ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/los.C
(Generate patch)

Comparing deliantra/server/common/los.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_los_c = 3 * static char *rcsid_los_c =
3 * "$Id: los.C,v 1.3 2006/09/03 00:18:40 root Exp $"; 4 * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
40 * .4 or less lets you see through walls. .5 is about right. 41 * .4 or less lets you see through walls. .5 is about right.
41 */ 42 */
42 43
43#define SPACE_BLOCK 0.5 44#define SPACE_BLOCK 0.5
44 45
45typedef struct blstr { 46typedef struct blstr
47{
46 int x[4],y[4]; 48 int x[4], y[4];
47 int index; 49 int index;
48} blocks; 50} blocks;
49 51
50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 52blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
51 53
52static void expand_lighted_sight(object *op); 54static void expand_lighted_sight (object *op);
53 55
54/* 56/*
55 * Used to initialise the array used by the LOS routines. 57 * Used to initialise the array used by the LOS routines.
56 * What this sets if that x,y blocks the view of bx,by 58 * What this sets if that x,y blocks the view of bx,by
57 * This then sets up a relation - for example, something 59 * This then sets up a relation - for example, something
59 * etc. So when we check 5,4 and find it block, we have 61 * etc. So when we check 5,4 and find it block, we have
60 * the data to know that 5,3 and 5,2 and 5,1 should also 62 * the data to know that 5,3 and 5,2 and 5,1 should also
61 * be blocked. 63 * be blocked.
62 */ 64 */
63 65
66static void
64static void set_block(int x, int y, int bx, int by) { 67set_block (int x, int y, int bx, int by)
68{
65 int index=block[x][y].index,i; 69 int index = block[x][y].index, i;
66 70
67 /* Due to flipping, we may get duplicates - better safe than sorry. 71 /* Due to flipping, we may get duplicates - better safe than sorry.
68 */ 72 */
69 for (i=0; i<index; i++) { 73 for (i = 0; i < index; i++)
74 {
70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; 75 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
76 return;
71 } 77 }
72 78
73 block[x][y].x[index]=bx; 79 block[x][y].x[index] = bx;
74 block[x][y].y[index]=by; 80 block[x][y].y[index] = by;
75 block[x][y].index++; 81 block[x][y].index++;
76#ifdef LOS_DEBUG 82#ifdef LOS_DEBUG
77 LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, 83 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
78 block[x][y].index);
79#endif 84#endif
80} 85}
81 86
82/* 87/*
83 * initialises the array used by the LOS routines. 88 * initialises the array used by the LOS routines.
87 * these spaces could possibly get blocked, since these 92 * these spaces could possibly get blocked, since these
88 * are the only ones further out that are still possibly in the 93 * are the only ones further out that are still possibly in the
89 * sightline. 94 * sightline.
90 */ 95 */
91 96
97void
92void init_block(void) { 98init_block (void)
99{
93 int x,y, dx, dy, i; 100 int x, y, dx, dy, i;
94 static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; 101 static int block_x[3] = { -1, -1, 0 }, block_y[3] =
102 {
103 -1, 0, -1};
95 104
96 for(x=0;x<MAP_CLIENT_X;x++) 105 for (x = 0; x < MAP_CLIENT_X; x++)
97 for(y=0;y<MAP_CLIENT_Y;y++) { 106 for (y = 0; y < MAP_CLIENT_Y; y++)
107 {
98 block[x][y].index=0; 108 block[x][y].index = 0;
99 } 109 }
100 110
101 111
102 /* The table should be symmetric, so only do the upper left 112 /* The table should be symmetric, so only do the upper left
103 * quadrant - makes the processing easier. 113 * quadrant - makes the processing easier.
