_map_los is like update_all_los below, 497/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 498 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 499 * are. This generally should not be used, as a per

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