--- deliantra/server/common/los.C 2006/09/03 00:18:40 1.3 +++ deliantra/server/common/los.C 2008/12/04 03:48:37 1.33 @@ -1,38 +1,31 @@ /* - * static char *rcsid_los_c = - * "$Id: los.C,v 1.3 2006/09/03 00:18:40 root Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ #include -#include #include - /* Distance must be less than this for the object to be blocked. * An object is 1.0 wide, so if set to 0.5, it means the object * that blocks half the view (0.0 is complete block) will @@ -41,15 +34,21 @@ */ #define SPACE_BLOCK 0.5 +#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */ -typedef struct blstr { - int x[4],y[4]; +typedef struct blstr +{ + int x[4], y[4]; int index; } blocks; -blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; +// 31/32 == a speed hack +// we would like to use 32 for speed, but the code loops endlessly +// then, reason not yet identified, so only make the array use 32, +// not the define's. +blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; -static void expand_lighted_sight(object *op); +static void expand_lighted_sight (object *op); /* * Used to initialise the array used by the LOS routines. @@ -61,21 +60,24 @@ * be blocked. */ -static void set_block(int x, int y, int bx, int by) { - int index=block[x][y].index,i; +static void +set_block (int x, int y, int bx, int by) +{ + int index = block[x][y].index, i; - /* Due to flipping, we may get duplicates - better safe than sorry. - */ - for (i=0; i %d %d (%d)\n", x, y, bx, by, - block[x][y].index); + LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); #endif } @@ -89,63 +91,71 @@ * sightline. */ -void init_block(void) { - int x,y, dx, dy, i; - static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; - - for(x=0;xcontr->socket.mapx)/2; - ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; + for (i = 0; i < block[x][y].index; i++) + { + int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; + + /* ax, ay are the values as adjusted to be in the + * socket look structure. + */ + ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; + ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; - if (ax < 0 || ax>=op->contr->socket.mapx || - ay < 0 || ay>=op->contr->socket.mapy) continue; + if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) + continue; #if 0 - LOG(llevDebug, "blocked %d %d -> %d %d\n", - dx, dy, ax, ay); + LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); #endif - /* we need to adjust to the fact that the socket - * code wants the los to start from the 0,0 - * and not be relative to middle of los array. - */ - op->contr->blocked_los[ax][ay]=100; - set_wall(op,dx,dy); + /* we need to adjust to the fact that the socket + * code wants the los to start from the 0,0 + * and not be relative to middle of los array. + */ + op->contr->blocked_los[ax][ay] = 100; + set_wall (op, dx, dy); } } @@ -197,38 +208,39 @@ * this is because they index the blocked[][] arrays. */ -static void check_wall(object *op,int x,int y) { - int ax, ay; +static void +check_wall (object *op, int x, int y) +{ + int ax, ay; - if(!block[x][y].index) - return; + if (!block[x][y].index) + return; - /* ax, ay are coordinates as indexed into the look window */ - ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; - ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; - - /* If the converted coordinates are outside the viewable - * area for the client, return now. - */ - if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) - return; + /* ax, ay are coordinates as indexed into the look window */ + ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; + ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; + + /* If the converted coordinates are outside the viewable + * area for the client, return now. + */ + if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) + return; #if 0 - LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", - ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); + LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", + ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); #endif - /* If this space is already blocked, prune the processing - presumably - * whatever has set this space to be blocked has done the work and already - * done the dependency chain. - */ - if (op->contr->blocked_los[ax][ay] == 100) return; + /* If this space is already blocked, prune the processing - presumably + * whatever has set this space to be blocked has done the work and already + * done the dependency chain. + */ + if (op->contr->blocked_los[ax][ay] == 100) + return; - if(get_map_flags(op->map, NULL, - op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2, - NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) - set_wall(op,x,y); + if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) + set_wall (op, x, y); } /* @@ -236,14 +248,15 @@ * controlling the object. */ -void clear_los(object *op) { - /* This is safer than using the socket->mapx, mapy because - * we index the blocked_los as a 2 way array, so clearing - * the first z spaces may not not cover the spaces we are - * actually going to use - */ - (void)memset((void *) op->contr->blocked_los,0, - MAP_CLIENT_X * MAP_CLIENT_Y); +void +clear_los (player *pl) +{ + /* This is safer than using the ns->mapx, mapy because + * we index the blocked_los as a 2 way array, so clearing + * the first z spaces may not not cover the spaces we are + * actually going to use + */ + memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); } /* @@ -253,218 +266,272 @@ * This is somewhat suboptimal, would be better to improve the formula. */ -static void expand_sight(object *op) +static void +expand_sight (object *op) { - int i,x,y, dx, dy; - - for(x=1;xcontr->socket.mapx-1;x++) /* loop over inner squares */ - for(y=1;ycontr->socket.mapy-1;y++) { - if (!op->contr->blocked_los[x][y] && - !