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> |
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|
28 | #include <math.h> |
27 | #include <math.h> |
29 | |
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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 | |
|
|
38 | #define SPACE_BLOCK 0.5 |
35 | #define SPACE_BLOCK 0.5 |
39 | |
36 | |
40 | typedef struct blstr |
37 | typedef struct blstr |
41 | { |
38 | { |
42 | int x[4], y[4]; |
39 | int x[4], y[4]; |
43 | int index; |
40 | int index; |
44 | } blocks; |
41 | } blocks; |
45 | |
42 | |
|
|
43 | // 31/32 == a speed hack |
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|
44 | // we would like to use 32 for speed, but the code loops endlessly |
|
|
45 | // then, reason not yet identified, so only make the array use 32, |
|
|
46 | // not the define's. |
46 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
47 | |
48 | |
48 | static void expand_lighted_sight (object *op); |
49 | static void expand_lighted_sight (object *op); |
49 | |
50 | |
50 | /* |
51 | /* |
51 | * Used to initialise the array used by the LOS routines. |
52 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
85 | /* since we are only doing the upper left quadrant, only |
86 | /* since we are only doing the upper left quadrant, only |
86 | * these spaces could possibly get blocked, since these |
87 | * these spaces could possibly get blocked, since these |
87 | * are the only ones further out that are still possibly in the |
88 | * are the only ones further out that are still possibly in the |
88 | * sightline. |
89 | * sightline. |
89 | */ |
90 | */ |
90 | |
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|
91 | void |
91 | void |
92 | init_block (void) |
92 | init_block (void) |
93 | { |
93 | { |
94 | int x, y, dx, dy, i; |
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|
95 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
94 | static int block_x[3] = { -1, -1, 0 }, |
96 | { |
95 | block_y[3] = { -1, 0, -1 }; |
97 | -1, 0, -1}; |
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|
98 | |
96 | |
99 | for (x = 0; x < MAP_CLIENT_X; x++) |
97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
100 | for (y = 0; y < MAP_CLIENT_Y; y++) |
98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
101 | { |
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|
102 | block[x][y].index = 0; |
99 | block[x][y].index = 0; |
103 | } |
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104 | |
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105 | |
100 | |
106 | /* The table should be symmetric, so only do the upper left |
101 | /* The table should be symmetric, so only do the upper left |
107 | * quadrant - makes the processing easier. |
102 | * quadrant - makes the processing easier. |
108 | */ |
103 | */ |
109 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
110 | { |
105 | { |
111 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
112 | { |
107 | { |
113 | for (i = 0; i < 3; i++) |
108 | for (int i = 0; i < 3; i++) |
114 | { |
109 | { |
115 | dx = x + block_x[i]; |
110 | int dx = x + block_x[i]; |
116 | dy = y + block_y[i]; |
111 | int dy = y + block_y[i]; |
117 | |
112 | |
118 | /* center space never blocks */ |
113 | /* center space never blocks */ |
119 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
120 | continue; |
115 | continue; |
121 | |
116 | |
… | |
… | |
125 | /* For simplicity, we mirror the coordinates to block the other |
120 | /* For simplicity, we mirror the coordinates to block the other |
126 | * quadrants. |
121 | * quadrants. |
127 | */ |
122 | */ |
128 | set_block (x, y, dx, dy); |
123 | set_block (x, y, dx, dy); |
129 | if (x == MAP_CLIENT_X / 2) |
124 | if (x == MAP_CLIENT_X / 2) |
130 | { |
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|
131 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
125 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
132 | } |
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|
133 | else if (y == MAP_CLIENT_Y / 2) |
126 | else if (y == MAP_CLIENT_Y / 2) |
134 | { |
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135 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
127 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
136 | } |
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|
137 | } |
128 | } |
138 | else |
129 | else |
139 | { |
130 | { |
140 | float d1, r, s, l; |
131 | float d1, r, s, l; |
141 | |
132 | |
142 | /* We use the algorihm that found out how close the point |
133 | /* We use the algorithm that found out how close the point |