104 */ 114 */
105 for (x=1; x<=MAP_CLIENT_X/2; x++) { 115 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
116 {
106 for (y=1; y<=MAP_CLIENT_Y/2; y++) { 117 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
118 {
107 for (i=0; i< 3; i++) { 119 for (i = 0; i < 3; i++)
120 {
108 dx = x + block_x[i]; 121 dx = x + block_x[i];
109 dy = y + block_y[i]; 122 dy = y + block_y[i];
110 123
111 /* center space never blocks */ 124 /* center space never blocks */
112 if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; 125 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
126 continue;
113 127
114 /* If its a straight line, its blocked */ 128 /* If its a straight line, its blocked */
115 if ((dx == x && x == MAP_CLIENT_X/2) || 129 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
116 (dy==y && y == MAP_CLIENT_Y/2)) { 130 {
117 /* For simplicity, we mirror the coordinates to block the other 131 /* For simplicity, we mirror the coordinates to block the other
118 * quadrants. 132 * quadrants.
119 */ 133 */
120 set_block(x, y, dx, dy); 134 set_block (x, y, dx, dy);
121 if (x == MAP_CLIENT_X/2) { 135 if (x == MAP_CLIENT_X / 2)
136 {
122 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); 137 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
138 }
123 } else if (y == MAP_CLIENT_Y/2) { 139 else if (y == MAP_CLIENT_Y / 2)
140 {
124 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 141 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
125 } 142 }
143 }
126 } else { 144 else
145 {
127 float d1, r, s,l; 146 float d1, r, s, l;
128 147
129 /* We use the algorihm that found out how close the point 148 /* We use the algorihm that found out how close the point
130 * (x,y) is to the line from dx,dy to the center of the viewable 149 * (x,y) is to the line from dx,dy to the center of the viewable
131 * area. l is the distance from x,y to the line. 150 * area. l is the distance from x,y to the line.
132 * r is more a curiosity - it lets us know what direction (left/right) 151 * r is more a curiosity - it lets us know what direction (left/right)
133 * the line is off 152 * the line is off
134 */ 153 */
135 154
136 d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); 155 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2));
137 r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; 156 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
138 s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; 157 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
139 l = FABS(sqrt(d1) * s); 158 l = FABS (sqrt (d1) * s);
140 159
141 if (l <= SPACE_BLOCK) { 160 if (l <= SPACE_BLOCK)
161 {
142 /* For simplicity, we mirror the coordinates to block the other 162 /* For simplicity, we mirror the coordinates to block the other
143 * quadrants. 163 * quadrants.
144 */ 164 */
145 set_block(x,y,dx,dy); 165 set_block (x, y, dx, dy);
146 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 166 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
147 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); 167 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
148 set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); 168 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
149 } 169 }
150 } 170 }
151 } 171 }
152 } 172 }
153 } 173 }
162 * the view of the spaces 'behind' it, and those blocked 182 * the view of the spaces 'behind' it, and those blocked
163 * spaces behind it may block other spaces, etc. 183 * spaces behind it may block other spaces, etc.
164 * In this way, the chain of visibility is set. 184 * In this way, the chain of visibility is set.
165 */ 185 */
166 186
187static void
167static void set_wall(object *op,int x,int y) { 188set_wall (object *op, int x, int y)
189{
168 int i; 190 int i;
169 191
170 for(i=0;i<block[x][y].index;i++) { 192 for (i = 0; i < block[x][y].index; i++)
193 {
171 int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; 194 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
172 195
173 /* ax, ay are the values as adjusted to be in the 196 /* ax, ay are the values as adjusted to be in the
174 * socket look structure. 197 * socket look structure.
175 */ 198 */
176 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 199 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2;
177 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 200 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2;
178 201
179 if (ax < 0 || ax>=op->contr->socket.mapx || 202 if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy)
180 ay < 0 || ay>=op->contr->socket.mapy) continue; 203 continue;
181#if 0 204#if 0
182 LOG(llevDebug, "blocked %d %d -> %d %d\n", 205 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
183 dx, dy, ax, ay);
184#endif 206#endif
185 /* we need to adjust to the fact that the socket 207 /* we need to adjust to the fact that the socket
186 * code wants the los to start from the 0,0 208 * code wants the los to start from the 0,0
187 * and not be relative to middle of los array. 209 * and not be relative to middle of los array.
188 */ 210 */
189 op->contr->blocked_los[ax][ay]=100; 211 op->contr->blocked_los[ax][ay] = 100;
190 set_wall(op,dx,dy); 212 set_wall (op, dx, dy);
191 } 213 }
192} 214}
193 215
194/* 216/*
195 * Used to initialise the array used by the LOS routines. 217 * Used to initialise the array used by the LOS routines.