(get_map_flags(op->map,NULL, - op->x-op->contr->socket.mapx/2+x, - op->y-op->contr->socket.mapy/2+y, - NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { - - for(i=1;i<=8;i+=1) { /* mark all directions */ - dx = x + freearr_x[i]; - dy = y + freearr_y[i]; - if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ - op->contr->blocked_los[dx][dy]= -1; - } - } - } + int i, x, y, dx, dy; - if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ - expand_lighted_sight(op); - - - /* clear mark squares */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) - if (op->contr->blocked_los[x][y] < 0) - op->contr->blocked_los[x][y] = 0; + for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ + for (y = 1; y < op->contr->ns->mapy - 1; y++) + { + if (!op->contr->blocked_los[x][y] && + !(get_map_flags (op->map, NULL, + op->x - op->contr->ns->mapx / 2 + x, + op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) + { + + for (i = 1; i <= 8; i += 1) + { /* mark all directions */ + dx = x + freearr_x[i]; + dy = y + freearr_y[i]; + if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ + op->contr->blocked_los[dx][dy] = -1; + } + } + } + + if (op->map->darkness > 0) /* player is on a dark map */ + expand_lighted_sight (op); + + /* clear mark squares */ + for (x = 0; x < op->contr->ns->mapx; x++) + for (y = 0; y < op->contr->ns->mapy; y++) + if (op->contr->blocked_los[x][y] < 0) + op->contr->blocked_los[x][y] = 0; } - - - /* returns true if op carries one or more lights * This is a trivial function now days, but it used to * be a bit longer. Probably better for callers to just * check the op->glow_radius instead of calling this. */ -int has_carried_lights(const object *op) { - /* op may glow! */ - if(op->glow_radius>0) return 1; - - return 0; -} - -static void expand_lighted_sight(object *op) -{ - int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; - mapstruct *m=op->map; - sint16 nx, ny; - - darklevel = MAP_DARKNESS(m); - - /* If the player can see in the dark, lower the darklevel for him */ - if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; - - /* add light, by finding all (non-null) nearby light sources, then - * mark those squares specially. If the darklevel<1, there is no - * reason to do this, so we skip this function - */ - - if(darklevel<1) return; - - /* Do a sanity check. If not valid, some code below may do odd - * things. - */ - if (darklevel > MAX_DARKNESS) { - LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", - &op->name, op->map->path, darklevel); - darklevel = MAX_DARKNESS; +int +has_carried_lights (const object *op) +{ + /* op may glow! */ + if (op->glow_radius > 0) + return 1; + + return 0; +} + +/* radius, distance => lightness adjust */ +static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1]; + +static struct darkness_init +{ + darkness_init () + { + for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) + for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance) + { + // max intensity + int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1); + + // actual intensity + intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); + + darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 + ? intensity + : MAX_DARKNESS_LOS - intensity; + } + } +} darkness_init; + +static void +expand_lighted_sight (object *op) +{ + int x, y, darklevel, basex, basey, mflags, light, x1, y1; + maptile *m = op->map; + sint16 nx, ny; + + darklevel = m->darkness; + + /* If the player can see in the dark, lower the darklevel for him */ + if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) + darklevel -= MAX_DARKNESS_LOS / 2; + + /* add light, by finding all (non-null) nearby light sources, then + * mark those squares specially. If the darklevel<1, there is no + * reason to do this, so we skip this function + */ + + if (darklevel < 1) + return; + + /* Do a sanity check. If not valid, some code below may do odd + * things. + */ + if (darklevel > MAX_DARKNESS) + { + LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); + darklevel = MAX_DARKNESS; } - /* First, limit player furthest (unlighted) vision */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) - if(op->contr->blocked_los[x][y]!