143 | * (x,y) is to the line from dx,dy to the center of the viewable |
134 | * (x,y) is to the line from dx,dy to the center of the viewable |
144 | * area. l is the distance from x,y to the line. |
135 | * area. l is the distance from x,y to the line. |
145 | * r is more a curiosity - it lets us know what direction (left/right) |
136 | * r is more a curiosity - it lets us know what direction (left/right) |
146 | * the line is off |
137 | * the line is off |
147 | */ |
138 | */ |
148 | |
139 | |
149 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f)); |
150 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
141 | r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
151 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
142 | s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
152 | l = FABS (sqrt (d1) * s); |
143 | l = fabs (sqrtf (d1) * s); |
153 | |
144 | |
154 | if (l <= SPACE_BLOCK) |
145 | if (l <= SPACE_BLOCK) |
155 | { |
146 | { |
156 | /* For simplicity, we mirror the coordinates to block the other |
147 | /* For simplicity, we mirror the coordinates to block the other |
157 | * quadrants. |
148 | * quadrants. |
… | |
… | |
175 | * that if some particular space is blocked, it blocks |
166 | * that if some particular space is blocked, it blocks |
176 | * the view of the spaces 'behind' it, and those blocked |
167 | * the view of the spaces 'behind' it, and those blocked |
177 | * spaces behind it may block other spaces, etc. |
168 | * spaces behind it may block other spaces, etc. |
178 | * In this way, the chain of visibility is set. |
169 | * In this way, the chain of visibility is set. |
179 | */ |
170 | */ |
180 | |
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|
181 | static void |
171 | static void |
182 | set_wall (object *op, int x, int y) |
172 | set_wall (object *op, int x, int y) |
183 | { |
173 | { |
184 | int i; |
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|
185 | |
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186 | for (i = 0; i < block[x][y].index; i++) |
174 | for (int i = 0; i < block[x][y].index; i++) |
187 | { |
175 | { |
188 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
176 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
189 | |
177 | |
190 | /* ax, ay are the values as adjusted to be in the |
178 | /* ax, ay are the values as adjusted to be in the |
191 | * socket look structure. |
179 | * socket look structure. |
… | |
… | |
200 | #endif |
188 | #endif |
201 | /* we need to adjust to the fact that the socket |
189 | /* we need to adjust to the fact that the socket |
202 | * code wants the los to start from the 0,0 |
190 | * code wants the los to start from the 0,0 |
203 | * and not be relative to middle of los array. |
191 | * and not be relative to middle of los array. |
204 | */ |
192 | */ |
205 | op->contr->blocked_los[ax][ay] = 100; |
193 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
206 | set_wall (op, dx, dy); |
194 | set_wall (op, dx, dy); |
207 | } |
195 | } |
208 | } |
196 | } |
209 | |
197 | |
210 | /* |
198 | /* |
211 | * Used to initialise the array used by the LOS routines. |
199 | * Used to initialise the array used by the LOS routines. |
212 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
200 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
213 | * this is because they index the blocked[][] arrays. |
201 | * this is because they index the blocked[][] arrays. |
214 | */ |
202 | */ |
215 | |
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|
216 | static void |
203 | static void |
217 | check_wall (object *op, int x, int y) |
204 | check_wall (object *op, int x, int y) |
218 | { |
205 | { |
219 | int ax, ay; |
206 | int ax, ay; |
220 | |
207 | |
… | |
… | |
238 | |
225 | |
239 | /* If this space is already blocked, prune the processing - presumably |
226 | /* If this space is already blocked, prune the processing - presumably |
240 | * whatever has set this space to be blocked has done the work and already |
227 | * whatever has set this space to be blocked has done the work and already |
241 | * done the dependency chain. |
228 | * done the dependency chain. |
242 | */ |
229 | */ |
243 | if (op->contr->blocked_los[ax][ay] == 100) |
230 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
244 | return; |
231 | return; |
245 | |
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|
246 | |
232 | |
247 | 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)) |
233 | 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)) |
248 | set_wall (op, x, y); |
234 | set_wall (op, x, y); |
249 | } |
235 | } |
250 | |
236 | |
… | |
… | |
252 | * Clears/initialises the los-array associated to the player |
238 | * Clears/initialises the los-array associated to the player |
253 | * controlling the object. |
239 | * controlling the object. |
254 | */ |
240 | */ |
255 | |
241 | |
256 | void |
242 | void |
257 | clear_los (object *op) |
243 | clear_los (player *pl) |
258 | { |
244 | { |
259 | /* This is safer than using the ns->mapx, mapy because |
245 | /* This is safer than using the ns->mapx, mapy because |
260 | * we index the blocked_los as a 2 way array, so clearing |
246 | * 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 |
247 | * the first z spaces may not not cover the spaces we are |
262 | * actually going to use |
248 | * actually going to use |
263 | */ |
249 | */ |
264 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
250 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
265 | } |
251 | } |
266 | |
252 | |
267 | /* |
253 | /* |
268 | * expand_sight goes through the array of what the given player is |
254 | * 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, |
255 | * able to see, and expands the visible area a bit, so the player will, |
270 | * to a certain degree, be able to see into corners. |
256 | * to a certain degree, be able to see into corners. |
271 | * This is somewhat suboptimal, would be better to improve the formula. |
257 | * This is somewhat suboptimal, would be better to improve the formula. |
272 | */ |
258 | */ |
273 | |
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|
274 | static void |
259 | static void |
275 | expand_sight (object *op) |
260 | expand_sight (object *op) |
276 | { |
261 | { |
277 | int i, x, y, dx, dy; |
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278 | |
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279 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
280 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
281 | { |
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|
282 | if (!op->contr->blocked_los[x][y] && |
264 | if (!op->contr->blocked_los[x][y] && |
283 | !(get_map_flags (op->map, NULL, |
265 | !(get_map_flags (op->map, NULL, |
284 | op->x - op->contr->ns->mapx / 2 + x, |
266 | op->x - op->contr->ns->mapx / 2 + x, |
285 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
286 | { |
268 | { |
287 | |
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288 | for (i = 1; i <= 8; i += 1) |
269 | for (int i = 1; i <= 8; i += 1) |
289 | { /* mark all directions */ |
270 | { /* mark all directions */ |
290 | dx = x + freearr_x[i]; |
271 | int dx = x + freearr_x[i]; |
291 | dy = y + freearr_y[i]; |
272 | int dy = y + freearr_y[i]; |
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273 | |
292 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
274 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
293 | op->contr->blocked_los[dx][dy] = -1; |
275 | op->contr->blocked_los[dx][dy] = -1; |
294 | } |
276 | } |
295 | } |
277 | } |
296 | } |
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|
297 | |
278 | |
298 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
279 | if (op->map->darkness > 0) /* player is on a dark map */ |
299 | expand_lighted_sight (op); |
280 | expand_lighted_sight (op); |
300 | |
281 | |
301 | |
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|
302 | /* clear mark squares */ |
282 | /* clear mark squares */ |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
283 | for (int x = 0; x < op->contr->ns->mapx; x++) |
304 | for (y = 0; y < op->contr->ns->mapy; y++) |
284 | for (int y = 0; y < op->contr->ns->mapy; y++) |
305 | if (op->contr->blocked_los[x][y] < 0) |
285 | if (op->contr->blocked_los[x][y] < 0) |
306 | op->contr->blocked_los[x][y] = 0; |
286 | op->contr->blocked_los[x][y] = 0; |
307 | } |
287 | } |
308 | |
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309 | |
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310 | |
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311 | |
288 | |
312 | /* returns true if op carries one or more lights |
289 | /* returns true if op carries one or more lights |
313 | * This is a trivial function now days, but it used to |
290 | * This is a trivial function now days, but it used to |
314 | * be a bit longer. Probably better for callers to just |
291 | * be a bit longer. Probably better for callers to just |
315 | * check the op->glow_radius instead of calling this. |
292 | * check the op->glow_radius instead of calling this. |
316 | */ |
293 | */ |
317 | |
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318 | int |
294 | int |
319 | has_carried_lights (const object *op) |
295 | has_carried_lights (const object *op) |
320 | { |
296 | { |
321 | /* op may glow! */ |
297 | /* op may glow! */ |
322 | if (op->glow_radius > 0) |
298 | if (op->glow_radius > 0) |
323 | return 1; |
299 | return 1; |
324 | |
300 | |
325 | return 0; |
301 | return 0; |
326 | } |
302 | } |
327 | |
303 | |
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304 | /* radius, distance => lightness adjust */ |
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305 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
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306 | |
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307 | static struct darkness_init |
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308 | { |
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309 | darkness_init () |
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310 | { |
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311 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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312 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
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313 | { |
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314 | // max intensity |
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315 | int intensity = min (LOS_MAX, abs (radius) + 1); |
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316 | |
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317 | // actual intensity |
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318 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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319 | |
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320 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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321 | ? min (3, intensity) |
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322 | : LOS_MAX - intensity; |
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323 | } |
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324 | } |
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325 | } darkness_init; |
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326 | |
328 | static void |
327 | static void |
329 | expand_lighted_sight (object *op) |
328 | expand_lighted_sight (object *op) |
330 | { |
329 | { |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
330 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
332 | maptile *m = op->map; |
331 | maptile *m = op->map; |
333 | sint16 nx, ny; |
332 | sint16 nx, ny; |
334 | |
333 | |
335 | darklevel = MAP_DARKNESS (m); |
334 | darklevel = m->darkness; |
336 | |
335 | |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
336 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
337 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | darklevel -= 2; |
338 | darklevel -= LOS_MAX / 2; |
340 | |
339 | |
341 | /* add light, by finding all (non-null) nearby light sources, then |
340 | /* add light, by finding all (non-null) nearby light sources, then |
342 | * mark those squares specially. If the darklevel<1, there is no |
341 | * mark those squares specially. If the darklevel<1, there is no |
343 | * reason to do this, so we skip this function |
342 | * reason to do this, so we skip this function |
344 | */ |
343 | */ |
… | |
… | |
349 | /* Do a sanity check. If not valid, some code below may do odd |
348 | /* Do a sanity check. If not valid, some code below may do odd |
350 | * things. |
349 | * things. |
351 | */ |
350 | */ |
352 | if (darklevel > MAX_DARKNESS) |
351 | if (darklevel > MAX_DARKNESS) |
353 | { |
352 | { |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
353 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 | darklevel = MAX_DARKNESS; |
354 | darklevel = MAX_DARKNESS; |
356 | } |
355 | } |
357 | |
356 | |
358 | /* First, limit player furthest (unlighted) vision */ |
357 | /* first, make everything totally dark */ |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
358 | for (x = 0; x < op->contr->ns->mapx; x++) |
360 | for (y = 0; y < op->contr->ns->mapy; y++) |
359 | for (y = 0; y < op->contr->ns->mapy; y++) |
361 | if (op->contr->blocked_los[x][y] != 100) |
360 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
362 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
361 | op->contr->blocked_los[x][y] = LOS_MAX; |
363 | |
362 | |
364 | /* the spaces[] darkness value contains the information we need. |
363 | int half_x = op->contr->ns->mapx / 2; |
|
|
364 | int half_y = op->contr->ns->mapy / 2; |
|
|
365 | |
|
|
366 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
367 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
368 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
369 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
370 | |
|
|
371 | int pass2 = 0; // negative lights have an extra pass |
|
|
372 | |
|
|
373 | /* |
365 | * Only process the area of interest. |
374 | * Only process the area of interest. |
366 | * the basex, basey values represent the position in the op->contr->blocked_los |
375 | * 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 |
376 | * array. Its easier to just increment them here (and start with the right |
368 | * value) than to recalculate them down below. |
377 | * value) than to recalculate them down below. |
369 | */ |
378 | */ |
370 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
379 | 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++) |
380 | 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 | { |
381 | { |
|
|
382 | maptile *m = op->map; |
|
|
383 | sint16 nx = x; |
|
|
384 | sint16 ny = y; |
|
|
385 | |
|
|
386 | if (!xy_normalise (m, nx, ny)) |
|
|
387 | continue; |
|
|
388 | |
|
|
389 | mapspace &ms = m->at (nx, ny); |
|
|
390 | ms.update (); |
|
|
391 | sint8 light = ms.light; |
|
|
392 | |
|
|
393 | if (expect_false (light)) |
|
|
394 | if (light < 0) |
|
|
395 | pass2 = 1; |
|
|
396 | else |
|
|
397 | { |
|
|
398 | /* This space is providing light, so we need to brighten up the |
|
|
399 | * spaces around here. |
|
|
400 | */ |
|
|
401 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
|
402 | |
|
|
403 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
|
|
404 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
|
|
405 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
|
|
406 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
407 | } |
|
|
408 | } |
|
|
409 | |
|
|
410 | // psosibly do 2nd pass for rare negative glow radii |
|
|
411 | if (expect_false (pass2)) |
|
|
412 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
413 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
414 | { |
377 | m = op->map; |
415 | maptile *m = op->map; |
378 | nx = x; |
416 | sint16 nx = x; |
379 | ny = y; |
417 | sint16 ny = y; |
380 | |
418 | |
381 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
419 | if (!xy_normalise (m, nx, ny)) |
382 | |
|
|
383 | if (mflags & P_OUT_OF_MAP) |
|
|
384 | continue; |
420 | continue; |
385 | |
421 | |
386 | /* This space is providing light, so we need to brighten up the |
422 | mapspace &ms = m->at (nx, ny); |
387 | * spaces around here. |
423 | ms.update (); |
388 | */ |
424 | sint8 light = ms.light; |
389 | light = GET_MAP_LIGHT (m, nx, ny); |
425 | |
390 | if (light != 0) |
426 | if (expect_false (light < 0)) |
391 | { |
427 | { |
392 | #if 0 |
428 | 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 | |
429 | |
404 | /* If the space is fully blocked, do nothing. Otherwise, we |
430 | 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 |
431 | 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) |
432 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
412 | { |
433 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
413 | x1 = abs (basex - ax) * abs (basex - ax); |
434 | } |
414 | y1 = abs (basey - ay) * abs (basey - ay); |
435 | } |
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 | |
436 | |
426 | /* Outdoor should never really be completely pitch black dark like |
437 | /* Outdoor should never really be completely pitch black dark like |
427 | * a dungeon, so let the player at least see a little around themselves |
438 | * a dungeon, so let the player at least see a little around themselves |
428 | */ |
439 | */ |
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
440 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
430 | { |
441 | { |
431 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
442 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3)) |
432 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
443 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3; |
433 | |
444 | |
434 | for (x = -1; x <= 1; x++) |
445 | for (x = -1; x <= 1; x++) |
435 | for (y = -1; y <= 1; y++) |
446 | for (y = -1; y <= 1; y++) |
436 | { |
|
|
437 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
447 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2)) |
438 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
448 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2; |
439 | } |
|
|
440 | } |
449 | } |
|
|
450 | |
441 | /* grant some vision to the player, based on the darklevel */ |
451 | /* grant some vision to the player, based on the darklevel */ |
442 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
452 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
443 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
453 | 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)) |
454 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED)) |
445 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
455 | 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))); |
456 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
447 | } |
457 | } |
448 | |
458 | |
449 | /* blinded_sight() - sets all veiwable squares to blocked except |
459 | /* blinded_sight() - sets all viewable squares to blocked except |
450 | * for the one the central one that the player occupies. A little |
460 | * 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 |
461 | * odd that you can see yourself (and what your standing on), but |
452 | * really need for any reasonable game play. |
462 | * really need for any reasonable game play. |
453 | */ |
463 | */ |
454 | |
|
|
455 | static void |
464 | static void |
456 | blinded_sight (object *op) |
465 | blinded_sight (object *op) |
457 | { |
466 | { |
458 | int x, y; |
467 | int x, y; |
459 | |
468 | |
460 | for (x = 0; x < op->contr->ns->mapx; x++) |
469 | for (x = 0; x < op->contr->ns->mapx; x++) |
461 | for (y = 0; y < op->contr->ns->mapy; y++) |
470 | for (y = 0; y < op->contr->ns->mapy; y++) |
462 | op->contr->blocked_los[x][y] = 100; |
471 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
463 | |
472 | |
464 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
473 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
465 | } |
474 | } |
466 | |
475 | |
467 | /* |
476 | /* |
468 | * update_los() recalculates the array which specifies what is |
477 | * update_los() recalculates the array which specifies what is |
469 | * visible for the given player-object. |
478 | * visible for the given player-object. |
470 | */ |
479 | */ |
471 | |
|
|
472 | void |
480 | void |
473 | update_los (object *op) |
481 | update_los (object *op) |
474 | { |
482 | { |
475 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
483 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
476 | |
484 | |
477 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
485 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 | return; |
486 | return; |
479 | |
487 | |
480 | clear_los (op); |
488 | clear_los (op->contr); |
|
|
489 | |
481 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
490 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
482 | return; |
491 | return; |
483 | |
492 | |
484 | /* For larger maps, this is more efficient than the old way which |
493 | /* 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 |
494 | * 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. |
496 | * could be examined multile times, as each path would be looked at. |
488 | */ |
497 | */ |
489 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
498 | 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++) |
499 | 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); |
500 | check_wall (op, x, y); |
492 | |
|
|
493 | |
501 | |
494 | /* do the los of the player. 3 (potential) cases */ |
502 | /* do the los of the player. 3 (potential) cases */ |
495 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
503 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 | blinded_sight (op); |
504 | blinded_sight (op); |
497 | else |
505 | else |
498 | expand_sight (op); |
506 | expand_sight (op); |
499 | |
507 | |
|
|
508 | //TODO: no range-checking whatsoever :( |
500 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
509 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 | { |
|
|
502 | int x, y; |
|
|
503 | |
|
|
504 | for (x = -2; x <= 2; x++) |
510 | for (int x = -2; x <= 2; x++) |
505 | for (y = -2; y <= 2; y++) |
511 | for (int y = -2; y <= 2; y++) |
506 | op->contr->blocked_los[dx + x][dy + y] = 0; |
512 | op->contr->blocked_los[dx + x][dy + y] = 0; |
507 | } |
|
|
508 | } |
513 | } |
509 | |
514 | |
510 | /* update all_map_los is like update_all_los below, |
515 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
516 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
517 | * are. This generally should not be used, as a per |
513 | * specific map change doesn't make much sense when tiling |
518 | * specific map change doesn't make much sense when tiling |
514 | * is considered (lowering darkness would certainly be a |
519 | * is considered (lowering darkness would certainly be a |
515 | * strange effect if done on a tile map, as it makes |
520 | * strange effect if done on a tile map, as it makes |
516 | * the distinction between maps much more obvious to the |
521 | * the distinction between maps much more obvious to the |
517 | * players, which is should not be. |
522 | * players, which is should not be. |
… | |
… | |
519 | * change_map_light function |
524 | * change_map_light function |
520 | */ |
525 | */ |
521 | void |
526 | void |
522 | update_all_map_los (maptile *map) |
527 | update_all_map_los (maptile *map) |
523 | { |
528 | { |
524 | player *pl; |
529 | for_all_players (pl) |
525 | |
|
|
526 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
527 | { |
|
|
528 | if (pl->ob->map == map) |
530 | if (pl->ob && pl->ob->map == map) |
529 | pl->do_los = 1; |
531 | pl->do_los = 1; |
530 | } |
|
|
531 | } |
532 | } |
532 | |
|
|
533 | |
533 | |
534 | /* |
534 | /* |
535 | * This function makes sure that update_los() will be called for all |
535 | * This function makes sure that update_los() will be called for all |
536 | * players on the given map within the next frame. |
536 | * players on the given map within the next frame. |
537 | * It is triggered by removal or inserting of objects which blocks |
537 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
541 | * means that just being on the same map is not sufficient - the |
541 | * means that just being on the same map is not sufficient - the |
542 | * space that changes must be withing your viewable area. |
542 | * space that changes must be withing your viewable area. |
543 | * |
543 | * |
544 | * map is the map that changed, x and y are the coordinates. |
544 | * map is the map that changed, x and y are the coordinates. |
545 | */ |
545 | */ |
546 | |
|
|
547 | void |
546 | void |
548 | update_all_los (const maptile *map, int x, int y) |
547 | update_all_los (const maptile *map, int x, int y) |
549 | { |
548 | { |
550 | player *pl; |
549 | for_all_players (pl) |
551 | |
|
|
552 | for (pl = first_player; pl; pl = pl->next) |
|
|
553 | { |
550 | { |
554 | /* Player should not have a null map, but do this |
551 | /* Player should not have a null map, but do this |
555 | * check as a safety |
552 | * check as a safety |
556 | */ |
553 | */ |
557 | if (!pl->ob->map) |
554 | if (!pl->ob || !pl->ob->map || !pl->ns) |
558 | continue; |
555 | continue; |
559 | |
556 | |
560 | /* Same map is simple case - see if pl is close enough. |
557 | /* Same map is simple case - see if pl is close enough. |
561 | * Note in all cases, we did the check for same map first, |
558 | * Note in all cases, we did the check for same map first, |
562 | * and then see if the player is close enough and update |
559 | * and then see if the player is close enough and update |
… | |
… | |
569 | if (pl->ob->map == map) |
566 | if (pl->ob->map == map) |
570 | { |
567 | { |
571 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
568 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
572 | pl->do_los = 1; |
569 | pl->do_los = 1; |
573 | } |
570 | } |
|
|
571 | |
574 | /* Now we check to see if player is on adjacent |
572 | /* Now we check to see if player is on adjacent |
575 | * maps to the one that changed and also within |
573 | * maps to the one that changed and also within |
576 | * view. The tile_maps[] could be null, but in that |
574 | * view. The tile_maps[] could be null, but in that |
577 | * case it should never match the pl->ob->map, so |
575 | * case it should never match the pl->ob->map, so |
578 | * we want ever try to dereference any of the data in it. |
576 | * we want ever try to dereference any of the data in it. |
579 | */ |
577 | * |
580 | |
|
|
581 | /* The logic for 0 and 3 is to see how far the player is |
578 | * The logic for 0 and 3 is to see how far the player is |
582 | * from the edge of the map (height/width) - pl->ob->(x,y) |
579 | * from the edge of the map (height/width) - pl->ob->(x,y) |
583 | * and to add current position on this map - that gives a |
580 | * and to add current position on this map - that gives a |
584 | * distance. |
581 | * distance. |
585 | * For 1 and 2, we check to see how far the given |
582 | * For 1 and 2, we check to see how far the given |
586 | * coordinate (x,y) is from the corresponding edge, |
583 | * coordinate (x,y) is from the corresponding edge, |
587 | * and then add the players location, which gives |
584 | * and then add the players location, which gives |
588 | * a distance. |
585 | * a distance. |
589 | */ |
586 | */ |
590 | else if (pl->ob->map == map->tile_map[0]) |
587 | else if (pl->ob->map == map->tile_map[0]) |
591 | { |
588 | { |
592 | 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)) |
589 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
593 | pl->do_los = 1; |
590 | pl->do_los = 1; |
594 | } |
591 | } |
595 | else if (pl->ob->map == map->tile_map[2]) |
592 | else if (pl->ob->map == map->tile_map[2]) |
596 | { |
593 | { |
597 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) |
594 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
598 | pl->do_los = 1; |
595 | pl->do_los = 1; |
599 | } |
596 | } |
600 | else if (pl->ob->map == map->tile_map[1]) |
597 | else if (pl->ob->map == map->tile_map[1]) |
601 | { |
598 | { |
602 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
599 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
603 | pl->do_los = 1; |
600 | pl->do_los = 1; |
604 | } |
601 | } |
605 | else if (pl->ob->map == map->tile_map[3]) |
602 | else if (pl->ob->map == map->tile_map[3]) |
606 | { |
603 | { |
607 | 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)) |
604 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
608 | pl->do_los = 1; |
605 | pl->do_los = 1; |
609 | } |
606 | } |
610 | } |
607 | } |
611 | } |
608 | } |
612 | |
609 | |
613 | /* |
610 | /* |
614 | * Debug-routine which dumps the array which specifies the visible |
611 | * Debug-routine which dumps the array which specifies the visible |
615 | * area of a player. Triggered by the z key in DM mode. |
612 | * area of a player. Triggered by the z key in DM mode. |
616 | */ |
613 | */ |
617 | |
|
|
618 | void |
614 | void |
619 | print_los (object *op) |
615 | print_los (object *op) |
620 | { |
616 | { |
621 | int x, y; |
617 | int x, y; |
622 | char buf[50], buf2[10]; |
618 | char buf[50], buf2[10]; |
623 | |
619 | |
624 | strcpy (buf, " "); |
620 | strcpy (buf, " "); |
|
|
621 | |
625 | for (x = 0; x < op->contr->ns->mapx; x++) |
622 | for (x = 0; x < op->contr->ns->mapx; x++) |
626 | { |
623 | { |
627 | sprintf (buf2, "%2d", x); |
624 | sprintf (buf2, "%2d", x); |
628 | strcat (buf, buf2); |
625 | strcat (buf, buf2); |
629 | } |
626 | } |
|
|
627 | |
630 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
628 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
629 | |
631 | for (y = 0; y < op->contr->ns->mapy; y++) |
630 | for (y = 0; y < op->contr->ns->mapy; y++) |
632 | { |
631 | { |
633 | sprintf (buf, "%2d:", y); |
632 | sprintf (buf, "%2d:", y); |
|
|
633 | |
634 | for (x = 0; x < op->contr->ns->mapx; x++) |
634 | for (x = 0; x < op->contr->ns->mapx; x++) |
635 | { |
635 | { |
636 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
636 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
637 | strcat (buf, buf2); |
637 | strcat (buf, buf2); |
638 | } |
638 | } |
|
|
639 | |
639 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
640 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
640 | } |
641 | } |
641 | } |
642 | } |
642 | |
643 | |
643 | /* |
644 | /* |
… | |
… | |
646 | */ |
647 | */ |
647 | |
648 | |
648 | void |
649 | void |
649 | make_sure_seen (const object *op) |
650 | make_sure_seen (const object *op) |
650 | { |
651 | { |
651 | player *pl; |
652 | for_all_players (pl) |
652 | |
|
|
653 | for (pl = first_player; pl; pl = pl->next) |
|
|
654 | if (pl->ob->map == op->map && |
653 | if (pl->ob->map == op->map && |
655 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
654 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
656 | 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) |
655 | 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) |
657 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
656 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
658 | } |
657 | } |
… | |
… | |
664 | */ |
663 | */ |
665 | |
664 | |
666 | void |
665 | void |
667 | make_sure_not_seen (const object *op) |
666 | make_sure_not_seen (const object *op) |
668 | { |
667 | { |
669 | player *pl; |
668 | for_all_players (pl) |
670 | |
|
|
671 | for (pl = first_player; pl; pl = pl->next) |
|
|
672 | if (pl->ob->map == op->map && |
669 | if (pl->ob->map == op->map && |
673 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
670 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
674 | 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) |
671 | 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) |
675 | pl->do_los = 1; |
672 | pl->do_los = 1; |
676 | } |
673 | } |