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> |
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|
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 |
… | |
… | |
248 | * Clears/initialises the los-array associated to the player |
246 | * Clears/initialises the los-array associated to the player |
249 | * controlling the object. |
247 | * controlling the object. |
250 | */ |
248 | */ |
251 | |
249 | |
252 | void |
250 | void |
253 | clear_los (object *op) |
251 | clear_los (player *pl) |
254 | { |
252 | { |
255 | /* This is safer than using the ns->mapx, mapy because |
253 | /* This is safer than using the ns->mapx, mapy because |
256 | * 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 |
257 | * 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 |
258 | * actually going to use |
256 | * actually going to use |
259 | */ |
257 | */ |
260 | (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); |
261 | } |
259 | } |
262 | |
260 | |
263 | /* |
261 | /* |
264 | * 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 |
265 | * 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, |
… | |
… | |
458 | |
456 | |
459 | /* |
457 | /* |
460 | * update_los() recalculates the array which specifies what is |
458 | * update_los() recalculates the array which specifies what is |
461 | * visible for the given player-object. |
459 | * visible for the given player-object. |
462 | */ |
460 | */ |
463 | |
|
|
464 | void |
461 | void |
465 | update_los (object *op) |
462 | update_los (object *op) |
466 | { |
463 | { |
467 | 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; |
468 | |
465 | |
469 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
466 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
470 | return; |
467 | return; |
471 | |
468 | |
472 | clear_los (op); |
469 | clear_los (op->contr); |
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|
470 | |
473 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
471 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
474 | return; |
472 | return; |
475 | |
473 | |
476 | /* 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 |
477 | * 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 |