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Comparing deliantra/server/common/los.C (file contents):
Revision 1.23 by root, Fri Feb 16 22:21:45 2007 UTC vs.
Revision 1.30 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26 25
27#include <global.h> 26#include <global.h>
28#include <funcpoint.h>
29#include <math.h> 27#include <math.h>
30 28
31/* Distance must be less than this for the object to be blocked. 29/* 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 30 * 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 31 * that blocks half the view (0.0 is complete block) will
94 92
95void 93void
96init_block (void) 94init_block (void)
97{ 95{
98 int x, y, dx, dy, i; 96 int x, y, dx, dy, i;
99 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 97 static int block_x[3] = { -1, -1, 0 },
100 { 98 block_y[3] = { -1, 0, -1 };
101 -1, 0, -1};
102 99
103 for (x = 0; x < MAP_CLIENT_X; x++) 100 for (x = 0; x < MAP_CLIENT_X; x++)
104 for (y = 0; y < MAP_CLIENT_Y; y++) 101 for (y = 0; y < MAP_CLIENT_Y; y++)
105 {
106 block[x][y].index = 0; 102 block[x][y].index = 0;
107 }
108 103
109 104
110 /* The table should be symmetric, so only do the upper left 105 /* The table should be symmetric, so only do the upper left
111 * quadrant - makes the processing easier. 106 * quadrant - makes the processing easier.
112 */ 107 */
129 /* For simplicity, we mirror the coordinates to block the other 124 /* For simplicity, we mirror the coordinates to block the other
130 * quadrants. 125 * quadrants.
131 */ 126 */
132 set_block (x, y, dx, dy); 127 set_block (x, y, dx, dy);
133 if (x == MAP_CLIENT_X / 2) 128 if (x == MAP_CLIENT_X / 2)
134 {
135 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 129 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
136 }
137 else if (y == MAP_CLIENT_Y / 2) 130 else if (y == MAP_CLIENT_Y / 2)
138 {
139 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 131 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
140 }
141 } 132 }
142 else 133 else
143 { 134 {
144 float d1, r, s, l; 135 float d1, r, s, l;
145 136
179 * that if some particular space is blocked, it blocks 170 * that if some particular space is blocked, it blocks
180 * the view of the spaces 'behind' it, and those blocked 171 * the view of the spaces 'behind' it, and those blocked
181 * spaces behind it may block other spaces, etc. 172 * spaces behind it may block other spaces, etc.
182 * In this way, the chain of visibility is set. 173 * In this way, the chain of visibility is set.
183 */ 174 */
184
185static void 175static void
186set_wall (object *op, int x, int y) 176set_wall (object *op, int x, int y)
187{ 177{
188 int i; 178 int i;
189 179
256 * Clears/initialises the los-array associated to the player 246 * Clears/initialises the los-array associated to the player
257 * controlling the object. 247 * controlling the object.
258 */ 248 */
259 249
260void 250void
261clear_los (object *op) 251clear_los (player *pl)
262{ 252{
263 /* This is safer than using the ns->mapx, mapy because 253 /* This is safer than using the ns->mapx, mapy because
264 * we index the blocked_los as a 2 way array, so clearing 254 * we index the blocked_los as a 2 way array, so clearing
265 * the first z spaces may not not cover the spaces we are 255 * the first z spaces may not not cover the spaces we are
266 * actually going to use 256 * actually going to use
267 */ 257 */
268 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 258 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
269} 259}
270 260
271/* 261/*
272 * expand_sight goes through the array of what the given player is 262 * expand_sight goes through the array of what the given player is
273 * able to see, and expands the visible area a bit, so the player will, 263 * able to see, and expands the visible area a bit, so the player will,
466 456
467/* 457/*
468 * update_los() recalculates the array which specifies what is 458 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 459 * visible for the given player-object.
470 */ 460 */
471
472void 461void
473update_los (object *op) 462update_los (object *op)
474{ 463{
475 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 464 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
476 465
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 466 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 467 return;
479 468
480 clear_los (op); 469 clear_los (op->contr);
470
481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 471 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482 return; 472 return;
483 473
484 /* For larger maps, this is more efficient than the old way which 474 /* 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 475 * used the chaining of the block array. Since many space views could

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