196 * op is the object, x and y values based on MAP_CLIENT_X and Y. 218 * op is the object, x and y values based on MAP_CLIENT_X and Y.
197 * this is because they index the blocked[][] arrays. 219 * this is because they index the blocked[][] arrays.
198 */ 220 */
199 221
222static void
200static void check_wall(object *op,int x,int y) { 223check_wall (object *op, int x, int y)
224{
201 int ax, ay; 225 int ax, ay;
202 226
203 if(!block[x][y].index) 227 if (!block[x][y].index)
204 return; 228 return;
205 229
206 /* ax, ay are coordinates as indexed into the look window */ 230 /* ax, ay are coordinates as indexed into the look window */
207 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 231 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2;
208 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 232 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2;
209 233
210 /* If the converted coordinates are outside the viewable 234 /* If the converted coordinates are outside the viewable
211 * area for the client, return now. 235 * area for the client, return now.
212 */ 236 */
213 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 237 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy)
214 return; 238 return;
215 239
216#if 0 240#if 0
217 LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 241 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
218 ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); 242 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
219#endif 243#endif
220 244
221 /* If this space is already blocked, prune the processing - presumably 245 /* If this space is already blocked, prune the processing - presumably
222 * whatever has set this space to be blocked has done the work and already 246 * whatever has set this space to be blocked has done the work and already
223 * done the dependency chain. 247 * done the dependency chain.
224 */ 248 */
225 if (op->contr->blocked_los[ax][ay] == 100) return; 249 if (op->contr->blocked_los[ax][ay] == 100)
250 return;
226 251
227 252
228 if(get_map_flags(op->map, NULL, 253 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))
229 op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2,
230 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
231 set_wall(op,x,y); 254 set_wall (op, x, y);
232} 255}
233 256
234/* 257/*
235 * Clears/initialises the los-array associated to the player 258 * Clears/initialises the los-array associated to the player
236 * controlling the object. 259 * controlling the object.
237 */ 260 */
238 261
262void
239void clear_los(object *op) { 263clear_los (object *op)
264{
240 /* This is safer than using the socket->mapx, mapy because 265 /* This is safer than using the socket->mapx, mapy because
241 * we index the blocked_los as a 2 way array, so clearing 266 * we index the blocked_los as a 2 way array, so clearing
242 * the first z spaces may not not cover the spaces we are 267 * the first z spaces may not not cover the spaces we are
243 * actually going to use 268 * actually going to use
244 */ 269 */
245 (void)memset((void *) op->contr->blocked_los,0, 270 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
246 MAP_CLIENT_X * MAP_CLIENT_Y);
247} 271}
248 272
249/* 273/*
250 * expand_sight goes through the array of what the given player is 274 * expand_sight goes through the array of what the given player is
251 * able to see, and expands the visible area a bit, so the player will, 275 * able to see, and expands the visible area a bit, so the player will,
252 * to a certain degree, be able to see into corners. 276 * to a certain degree, be able to see into corners.
253 * This is somewhat suboptimal, would be better to improve the formula. 277 * This is somewhat suboptimal, would be better to improve the formula.
254 */ 278 */
255 279
280static void
256static void expand_sight(object *op) 281expand_sight (object *op)
257{ 282{
258 int i,x,y, dx, dy; 283 int i, x, y, dx, dy;
259 284
260 for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ 285 for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */
261 for(y=1;y<op->contr->socket.mapy-1;y++) { 286 for (y = 1; y < op->contr->socket.mapy - 1; y++)
287 {
262 if (!op->contr->blocked_los[x][y] && 288 if (!op->contr->blocked_los[x][y] &&
263 !(get_map_flags(op->map,NULL, 289 !(get_map_flags (op->map, NULL,
264 op->x-op->contr->socket.mapx/2+x, 290 op->x - op->contr->socket.mapx / 2 + x,
265 op->y-op->contr->socket.mapy/2+y, 291 op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
266 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { 292 {
267 293
268 for(i=1;i<=8;i+=1) { /* mark all directions */ 294 for (i = 1; i <= 8; i += 1)
295 { /* mark all directions */
269 dx = x + freearr_x[i]; 296 dx = x + freearr_x[i];
270 dy = y + freearr_y[i]; 297 dy = y + freearr_y[i];
271 if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 298 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
272 op->contr->blocked_los[dx][dy]= -1; 299 op->contr->blocked_los[dx][dy] = -1;
273 } 300 }
274 } 301 }
275 } 302 }
276 303
277 if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ 304 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */
278 expand_lighted_sight(op); 305 expand_lighted_sight (op);
279 306
280 307
281 /* clear mark squares */ 308 /* clear mark squares */
282 for (x = 0; x < op->contr->socket.mapx; x++) 309 for (x = 0; x < op->contr->socket.mapx; x++)
283 for (y = 0; y < op->contr->socket.mapy; y++) 310 for (y = 0; y < op->contr->socket.mapy; y++)
284 if (op->contr->blocked_los[x][y] < 0) 311 if (op->contr->blocked_los[x][y] < 0)
285 op->contr->blocked_los[x][y] = 0; 312 op->contr->blocked_los[x][y] = 0;
286} 313}
287 314
288 315
289 316
290 317
292 * This is a trivial function now days, but it used to 319 * This is a trivial function now days, but it used to
293 * be a bit longer. Probably better for callers to just 320 * be a bit longer. Probably better for callers to just
294 * check the op->glow_radius instead of calling this. 321 * check the op->glow_radius instead of calling this.
295 */ 322 */
296 323
324int
297int has_carried_lights(const object *op) { 325has_carried_lights (const object *op)
326{
298 /* op may glow! */ 327 /* op may glow! */
299 if(op->glow_radius>0) return 1; 328 if (op->glow_radius > 0)
300
301 return 0; 329 return 1;
330
331 return 0;
302} 332}
303 333
334static void
304static void expand_lighted_sight(object *op) 335expand_lighted_sight (object *op)
305{ 336{
306 int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; 337 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
307 mapstruct *m=op->map; 338 mapstruct *m = op->map;
308 sint16 nx, ny; 339 sint16 nx, ny;
309 340
310 darklevel = MAP_DARKNESS(m); 341 darklevel = MAP_DARKNESS (m);
311 342
312 /* If the player can see in the dark, lower the darklevel for him */ 343 /* If the player can see in the dark, lower the darklevel for him */
313 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; 344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 darklevel -= 2;
314 346
315 /* add light, by finding all (non-null) nearby light sources, then 347 /* add light, by finding all (non-null) nearby light sources, then
316 * mark those squares specially. If the darklevel<1, there is no 348 * mark those squares specially. If the darklevel<1, there is no
317 * reason to do this, so we skip this function 349 * reason to do this, so we skip this function
318 */ 350 */
319 351
320 if(darklevel<1) return; 352 if (darklevel < 1)
353 return;
321 354
322 /* Do a sanity check. If not valid, some code below may do odd 355 /* Do a sanity check. If not valid, some code below may do odd
323 * things. 356 * things.
324 */ 357 */
325 if (darklevel > MAX_DARKNESS) { 358 if (darklevel > MAX_DARKNESS)
359 {
326 LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", 360 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel);
327 &op->name, op->map->path, darklevel);
328 darklevel = MAX_DARKNESS; 361 darklevel = MAX_DARKNESS;
329 } 362 }
330 363
331 /* First, limit player furthest (unlighted) vision */ 364 /* First, limit player furthest (unlighted) vision */
332 for (x = 0; x < op->contr->socket.mapx; x++) 365 for (x = 0; x < op->contr->socket.mapx; x++)
333 for (y = 0; y < op->contr->socket.mapy; y++) 366 for (y = 0; y < op->contr->socket.mapy; y++)
334 if(op->contr->blocked_los[x][y]!=100) 367 if (op->contr->blocked_los[x][y] != 100)
335 op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; 368 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
336 369
337 /* the spaces[] darkness value contains the information we need. 370 /* the spaces[] darkness value contains the information we need.
338 * Only process the area of interest. 371 * Only process the area of interest.
339 * the basex, basey values represent the position in the op->contr->blocked_los 372 * the basex, basey values represent the position in the op->contr->blocked_los
340 * array. Its easier to just increment them here (and start with the right 373 * array. Its easier to just increment them here (and start with the right
341 * value) than to recalculate them down below. 374 * value) than to recalculate them down below.
342 */ 375 */
343 for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; 376 for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
344 x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { 377 x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
378 {
345 379
346 for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; 380 for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
347 y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { 381 y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
382 {
348 m = op->map; 383 m = op->map;
349 nx = x; 384 nx = x;
350 ny = y; 385 ny = y;
351 386
352 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 387 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
353 388
354 if (mflags & P_OUT_OF_MAP) continue; 389 if (mflags & P_OUT_OF_MAP)
390 continue;
355 391
356 /* This space is providing light, so we need to brighten up the 392 /* This space is providing light, so we need to brighten up the
357 * spaces around here. 393 * spaces around here.
358 */ 394 */
359 light = GET_MAP_LIGHT(m, nx, ny); 395 light = GET_MAP_LIGHT (m, nx, ny);
360 if (light != 0) { 396 if (light != 0)
397 {
361#if 0 398#if 0
362 LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", 399 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
363 x, y, basex, basey);
364#endif 400#endif
365 for (ax=basex - light; ax<=basex+light; ax++) { 401 for (ax = basex - light; ax <= basex + light; ax++)
402 {
366 if (ax<0 || ax>=op->contr->socket.mapx) continue; 403 if (ax < 0 || ax >= op->contr->socket.mapx)
404 continue;
367 for (ay=basey - light; ay<=basey+light; ay++) { 405 for (ay = basey - light; ay <= basey + light; ay++)
406 {
368 if (ay<0 || ay>=op->contr->socket.mapy) continue; 407 if (ay < 0 || ay >= op->contr->socket.mapy)
408 continue;
369 409
370 /* If the space is fully blocked, do nothing. Otherwise, we 410 /* If the space is fully blocked, do nothing. Otherwise, we
371 * brighten the space. The further the light is away from the 411 * brighten the space. The further the light is away from the
372 * source (basex-x), the less effect it has. Though light used 412 * source (basex-x), the less effect it has. Though light used
373 * to dim in a square manner, it now dims in a circular manner 413 * to dim in a square manner, it now dims in a circular manner
374 * using the the pythagorean theorem. glow_radius still 414 * using the the pythagorean theorem. glow_radius still
375 * represents the radius 415 * represents the radius
376 */ 416 */
377 if(op->contr->blocked_los[ax][ay]!=100) { 417 if (op->contr->blocked_los[ax][ay] != 100)
378 x1 = abs(basex-ax)*abs(basex-ax); 418 {
379 y1 = abs(basey-ay)*abs(basey-ay); 419 x1 = abs (basex - ax) * abs (basex - ax);
380 if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); 420 y1 = abs (basey - ay) * abs (basey - ay);
381 if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); 421 if (light > 0)
382 } 422 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0);
423 if (light < 0)
424 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0);
425 }
383 } /* for ay */ 426 } /* for ay */
384 } /* for ax */ 427 } /* for ax */
385 } /* if this space is providing light */ 428 } /* if this space is providing light */
386 } /* for y */ 429 } /* for y */
387 } /* for x */ 430 } /* for x */
388 431
389 /* Outdoor should never really be completely pitch black dark like 432 /* Outdoor should never really be completely pitch black dark like
390 * a dungeon, so let the player at least see a little around themselves 433 * a dungeon, so let the player at least see a little around themselves
391 */ 434 */
392 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { 435 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 {
393 if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) 437 if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3))
394 op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; 438 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3;
395 439
396 for (x=-1; x<=1; x++) 440 for (x = -1; x <= 1; x++)
397 for (y=-1; y<=1; y++) { 441 for (y = -1; y <= 1; y++)
442 {
398 if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) 443 if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2))
399 op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; 444 op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2;
400 } 445 }
401 } 446 }
402 /* grant some vision to the player, based on the darklevel */ 447 /* grant some vision to the player, based on the darklevel */
403 for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) 448 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
404 for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) 449 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
405 if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) 450 if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100))
406 op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= 451 op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -=
407 MAX(0,6 -darklevel - MAX(abs(x),abs(y))); 452 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
408} 453}
409 454
410/* blinded_sight() - sets all veiwable squares to blocked except 455/* blinded_sight() - sets all veiwable squares to blocked except
411 * for the one the central one that the player occupies. A little 456 * for the one the central one that the player occupies. A little
412 * odd that you can see yourself (and what your standing on), but 457 * odd that you can see yourself (and what your standing on), but
413 * really need for any reasonable game play. 458 * really need for any reasonable game play.
414 */ 459 */
415 460
461static void
416static void blinded_sight(object *op) { 462blinded_sight (object *op)
463{
417 int x,y; 464 int x, y;
418 465
419 for (x = 0; x < op->contr->socket.mapx; x++) 466 for (x = 0; x < op->contr->socket.mapx; x++)
420 for (y = 0; y < op->contr->socket.mapy; y++) 467 for (y = 0; y < op->contr->socket.mapy; y++)
421 op->contr->blocked_los[x][y] = 100; 468 op->contr->blocked_los[x][y] = 100;
422 469
423 op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; 470 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0;
424} 471}
425 472
426/* 473/*
427 * update_los() recalculates the array which specifies what is 474 * update_los() recalculates the array which specifies what is
428 * visible for the given player-object. 475 * visible for the given player-object.
429 */ 476 */
430 477
478void
431void update_los(object *op) { 479update_los (object *op)
480{
432 int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; 481 int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y;
433 482
434 if(QUERY_FLAG(op,FLAG_REMOVED)) 483 if (QUERY_FLAG (op, FLAG_REMOVED))
435 return; 484 return;
436 485
437 clear_los(op); 486 clear_los (op);
438 if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) 487 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
439 return; 488 return;
440 489
441 /* For larger maps, this is more efficient than the old way which 490 /* For larger maps, this is more efficient than the old way which
442 * used the chaining of the block array. Since many space views could 491 * used the chaining of the block array. Since many space views could
443 * be blocked by different spaces in front, this mean that a lot of spaces 492 * be blocked by different spaces in front, this mean that a lot of spaces
444 * could be examined multile times, as each path would be looked at. 493 * could be examined multile times, as each path would be looked at.
445 */ 494 */
446 for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) 495 for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++)
447 for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) 496 for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++)
448 check_wall(op, x, y); 497 check_wall (op, x, y);
449 498
450 499
451 /* do the los of the player. 3 (potential) cases */ 500 /* do the los of the player. 3 (potential) cases */
452 if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ 501 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
453 blinded_sight(op); 502 blinded_sight (op);
454 else 503 else
455 expand_sight(op); 504 expand_sight (op);
456 505
457 if (QUERY_FLAG(op,FLAG_XRAYS)) { 506 if (QUERY_FLAG (op, FLAG_XRAYS))
507 {
458 int x, y; 508 int x, y;
509
459 for (x = -2; x <= 2; x++) 510 for (x = -2; x <= 2; x++)
460 for (y = -2; y <= 2; y++) 511 for (y = -2; y <= 2; y++)
461 op->contr->blocked_los[dx + x][dy + y] = 0; 512 op->contr->blocked_los[dx + x][dy + y] = 0;
462 } 513 }
463} 514}
464 515
465/* update all_map_los is like update_all_los below, 516/* update all_map_los is like update_all_los below,
466 * but updates everyone on the map, no matter where they 517 * but updates everyone on the map, no matter where they
471 * the distinction between maps much more obvious to the 522 * the distinction between maps much more obvious to the
472 * players, which is should not be. 523 * players, which is should not be.
473 * Currently, this function is called from the 524 * Currently, this function is called from the
474 * change_map_light function 525 * change_map_light function
475 */ 526 */
527void
476void update_all_map_los(mapstruct *map) { 528update_all_map_los (mapstruct *map)
529{
477 player *pl; 530 player *pl;
478 531
479 for(pl=first_player;pl!=NULL;pl=pl->next) { 532 for (pl = first_player; pl != NULL; pl = pl->next)
533 {
480 if(pl->ob->map==map) 534 if (pl->ob->map == map)
481 pl->do_los=1; 535 pl->do_los = 1;
482 } 536 }
483} 537}
484 538
485 539
486/* 540/*
494 * space that changes must be withing your viewable area. 548 * space that changes must be withing your viewable area.
495 * 549 *
496 * map is the map that changed, x and y are the coordinates. 550 * map is the map that changed, x and y are the coordinates.
497 */ 551 */
498 552
553void
499void update_all_los(const mapstruct *map, int x, int y) { 554update_all_los (const mapstruct *map, int x, int y)
555{
500 player *pl; 556 player *pl;
501 557
502 for(pl=first_player;pl!=NULL;pl=pl->next) { 558 for (pl = first_player; pl != NULL; pl = pl->next)
559 {
503 /* Player should not have a null map, but do this 560 /* Player should not have a null map, but do this
504 * check as a safety 561 * check as a safety
505 */ 562 */
506 if (!pl->ob->map) continue; 563 if (!pl->ob->map)
564 continue;
507 565
508 /* Same map is simple case - see if pl is close enough. 566 /* Same map is simple case - see if pl is close enough.
509 * Note in all cases, we did the check for same map first, 567 * Note in all cases, we did the check for same map first,
510 * and then see if the player is close enough and update 568 * and then see if the player is close enough and update
511 * los if that is the case. If the player is on the 569 * los if that is the case. If the player is on the
512 * corresponding map, but not close enough, then the 570 * corresponding map, but not close enough, then the
513 * player can't be on another map that may be closer, 571 * player can't be on another map that may be closer,
514 * so by setting it up this way, we trim processing 572 * so by setting it up this way, we trim processing
515 * some. 573 * some.
516 */ 574 */
517 if(pl->ob->map==map) { 575 if (pl->ob->map == map)
518 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 576 {
519 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 577 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2))
520 pl->do_los=1; 578 pl->do_los = 1;
521 } 579 }
522 /* Now we check to see if player is on adjacent 580 /* Now we check to see if player is on adjacent
523 * maps to the one that changed and also within 581 * maps to the one that changed and also within
524 * view. The tile_maps[] could be null, but in that 582 * view. The tile_maps[] could be null, but in that
525 * case it should never match the pl->ob->map, so 583 * case it should never match the pl->ob->map, so
526 * we want ever try to dereference any of the data in it. 584 * we want ever try to dereference any of the data in it.
527 */ 585 */
528 586
529 /* The logic for 0 and 3 is to see how far the player is 587 /* The logic for 0 and 3 is to see how far the player is
530 * from the edge of the map (height/width) - pl->ob->(x,y) 588 * from the edge of the map (height/width) - pl->ob->(x,y)
531 * and to add current position on this map - that gives a 589 * and to add current position on this map - that gives a
532 * distance. 590 * distance.
533 * For 1 and 2, we check to see how far the given 591 * For 1 and 2, we check to see how far the given
534 * coordinate (x,y) is from the corresponding edge, 592 * coordinate (x,y) is from the corresponding edge,
535 * and then add the players location, which gives 593 * and then add the players location, which gives
536 * a distance. 594 * a distance.
537 */ 595 */
538 else if (pl->ob->map == map->tile_map[0]) { 596 else if (pl->ob->map == map->tile_map[0])
539 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 597 {
540 (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) 598 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))
541 pl->do_los=1; 599 pl->do_los = 1;
542 } 600 }
543 else if (pl->ob->map == map->tile_map[2]) { 601 else if (pl->ob->map == map->tile_map[2])
544 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 602 {
545 (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) 603 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2))
546 pl->do_los=1; 604 pl->do_los = 1;
547 } 605 }
548 else if (pl->ob->map == map->tile_map[1]) { 606 else if (pl->ob->map == map->tile_map[1])
549 if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && 607 {
550 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 608 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2))
551 pl->do_los=1; 609 pl->do_los = 1;
552 } 610 }
553 else if (pl->ob->map == map->tile_map[3]) { 611 else if (pl->ob->map == map->tile_map[3])
612 {
554 if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && 613 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))
555 (abs(pl->ob->y - y) <= pl->socket.mapy/2))
556 pl->do_los=1; 614 pl->do_los = 1;
557 } 615 }
558 } 616 }
559} 617}
560 618
561/* 619/*
562 * Debug-routine which dumps the array which specifies the visible 620 * Debug-routine which dumps the array which specifies the visible
563 * area of a player. Triggered by the z key in DM mode. 621 * area of a player. Triggered by the z key in DM mode.
564 */ 622 */
565 623
624void
566void print_los(object *op) { 625print_los (object *op)
626{
567 int x,y; 627 int x, y;
568 char buf[50], buf2[10]; 628 char buf[50], buf2[10];
569 629
570 strcpy(buf," "); 630 strcpy (buf, " ");
571 for(x=0;x<op->contr->socket.mapx;x++) { 631 for (x = 0; x < op->contr->socket.mapx; x++)
632 {
572 sprintf(buf2,"%2d",x); 633 sprintf (buf2, "%2d", x);
573 strcat(buf,buf2); 634 strcat (buf, buf2);
574 } 635 }
575 new_draw_info(NDI_UNIQUE, 0, op, buf); 636 new_draw_info (NDI_UNIQUE, 0, op, buf);
576 for(y=0;y<op->contr->socket.mapy;y++) { 637 for (y = 0; y < op->contr->socket.mapy; y++)
638 {
577 sprintf(buf,"%2d:",y); 639 sprintf (buf, "%2d:", y);
578 for(x=0;x<op->contr->socket.mapx;x++) { 640 for (x = 0; x < op->contr->socket.mapx; x++)
641 {
579 sprintf(buf2," %1d",op->contr->blocked_los[x][y]); 642 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
580 strcat(buf,buf2); 643 strcat (buf, buf2);
581 } 644 }
582 new_draw_info(NDI_UNIQUE, 0, op, buf); 645 new_draw_info (NDI_UNIQUE, 0, op, buf);
583 } 646 }
584} 647}
585 648
586/* 649/*
587 * make_sure_seen: The object is supposed to be visible through walls, thus 650 * make_sure_seen: The object is supposed to be visible through walls, thus
588 * check if any players are nearby, and edit their LOS array. 651 * check if any players are nearby, and edit their LOS array.
589 */ 652 */
590 653
654void
591void make_sure_seen(const object *op) { 655make_sure_seen (const object *op)
656{
592 player *pl; 657 player *pl;
593 658
594 for (pl = first_player; pl; pl = pl->next) 659 for (pl = first_player; pl; pl = pl->next)
595 if (pl->ob->map == op->map && 660 if (pl->ob->map == op->map &&
596 pl->ob->y - pl->socket.mapy/2 <= op->y && 661 pl->ob->y - pl->socket.mapy / 2 <= op->y &&
597 pl->ob->y + pl->socket.mapy/2 >= op->y && 662 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)
598 pl->ob->x - pl->socket.mapx/2 <= op->x && 663 pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0;
599 pl->ob->x + pl->socket.mapx/2 >= op->x)
600 pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x]
601 [pl->socket.mapy/2 + op->y - pl->ob->y] = 0;
602} 664}
603 665
604/* 666/*
605 * make_sure_not_seen: The object which is supposed to be visible through 667 * make_sure_not_seen: The object which is supposed to be visible through
606 * walls has just been removed from the map, so update the los of any 668 * walls has just been removed from the map, so update the los of any
607 * players within its range 669 * players within its range
608 */ 670 */
609 671
672void
610void make_sure_not_seen(const object *op) { 673make_sure_not_seen (const object *op)
674{
611 player *pl; 675 player *pl;
676
612 for (pl = first_player; pl; pl = pl->next) 677 for (pl = first_player; pl; pl = pl->next)
613 if (pl->ob->map == op->map && 678 if (pl->ob->map == op->map &&
614 pl->ob->y - pl->socket.mapy/2 <= op->y && 679 pl->ob->y - pl->socket.mapy / 2 <= op->y &&
615 pl->ob->y + pl->socket.mapy/2 >= op->y && 680 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)
616 pl->ob->x - pl->socket.mapx/2 <= op->x &&
617 pl->ob->x + pl->socket.mapx/2 >= op->x)
618 pl->do_los = 1; 681 pl->do_los = 1;
619} 682}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines