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 1.11 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.34 by root, Thu Dec 4 03:52:00 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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>
28#include <math.h> 27#include <math.h>
29
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
34 * block view in our tables. 32 * block view in our tables.
35 * .4 or less lets you see through walls. .5 is about right. 33 * .4 or less lets you see through walls. .5 is about right.
36 */ 34 */
37 35
38#define SPACE_BLOCK 0.5 36#define SPACE_BLOCK 0.5
37#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */
39 38
40typedef struct blstr 39typedef struct blstr
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,
293 op->contr->blocked_los[dx][dy] = -1; 288 op->contr->blocked_los[dx][dy] = -1;
294 } 289 }
295 } 290 }
296 } 291 }
297 292
298 if (MAP_DARKNESS (op->map) > 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
301 295
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 */
323 return 1; 314 return 1;
324 315
325 return 0; 316 return 0;
326} 317}
327 318
319/* radius, distance => lightness adjust */
320static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1];
321
322static struct darkness_init
323{
324 darkness_init ()
325 {
326 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
327 for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance)
328 {
329 // max intensity
330 int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1);
331
332 // actual intensity
333 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
334
335 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
336 ? intensity
337 : MAX_DARKNESS_LOS - intensity;
338 }
339 }
340} darkness_init;
341
328static void 342static void
329expand_lighted_sight (object *op) 343expand_lighted_sight (object *op)
330{ 344{
331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 345 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
332 maptile *m = op->map; 346 maptile *m = op->map;
333 sint16 nx, ny; 347 sint16 nx, ny;
334 348
335 darklevel = MAP_DARKNESS (m); 349 darklevel = m->darkness;
336 350
337 /* If the player can see in the dark, lower the darklevel for him */ 351 /* If the player can see in the dark, lower the darklevel for him */
338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 352 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339 darklevel -= 2; 353 darklevel -= MAX_DARKNESS_LOS / 2;
340 354
341 /* add light, by finding all (non-null) nearby light sources, then 355 /* add light, by finding all (non-null) nearby light sources, then
342 * mark those squares specially. If the darklevel<1, there is no 356 * mark those squares specially. If the darklevel<1, there is no
343 * reason to do this, so we skip this function 357 * reason to do this, so we skip this function
344 */ 358 */
349 /* Do a sanity check. If not valid, some code below may do odd 363 /* Do a sanity check. If not valid, some code below may do odd
350 * things. 364 * things.
351 */ 365 */
352 if (darklevel > MAX_DARKNESS) 366 if (darklevel > MAX_DARKNESS)
353 { 367 {
354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 368 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
355 darklevel = MAX_DARKNESS; 369 darklevel = MAX_DARKNESS;
356 } 370 }
357 371
358 /* First, limit player furthest (unlighted) vision */ 372 /* first, make everything totally dark */
359 for (x = 0; x < op->contr->ns->mapx; x++) 373 for (x = 0; x < op->contr->ns->mapx; x++)
360 for (y = 0; y < op->contr->ns->mapy; y++) 374 for (y = 0; y < op->contr->ns->mapy; y++)
361 if (op->contr->blocked_los[x][y] != 100) 375 if (op->contr->blocked_los[x][y] != 100)
362 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 376 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
363 377
364 /* the spaces[] darkness value contains the information we need. 378 int half_x = op->contr->ns->mapx / 2;
379 int half_y = op->contr->ns->mapy / 2;
380
381 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
382 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
383 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
384 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
385
386 int pass2 = 0; // negative lights have an extra pass
387
388 /*
365 * Only process the area of interest. 389 * Only process the area of interest.
366 * the basex, basey values represent the position in the op->contr->blocked_los 390 * the basex, basey values represent the position in the op->contr->blocked_los
367 * array. Its easier to just increment them here (and start with the right 391 * array. Its easier to just increment them here (and start with the right
368 * value) than to recalculate them down below. 392 * value) than to recalculate them down below.
369 */ 393 */
370 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 394 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
371 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 395 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
372 {
373
374 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
375 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
376 { 396 {
397 maptile *m = op->map;
398 sint16 nx = x;
399 sint16 ny = y;
400
401 if (!xy_normalise (m, nx, ny))
402 continue;
403
404 mapspace &ms = m->at (nx, ny);
405 ms.update ();
406 sint8 light = ms.light;
407
408 if (expect_false (light))
409 if (light < 0)
410 pass2 = 1;
411 else
412 {
413 /* This space is providing light, so we need to brighten up the
414 * spaces around here.