=100) - op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; - - /* the spaces[] darkness value contains the information we need. - * Only process the area of interest. - * the basex, basey values represent the position in the op->contr->blocked_los - * array. Its easier to just increment them here (and start with the right - * value) than to recalculate them down below. - */ - for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; - x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { - - for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; - y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { - m = op->map; - nx = x; - ny = y; - - mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); - - if (mflags & P_OUT_OF_MAP) continue; - - /* This space is providing light, so we need to brighten up the - * spaces around here. - */ - light = GET_MAP_LIGHT(m, nx, ny); - if (light != 0) { -#if 0 - LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", - x, y, basex, basey); -#endif - for (ax=basex - light; ax<=basex+light; ax++) { - if (ax<0 || ax>=op->contr->socket.mapx) continue; - for (ay=basey - light; ay<=basey+light; ay++) { - if (ay<0 || ay>=op->contr->socket.mapy) continue; - - /* If the space is fully blocked, do nothing. Otherwise, we - * brighten the space. The further the light is away from the - * source (basex-x), the less effect it has. Though light used - * to dim in a square manner, it now dims in a circular manner - * using the the pythagorean theorem. glow_radius still - * represents the radius - */ - if(op->contr->blocked_los[ax][ay]!=100) { - x1 = abs(basex-ax)*abs(basex-ax); - y1 = abs(basey-ay)*abs(basey-ay); - if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); - if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); - } - } /* for ay */ - } /* for ax */ - } /* if this space is providing light */ - } /* for y */ - } /* for x */ - - /* Outdoor should never really be completely pitch black dark like - * a dungeon, so let the player at least see a little around themselves - */ - if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { - if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) - op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; - - for (x=-1; x<=1; x++) - for (y=-1; y<=1; y++) { - if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) - op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; + /* first, make everything totally dark */ + for (x = 0; x < op->contr->ns->mapx; x++) + for (y = 0; y < op->contr->ns->mapy; y++) + if (op->contr->blocked_los[x][y] != 100) + op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS; + + int half_x = op->contr->ns->mapx / 2; + int half_y = op->contr->ns->mapy / 2; + + int min_x = op->x - half_x - MAX_LIGHT_RADIUS; + int min_y = op->y - half_y - MAX_LIGHT_RADIUS; + int max_x = op->x + half_x + MAX_LIGHT_RADIUS; + int max_y = op->y + half_y + MAX_LIGHT_RADIUS; + + int pass2 = 0; // negative lights have an extra pass + + /* + * Only process the area of interest. + * the basex, basey values represent the position in the op->contr->blocked_los + * array. Its easier to just increment them here (and start with the right + * value) than to recalculate them down below. + */ + for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) + for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) + { + maptile *m = op->map; + sint16 nx = x; + sint16 ny = y; + + if (!xy_normalise (m, nx, ny)) + continue; + + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light)) + if (light < 0) + pass2 = 1; + else + { + /* This space is providing light, so we need to brighten up the + * spaces around here. + */ + const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; + + for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) + for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) + if (op->contr->blocked_los[ax][ay] != 100) + min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); + } + } + + // psosibly do 2nd pass for rare negative glow radii + if (pass2) + for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) + for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) + { + maptile *m = op->map; + sint16 nx = x; + sint16 ny = y; + + if (!xy_normalise (m, nx, ny)) + continue; + + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light < 0)) + { + const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; + + for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) + for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) + if (op->contr->blocked_los[ax][ay] != 100) + max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); } + } + + /* Outdoor should never really be completely pitch black dark like + * a dungeon, so let the player at least see a little around themselves + */ + if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) + { + if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) + op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; + + for (x = -1; x <= 1; x++) + for (y = -1; y <= 1; y++) + { + if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) + op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; + } } - /* grant some vision to the player, based on the darklevel */ - for(x=darklevel-MAX_DARKNESS; xcontr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) - op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= - MAX(0,6 -darklevel - MAX(abs(x),abs(y))); + + /* grant some vision to the player, based on the darklevel */ + for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) + for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) + if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) + op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= + max (0, 6 - darklevel - max (abs (x), abs (y))); } -/* blinded_sight() - sets all veiwable squares to blocked except +/* blinded_sight() - sets all viewable squares to blocked except * for the one the central one that the player occupies. A little * odd that you can see yourself (and what your standing on), but * really need for any reasonable game play. */ +static void +blinded_sight (object *op) +{ + int x, y; -static void blinded_sight(object *op) { - int x,y; - - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) - op->contr->blocked_los[x][y] = 100; + for (x = 0; x < op->contr->ns->mapx; x++) + for (y = 0; y < op->contr->ns->mapy; y++) + op->contr->blocked_los[x][y] = 100; - op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; + op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; } /* * update_los() recalculates the array which specifies what is * visible for the given player-object. */ +void +update_los (object *op) +{ + int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; -void update_los(object *op) { - int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; - - if(QUERY_FLAG(op,FLAG_REMOVED)) - return; + if (QUERY_FLAG (op, FLAG_REMOVED)) + return; - clear_los(op); - if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) - return; + clear_los (op->contr); - /* For larger maps, this is more efficient than the old way which - * used the chaining of the block array. Since many space views could - * be blocked by different spaces in front, this mean that a lot of spaces - * could be examined multile times, as each path would be looked at. - */ - for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) - for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) - check_wall(op, x, y); - - - /* do the los of the player. 3 (potential) cases */ - if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ - blinded_sight(op); - else - expand_sight(op); - - if (QUERY_FLAG(op,FLAG_XRAYS)) { - int x, y; - for (x = -2; x <= 2; x++) - for (y = -2; y <= 2; y++) - op->contr->blocked_los[dx + x][dy + y] = 0; - } + if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) + return; + + /* For larger maps, this is more efficient than the old way which + * used the chaining of the block array. Since many space views could + * be blocked by different spaces in front, this mean that a lot of spaces + * could be examined multile times, as each path would be looked at. + */ + for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) + for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) + check_wall (op, x, y); + + /* do the los of the player. 3 (potential) cases */ + if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ + blinded_sight (op); + else + expand_sight (op); + + //TODO: no range-checking whatsoever :( + if (QUERY_FLAG (op, FLAG_XRAYS)) + for (int x = -2; x <= 2; x++) + for (int y = -2; y <= 2; y++) + op->contr->blocked_los[dx + x][dy + y] = 0; } /* update all_map_los is like update_all_los below, * but updates everyone on the map, no matter where they - * are. This generally should not be used, as a per + * are. This generally should not be used, as a per * specific map change doesn't make much sense when tiling * is considered (lowering darkness would certainly be a * strange effect if done on a tile map, as it makes @@ -473,16 +540,14 @@ * Currently, this function is called from the * change_map_light function */ -void update_all_map_los(mapstruct *map) { - player *pl; - - for(pl=first_player;pl!=NULL;pl=pl->next) { - if(pl->ob->map==map) - pl->do_los=1; - } +void +update_all_map_los (maptile *map) +{ + for_all_players (pl) + if (pl->ob && pl->ob->map == map) + pl->do_los = 1; } - /* * This function makes sure that update_los() will be called for all * players on the given map within the next frame. @@ -495,65 +560,66 @@ * * map is the map that changed, x and y are the coordinates. */ - -void update_all_los(const mapstruct *map, int x, int y) { - player *pl; - - for(pl=first_player;pl!=NULL;pl=pl->next) { - /* Player should not have a null map, but do this - * check as a safety - */ - if (!pl->ob->map) continue; - - /* Same map is simple case - see if pl is close enough. - * Note in all cases, we did the check for same map first, - * and then see if the player is close enough and update - * los if that is the case. If the player is on the - * corresponding map, but not close enough, then the - * player can't be on another map that may be closer, - * so by setting it up this way, we trim processing - * some. - */ - if(pl->ob->map==map) { - if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && - (abs(pl->ob->y - y) <= pl->socket.mapy/2)) - pl->do_los=1; +void +update_all_los (const maptile *map, int x, int y) +{ + for_all_players (pl) + { + /* Player should not have a null map, but do this + * check as a safety + */ + if (!pl->ob || !pl->ob->map || !pl->ns) + continue; + + /* Same map is simple case - see if pl is close enough. + * Note in all cases, we did the check for same map first, + * and then see if the player is close enough and update + * los if that is the case. If the player is on the + * corresponding map, but not close enough, then the + * player can't be on another map that may be closer, + * so by setting it up this way, we trim processing + * some. + */ + if (pl->ob->map == map) + { + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; } - /* Now we check to see if player is on adjacent - * maps to the one that changed and also within - * view. The tile_maps[] could be null, but in that - * case it should never match the pl->ob->map, so - * we want ever try to dereference any of the data in it. - */ - - /* The logic for 0 and 3 is to see how far the player is - * from the edge of the map (height/width) - pl->ob->(x,y) - * and to add current position on this map - that gives a - * distance. - * For 1 and 2, we check to see how far the given - * coordinate (x,y) is from the corresponding edge, - * and then add the players location, which gives - * a distance. - */ - else if (pl->ob->map == map->tile_map[0]) { - 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)) - pl->do_los=1; + + /* Now we check to see if player is on adjacent + * maps to the one that changed and also within + * view. The tile_maps[] could be null, but in that + * case it should never match the pl->ob->map, so + * we want ever try to dereference any of the data in it. + * + * The logic for 0 and 3 is to see how far the player is + * from the edge of the map (height/width) - pl->ob->(x,y) + * and to add current position on this map - that gives a + * distance. + * For 1 and 2, we check to see how far the given + * coordinate (x,y) is from the corresponding edge, + * and then add the players location, which gives + * a distance. + */ + else if (pl->ob->map == map->tile_map[0]) + { + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) + pl->do_los = 1; } - else if (pl->ob->map == map->tile_map[2]) { - if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && - (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) - pl->do_los=1; + else if (pl->ob->map == map->tile_map[2]) + { + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; } - else if (pl->ob->map == map->tile_map[1]) { - if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && - (abs(pl->ob->y - y) <= pl->socket.mapy/2)) - pl->do_los=1; + else if (pl->ob->map == map->tile_map[1]) + { + if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; } - else if (pl->ob->map == map->tile_map[3]) { - 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)) - pl->do_los=1; + else if (pl->ob->map == map->tile_map[3]) + { + if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; } } } @@ -562,24 +628,33 @@ * Debug-routine which dumps the array which specifies the visible * area of a player. Triggered by the z key in DM mode. */ +void +print_los (object *op) +{ + int x, y; + char buf[50], buf2[10]; + + strcpy (buf, " "); -void print_los(object *op) { - int x,y; - char buf[50], buf2[10]; - - strcpy(buf," "); - for(x=0;xcontr->socket.mapx;x++) { - sprintf(buf2,"%2d",x); - strcat(buf,buf2); + for (x = 0; x < op->contr->ns->mapx; x++) + { + sprintf (buf2, "%2d", x); + strcat (buf, buf2); } - new_draw_info(NDI_UNIQUE, 0, op, buf); - for(y=0;ycontr->socket.mapy;y++) { - sprintf(buf,"%2d:",y); - for(x=0;xcontr->socket.mapx;x++) { - sprintf(buf2," %1d",op->contr->blocked_los[x][y]); - strcat(buf,buf2); + + new_draw_info (NDI_UNIQUE, 0, op, buf); + + for (y = 0; y < op->contr->ns->mapy; y++) + { + sprintf (buf, "%2d:", y); + + for (x = 0; x < op->contr->ns->mapx; x++) + { + sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); + strcat (buf, buf2); } - new_draw_info(NDI_UNIQUE, 0, op, buf); + + new_draw_info (NDI_UNIQUE, 0, op, buf); } } @@ -588,17 +663,14 @@ * check if any players are nearby, and edit their LOS array. */ -void make_sure_seen(const object *op) { - player *pl; - - for (pl = first_player; pl; pl = pl->next) - if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy/2 <= op->y && - 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) - pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x] - [pl->socket.mapy/2 + op->y - pl->ob->y] = 0; +void +make_sure_seen (const object *op) +{ + for_all_players (pl) + if (pl->ob->map == op->map && + pl->ob->y - pl->ns->mapy / 2 <= op->y && + 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) + pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; } /* @@ -607,13 +679,12 @@ * players within its range */ -void make_sure_not_seen(const object *op) { - player *pl; - for (pl = first_player; pl; pl = pl->next) - if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy/2 <= op->y && - 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) - pl->do_los = 1; +void +make_sure_not_seen (const object *op) +{ + for_all_players (pl) + if (pl->ob->map == op->map && + pl->ob->y - pl->ns->mapy / 2 <= op->y && + 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) + pl->do_los = 1; }