415 */
416 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
417
418 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
419 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
420 if (op->contr->blocked_los[ax][ay] != 100)
421 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
422 }
423 }
424
425 // psosibly do 2nd pass for rare negative glow radii
426 if (expect_false (pass2))
427 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
428 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
429 {
377 m = op->map; 430 maptile *m = op->map;
378 nx = x; 431 sint16 nx = x;
379 ny = y; 432 sint16 ny = y;
380 433
381 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 434 if (!xy_normalise (m, nx, ny))
382
383 if (mflags & P_OUT_OF_MAP)
384 continue; 435 continue;
385 436
386 /* This space is providing light, so we need to brighten up the 437 mapspace &ms = m->at (nx, ny);
387 * spaces around here. 438 ms.update ();
388 */ 439 sint8 light = ms.light;
389 light = GET_MAP_LIGHT (m, nx, ny); 440
390 if (light != 0) 441 if (expect_false (light < 0))
391 { 442 {
392#if 0 443 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
393 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
394#endif
395 for (ax = basex - light; ax <= basex + light; ax++)
396 {
397 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue;
399 for (ay = basey - light; ay <= basey + light; ay++)
400 {
401 if (ay < 0 || ay >= op->contr->ns->mapy)
402 continue;
403 444
404 /* If the space is fully blocked, do nothing. Otherwise, we 445 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
405 * brighten the space. The further the light is away from the 446 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
406 * source (basex-x), the less effect it has. Though light used
407 * to dim in a square manner, it now dims in a circular manner
408 * using the the pythagorean theorem. glow_radius still
409 * represents the radius
410 */
411 if (op->contr->blocked_los[ax][ay] != 100) 447 if (op->contr->blocked_los[ax][ay] != 100)
412 { 448 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
413 x1 = abs (basex - ax) * abs (basex - ax); 449 }
414 y1 = abs (basey - ay) * abs (basey - ay); 450 }
415 if (light > 0)
416 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);
419 }
420 } /* for ay */
421 } /* for ax */
422 } /* if this space is providing light */
423 } /* for y */
424 } /* for x */
425 451
426 /* Outdoor should never really be completely pitch black dark like 452 /* Outdoor should never really be completely pitch black dark like
427 * a dungeon, so let the player at least see a little around themselves 453 * a dungeon, so let the player at least see a little around themselves
428 */ 454 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 455 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
430 { 456 {
431 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 457 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
432 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 458 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
433 459
434 for (x = -1; x <= 1; x++) 460 for (x = -1; x <= 1; x++)
436 { 462 {
437 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 463 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; 464 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 } 465 }
440 } 466 }
467
441 /* grant some vision to the player, based on the darklevel */ 468 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 469 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 470 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)) 471 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] -= 472 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
446 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 473 max (0, 6 - darklevel - max (abs (x), abs (y)));
447} 474}
448 475
449/* blinded_sight() - sets all veiwable squares to blocked except 476/* blinded_sight() - sets all viewable squares to blocked except
450 * for the one the central one that the player occupies. A little 477 * 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 478 * odd that you can see yourself (and what your standing on), but
452 * really need for any reasonable game play. 479 * really need for any reasonable game play.
453 */ 480 */
454
455static void 481static void
456blinded_sight (object *op) 482blinded_sight (object *op)
457{ 483{
458 int x, y; 484 int x, y;
459 485
466 492
467/* 493/*
468 * update_los() recalculates the array which specifies what is 494 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 495 * visible for the given player-object.
470 */ 496 */
471
472void 497void
473update_los (object *op) 498update_los (object *op)
474{ 499{
475 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 500 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
476 501
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 502 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 503 return;
479 504
480 clear_los (op); 505 clear_los (op->contr);
506
481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 507 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482 return; 508 return;
483 509
484 /* For larger maps, this is more efficient than the old way which 510 /* 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 511 * 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. 513 * could be examined multile times, as each path would be looked at.
488 */ 514 */
489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 515 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++) 516 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); 517 check_wall (op, x, y);
492
493 518
494 /* do the los of the player. 3 (potential) cases */ 519 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 520 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496 blinded_sight (op); 521 blinded_sight (op);
497 else 522 else
498 expand_sight (op); 523 expand_sight (op);
499 524
525 //TODO: no range-checking whatsoever :(
500 if (QUERY_FLAG (op, FLAG_XRAYS)) 526 if (QUERY_FLAG (op, FLAG_XRAYS))
501 {
502 int x, y;
503
504 for (x = -2; x <= 2; x++) 527 for (int x = -2; x <= 2; x++)
505 for (y = -2; y <= 2; y++) 528 for (int y = -2; y <= 2; y++)
506 op->contr->blocked_los[dx + x][dy + y] = 0; 529 op->contr->blocked_los[dx + x][dy + y] = 0;
507 }
508} 530}
509 531
510/* update all_map_los is like update_all_los below, 532/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 533 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 534 * are. This generally should not be used, as a per
513 * specific map change doesn't make much sense when tiling 535 * specific map change doesn't make much sense when tiling
514 * is considered (lowering darkness would certainly be a 536 * is considered (lowering darkness would certainly be a
515 * strange effect if done on a tile map, as it makes 537 * strange effect if done on a tile map, as it makes
516 * the distinction between maps much more obvious to the 538 * the distinction between maps much more obvious to the
517 * players, which is should not be. 539 * players, which is should not be.
520 */ 542 */
521void 543void
522update_all_map_los (maptile *map) 544update_all_map_los (maptile *map)
523{ 545{
524 for_all_players (pl) 546 for_all_players (pl)
525 if (pl->ob->map == map) 547 if (pl->ob && pl->ob->map == map)
526 pl->do_los = 1; 548 pl->do_los = 1;
527} 549}
528
529 550
530/* 551/*
531 * This function makes sure that update_los() will be called for all 552 * This function makes sure that update_los() will be called for all
532 * players on the given map within the next frame. 553 * players on the given map within the next frame.
533 * It is triggered by removal or inserting of objects which blocks 554 * It is triggered by removal or inserting of objects which blocks
537 * means that just being on the same map is not sufficient - the 558 * means that just being on the same map is not sufficient - the
538 * space that changes must be withing your viewable area. 559 * space that changes must be withing your viewable area.
539 * 560 *
540 * map is the map that changed, x and y are the coordinates. 561 * map is the map that changed, x and y are the coordinates.
541 */ 562 */
542
543void 563void
544update_all_los (const maptile *map, int x, int y) 564update_all_los (const maptile *map, int x, int y)
545{ 565{
546 for_all_players (pl) 566 for_all_players (pl)
547 { 567 {
548 /* Player should not have a null map, but do this 568 /* Player should not have a null map, but do this
549 * check as a safety 569 * check as a safety
550 */ 570 */
551 if (!pl->ob->map) 571 if (!pl->ob || !pl->ob->map || !pl->ns)
552 continue; 572 continue;
553 573
554 /* Same map is simple case - see if pl is close enough. 574 /* Same map is simple case - see if pl is close enough.
555 * Note in all cases, we did the check for same map first, 575 * Note in all cases, we did the check for same map first,
556 * and then see if the player is close enough and update 576 * and then see if the player is close enough and update
563 if (pl->ob->map == map) 583 if (pl->ob->map == map)
564 { 584 {
565 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 585 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
566 pl->do_los = 1; 586 pl->do_los = 1;
567 } 587 }
588
568 /* Now we check to see if player is on adjacent 589 /* Now we check to see if player is on adjacent
569 * maps to the one that changed and also within 590 * maps to the one that changed and also within
570 * view. The tile_maps[] could be null, but in that 591 * view. The tile_maps[] could be null, but in that
571 * case it should never match the pl->ob->map, so 592 * case it should never match the pl->ob->map, so
572 * we want ever try to dereference any of the data in it. 593 * we want ever try to dereference any of the data in it.
573 */ 594 *
574
575 /* The logic for 0 and 3 is to see how far the player is 595 * The logic for 0 and 3 is to see how far the player is
576 * from the edge of the map (height/width) - pl->ob->(x,y) 596 * from the edge of the map (height/width) - pl->ob->(x,y)
577 * and to add current position on this map - that gives a 597 * and to add current position on this map - that gives a
578 * distance. 598 * distance.
579 * For 1 and 2, we check to see how far the given 599 * For 1 and 2, we check to see how far the given
580 * coordinate (x,y) is from the corresponding edge, 600 * coordinate (x,y) is from the corresponding edge,
581 * and then add the players location, which gives 601 * and then add the players location, which gives
582 * a distance. 602 * a distance.
583 */ 603 */
584 else if (pl->ob->map == map->tile_map[0]) 604 else if (pl->ob->map == map->tile_map[0])
585 { 605 {
586 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->ns->mapy / 2)) 606 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
587 pl->do_los = 1; 607 pl->do_los = 1;
588 } 608 }
589 else if (pl->ob->map == map->tile_map[2]) 609 else if (pl->ob->map == map->tile_map[2])
590 { 610 {
591 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) 611 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
592 pl->do_los = 1; 612 pl->do_los = 1;
593 } 613 }
594 else if (pl->ob->map == map->tile_map[1]) 614 else if (pl->ob->map == map->tile_map[1])
595 { 615 {
596 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 616 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
597 pl->do_los = 1; 617 pl->do_los = 1;
598 } 618 }
599 else if (pl->ob->map == map->tile_map[3]) 619 else if (pl->ob->map == map->tile_map[3])
600 { 620 {
601 if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 621 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
602 pl->do_los = 1; 622 pl->do_los = 1;
603 } 623 }
604 } 624 }
605} 625}
606 626

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines