1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_los_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $"; |
3 | * |
5 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | 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 |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
26 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
22 | */ |
29 | |
23 | |
30 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
31 | |
25 | |
32 | #include <global.h> |
26 | #include <global.h> |
33 | #include <funcpoint.h> |
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34 | #include <math.h> |
27 | #include <cmath> |
35 | |
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36 | |
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37 | /* Distance must be less than this for the object to be blocked. |
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38 | * An object is 1.0 wide, so if set to 0.5, it means the object |
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39 | * that blocks half the view (0.0 is complete block) will |
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40 | * block view in our tables. |
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41 | * .4 or less lets you see through walls. .5 is about right. |
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42 | */ |
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43 | |
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44 | #define SPACE_BLOCK 0.5 |
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45 | |
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46 | typedef struct blstr |
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47 | { |
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48 | int x[4], y[4]; |
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49 | int index; |
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50 | } blocks; |
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51 | |
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52 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
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53 | |
28 | |
54 | static void expand_lighted_sight (object *op); |
29 | static void expand_lighted_sight (object *op); |
55 | |
30 | |
56 | /* |
31 | enum { |
57 | * Used to initialise the array used by the LOS routines. |
32 | LOS_XI = 0x01, |
58 | * What this sets if that x,y blocks the view of bx,by |
33 | LOS_YI = 0x02, |
59 | * This then sets up a relation - for example, something |
34 | }; |
60 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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61 | * etc. So when we check 5,4 and find it block, we have |
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62 | * the data to know that 5,3 and 5,2 and 5,1 should also |
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63 | * be blocked. |
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64 | */ |
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65 | |
35 | |
66 | static void |
36 | struct los_info |
67 | set_block (int x, int y, int bx, int by) |
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68 | { |
37 | { |
69 | int index = block[x][y].index, i; |
38 | sint8 xo, yo; // obscure angle |
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39 | sint8 xe, ye; // angle deviation |
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40 | uint8 culled; |
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41 | uint8 queued; |
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42 | uint8 visible; |
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43 | uint8 flags; |
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44 | }; |
70 | |
45 | |
71 | /* Due to flipping, we may get duplicates - better safe than sorry. |
46 | // temporary storage for the los algorithm, |
72 | */ |
47 | // one los_info for each lightable map space |
73 | for (i = 0; i < index; i++) |
48 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
74 | { |
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75 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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76 | return; |
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77 | } |
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78 | |
49 | |
79 | block[x][y].x[index] = bx; |
50 | struct point |
80 | block[x][y].y[index] = by; |
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81 | block[x][y].index++; |
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82 | #ifdef LOS_DEBUG |
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83 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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84 | #endif |
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85 | } |
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86 | |
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87 | /* |
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88 | * initialises the array used by the LOS routines. |
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89 | */ |
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90 | |
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91 | /* since we are only doing the upper left quadrant, only |
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92 | * these spaces could possibly get blocked, since these |
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93 | * are the only ones further out that are still possibly in the |
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94 | * sightline. |
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95 | */ |
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96 | |
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97 | void |
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98 | init_block (void) |
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99 | { |
51 | { |
100 | int x, y, dx, dy, i; |
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101 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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102 | { |
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103 | -1, 0, -1}; |
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104 | |
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105 | for (x = 0; x < MAP_CLIENT_X; x++) |
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106 | for (y = 0; y < MAP_CLIENT_Y; y++) |
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107 | { |
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108 | block[x][y].index = 0; |
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109 | } |
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110 | |
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111 | |
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112 | /* The table should be symmetric, so only do the upper left |
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113 | * quadrant - makes the processing easier. |
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114 | */ |
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115 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
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116 | { |
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117 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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118 | { |
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119 | for (i = 0; i < 3; i++) |
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120 | { |
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121 | dx = x + block_x[i]; |
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122 | dy = y + block_y[i]; |
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123 | |
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124 | /* center space never blocks */ |
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125 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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126 | continue; |
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127 | |
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128 | /* If its a straight line, its blocked */ |
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129 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
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130 | { |
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131 | /* For simplicity, we mirror the coordinates to block the other |
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132 | * quadrants. |
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133 | */ |
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134 | set_block (x, y, dx, dy); |
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135 | if (x == MAP_CLIENT_X / 2) |
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136 | { |
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137 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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138 | } |
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139 | else if (y == MAP_CLIENT_Y / 2) |
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140 | { |
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141 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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142 | } |
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143 | } |
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144 | else |
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145 | { |
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146 | float d1, r, s, l; |
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147 | |
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148 | /* We use the algorihm that found out how close the point |
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149 | * (x,y) is to the line from dx,dy to the center of the viewable |
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150 | * area. l is the distance from x,y to the line. |
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151 | * r is more a curiosity - it lets us know what direction (left/right) |
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152 | * the line is off |
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153 | */ |
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154 | |
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155 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); |
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156 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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157 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
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158 | l = FABS (sqrt (d1) * s); |
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159 | |
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160 | if (l <= SPACE_BLOCK) |
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161 | { |
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162 | /* For simplicity, we mirror the coordinates to block the other |
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163 | * quadrants. |
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164 | */ |
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165 | set_block (x, y, dx, dy); |
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166 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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167 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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168 | set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
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169 | } |
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170 | } |
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171 | } |
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172 | } |
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173 | } |
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174 | } |
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175 | |
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176 | /* |
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177 | * Used to initialise the array used by the LOS routines. |
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178 | * x,y are indexes into the blocked[][] array. |
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179 | * This recursively sets the blocked line of sight view. |
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180 | * From the blocked[][] array, we know for example |
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181 | * that if some particular space is blocked, it blocks |
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182 | * the view of the spaces 'behind' it, and those blocked |
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183 | * spaces behind it may block other spaces, etc. |
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184 | * In this way, the chain of visibility is set. |
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185 | */ |
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186 | |
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187 | static void |
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188 | set_wall (object *op, int x, int y) |
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189 | { |
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190 | int i; |
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191 | |
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192 | for (i = 0; i < block[x][y].index; i++) |
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193 | { |
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194 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
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195 | |
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196 | /* ax, ay are the values as adjusted to be in the |
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197 | * socket look structure. |
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198 | */ |
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199 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
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200 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
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201 | |
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202 | if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) |
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203 | continue; |
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204 | #if 0 |
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205 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
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206 | #endif |
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207 | /* we need to adjust to the fact that the socket |
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208 | * code wants the los to start from the 0,0 |
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209 | * and not be relative to middle of los array. |
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210 | */ |
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211 | op->contr->blocked_los[ax][ay] = 100; |
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212 | set_wall (op, dx, dy); |
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213 | } |
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214 | } |
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215 | |
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216 | /* |
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217 | * Used to initialise the array used by the LOS routines. |
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218 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
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219 | * this is because they index the blocked[][] arrays. |
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220 | */ |
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221 | |
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222 | static void |
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223 | check_wall (object *op, int x, int y) |
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224 | { |
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225 | int ax, ay; |
52 | sint8 x, y; |
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53 | }; |
226 | |
54 | |
227 | if (!block[x][y].index) |
55 | // minimum size, but must be a power of two |
228 | return; |
56 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
229 | |
57 | |
230 | /* ax, ay are coordinates as indexed into the look window */ |
58 | // a queue of spaces to calculate |
231 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
59 | static point queue [QUEUE_LENGTH]; |
232 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
60 | static int q1, q2; // queue start, end |
233 | |
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234 | /* If the converted coordinates are outside the viewable |
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235 | * area for the client, return now. |
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236 | */ |
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237 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
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238 | return; |
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239 | |
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240 | #if 0 |
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241 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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242 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
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243 | #endif |
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244 | |
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245 | /* If this space is already blocked, prune the processing - presumably |
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246 | * whatever has set this space to be blocked has done the work and already |
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247 | * done the dependency chain. |
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248 | */ |
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249 | if (op->contr->blocked_los[ax][ay] == 100) |
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250 | return; |
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251 | |
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252 | |
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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)) |
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254 | set_wall (op, x, y); |
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255 | } |
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256 | |
61 | |
257 | /* |
62 | /* |
258 | * Clears/initialises the los-array associated to the player |
63 | * Clears/initialises the los-array associated to the player |
259 | * controlling the object. |
64 | * controlling the object. |
260 | */ |
65 | */ |
261 | |
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262 | void |
66 | void |
263 | clear_los (object *op) |
67 | clear_los (player *pl) |
264 | { |
68 | { |
265 | /* This is safer than using the socket->mapx, mapy because |
69 | memset (pl->los, LOS_BLOCKED, sizeof (pl->los)); |
266 | * we index the blocked_los as a 2 way array, so clearing |
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267 | * the first z spaces may not not cover the spaces we are |
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268 | * actually going to use |
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269 | */ |
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270 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
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271 | } |
70 | } |
272 | |
71 | |
273 | /* |
72 | // enqueue a single mapspace, but only if it hasn't |
274 | * expand_sight goes through the array of what the given player is |
73 | // been enqueued yet. |
275 | * able to see, and expands the visible area a bit, so the player will, |
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276 | * to a certain degree, be able to see into corners. |
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277 | * This is somewhat suboptimal, would be better to improve the formula. |
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278 | */ |
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279 | |
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280 | static void |
74 | static void |
281 | expand_sight (object *op) |
75 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
282 | { |
76 | { |
283 | int i, x, y, dx, dy; |
77 | sint8 x = LOS_X0 + dx; |
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78 | sint8 y = LOS_Y0 + dy; |
284 | |
79 | |
285 | for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ |
80 | if (x < 0 || x >= MAP_CLIENT_X) return; |
286 | for (y = 1; y < op->contr->socket.mapy - 1; y++) |
81 | if (y < 0 || y >= MAP_CLIENT_Y) return; |
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82 | |
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83 | los_info &l = los[x][y]; |
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84 | |
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85 | l.flags |= flags; |
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86 | |
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87 | if (l.queued) |
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88 | return; |
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89 | |
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90 | l.queued = 1; |
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91 | |
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92 | queue[q1].x = dx; |
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93 | queue[q1].y = dy; |
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94 | |
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95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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96 | } |
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97 | |
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98 | // run the los algorithm |
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99 | // this is a variant of a spiral los algorithm taken from |
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100 | // http://www.geocities.com/temerra/los_rays.html |
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101 | // which has been simplified and changed considerably, but |
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102 | // still is basically the same algorithm. |
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103 | static void |
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104 | do_los (object *op) |
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105 | { |
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106 | player *pl = op->contr; |
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107 | |
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108 | int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
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109 | |
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110 | memset (los, 0, sizeof (los)); |
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111 | |
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112 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
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113 | enqueue (0, 0); // enqueue center |
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114 | |
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115 | // treat the origin specially |
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116 | los[LOS_X0][LOS_Y0].visible = 1; |
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117 | pl->los[LOS_X0][LOS_Y0] = 0; |
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118 | |
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119 | // loop over all enqueued points until the queue is empty |
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120 | // the order in which this is done ensures that we |
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121 | // never touch a mapspace whose input spaces we haven't checked |
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122 | // yet. |
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123 | while (q1 != q2) |
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124 | { |
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125 | sint8 dx = queue[q2].x; |
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126 | sint8 dy = queue[q2].y; |
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127 | |
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128 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
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129 | |
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130 | sint8 x = LOS_X0 + dx; |
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131 | sint8 y = LOS_Y0 + dy; |
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132 | |
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133 | //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
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134 | int distance = 0;//D |
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135 | |
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136 | los_info &l = los[x][y]; |
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137 | |
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138 | if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
287 | { |
139 | { |
288 | if (!op->contr->blocked_los[x][y] && |
140 | l.culled = 1; |
289 | !(get_map_flags (op->map, NULL, |
141 | |
290 | op->x - op->contr->socket.mapx / 2 + x, |
142 | // check contributing spaces, first horizontal |
291 | op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
143 | if (expect_true (l.flags & LOS_XI)) |
292 | { |
144 | { |
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145 | los_info *xi = &los[x - sign (dx)][y]; |
293 | |
146 | |
294 | for (i = 1; i <= 8; i += 1) |
147 | // don't cull unless obscured |
295 | { /* mark all directions */ |
148 | l.culled &= !xi->visible; |
296 | dx = x + freearr_x[i]; |
149 | |
297 | dy = y + freearr_y[i]; |
150 | /* merge input space */ |
298 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
151 | if (expect_false (xi->xo || xi->yo)) |
299 | op->contr->blocked_los[dx][dy] = -1; |
152 | { |
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153 | // The X input can provide two main pieces of information: |
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154 | // 1. Progressive X obscurity. |
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155 | // 2. Recessive Y obscurity. |
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156 | |
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157 | // Progressive X obscurity, favouring recessive input angle |
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158 | if (xi->xe > 0 && l.xo == 0) |
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159 | { |
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160 | l.xe = xi->xe - xi->yo; |
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161 | l.ye = xi->ye + xi->yo; |
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162 | l.xo = xi->xo; |
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163 | l.yo = xi->yo; |
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164 | } |
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165 | |
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166 | // Recessive Y obscurity |
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167 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
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168 | { |
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169 | l.ye = xi->yo + xi->ye; |
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170 | l.xe = xi->xe - xi->yo; |
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171 | l.xo = xi->xo; |
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172 | l.yo = xi->yo; |
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173 | } |
300 | } |
174 | } |
301 | } |
175 | } |
|
|
176 | |
|
|
177 | // check contributing spaces, last vertical, identical structure |
|
|
178 | if (expect_true (l.flags & LOS_YI)) |
|
|
179 | { |
|
|
180 | los_info *yi = &los[x][y - sign (dy)]; |
|
|
181 | |
|
|
182 | // don't cull unless obscured |
|
|
183 | l.culled &= !yi->visible; |
|
|
184 | |
|
|
185 | /* merge input space */ |
|
|
186 | if (expect_false (yi->yo || yi->xo)) |
|
|
187 | { |
|
|
188 | // The Y input can provide two main pieces of information: |
|
|
189 | // 1. Progressive Y obscurity. |
|
|
190 | // 2. Recessive X obscurity. |
|
|
191 | |
|
|
192 | // Progressive Y obscurity, favouring recessive input angle |
|
|
193 | if (yi->ye > 0 && l.yo == 0) |
|
|
194 | { |
|
|
195 | l.ye = yi->ye - yi->xo; |
|
|
196 | l.xe = yi->xe + yi->xo; |
|
|
197 | l.yo = yi->yo; |
|
|
198 | l.xo = yi->xo; |
|
|
199 | } |
|
|
200 | |
|
|
201 | // Recessive X obscurity |
|
|
202 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
|
|
203 | { |
|
|
204 | l.xe = yi->xo + yi->xe; |
|
|
205 | l.ye = yi->ye - yi->xo; |
|
|
206 | l.yo = yi->yo; |
|
|
207 | l.xo = yi->xo; |
|
|
208 | } |
|
|
209 | } |
|
|
210 | } |
|
|
211 | |
|
|
212 | // check whether this space blocks the view |
|
|
213 | maptile *m = op->map; |
|
|
214 | sint16 nx = op->x + dx; |
|
|
215 | sint16 ny = op->y + dy; |
|
|
216 | |
|
|
217 | if (expect_true (!xy_normalise (m, nx, ny)) |
|
|
218 | || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
|
|
219 | { |
|
|
220 | l.xo = l.xe = abs (dx); |
|
|
221 | l.yo = l.ye = abs (dy); |
|
|
222 | |
|
|
223 | // we obscure dependents, but might be visible |
|
|
224 | // copy the los from the square towards the player, |
|
|
225 | // so outward diagonal corners are lit. |
|
|
226 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
227 | l.visible = false; |
|
|
228 | } |
|
|
229 | else |
|
|
230 | { |
|
|
231 | // we are not blocked, so calculate visibility, by checking |
|
|
232 | // whether we are inside or outside the shadow |
|
|
233 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
234 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
235 | |
|
|
236 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
237 | : l.visible ? max (0, 2 - max_radius + distance) |
|
|
238 | : 3; |
|
|
239 | } |
|
|
240 | |
302 | } |
241 | } |
303 | |
242 | |
304 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
243 | // Expands by the unit length in each component's current direction. |
305 | expand_lighted_sight (op); |
244 | // If a component has no direction, then it is expanded in both of its |
306 | |
245 | // positive and negative directions. |
307 | |
246 | if (!l.culled) |
308 | /* clear mark squares */ |
247 | { |
309 | for (x = 0; x < op->contr->socket.mapx; x++) |
248 | if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
310 | for (y = 0; y < op->contr->socket.mapy; y++) |
249 | if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
311 | if (op->contr->blocked_los[x][y] < 0) |
250 | if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
312 | op->contr->blocked_los[x][y] = 0; |
251 | if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
|
|
252 | } |
|
|
253 | } |
313 | } |
254 | } |
314 | |
|
|
315 | |
|
|
316 | |
|
|
317 | |
255 | |
318 | /* returns true if op carries one or more lights |
256 | /* returns true if op carries one or more lights |
319 | * This is a trivial function now days, but it used to |
257 | * This is a trivial function now days, but it used to |
320 | * be a bit longer. Probably better for callers to just |
258 | * be a bit longer. Probably better for callers to just |
321 | * check the op->glow_radius instead of calling this. |
259 | * check the op->glow_radius instead of calling this. |
322 | */ |
260 | */ |
323 | |
|
|
324 | int |
261 | int |
325 | has_carried_lights (const object *op) |
262 | has_carried_lights (const object *op) |
326 | { |
263 | { |
327 | /* op may glow! */ |
264 | /* op may glow! */ |
328 | if (op->glow_radius > 0) |
265 | if (op->glow_radius > 0) |
329 | return 1; |
266 | return 1; |
330 | |
267 | |
331 | return 0; |
268 | return 0; |
332 | } |
269 | } |
333 | |
270 | |
|
|
271 | /* radius, distance => lightness adjust */ |
|
|
272 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
273 | |
|
|
274 | static struct darkness_init |
|
|
275 | { |
|
|
276 | darkness_init () |
|
|
277 | { |
|
|
278 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
|
279 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
280 | { |
|
|
281 | // max intensity |
|
|
282 | int intensity = min (LOS_MAX, abs (radius) + 1); |
|
|
283 | |
|
|
284 | // actual intensity |
|
|
285 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
|
|
286 | |
|
|
287 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
|
|
288 | ? min (3, intensity) |
|
|
289 | : LOS_MAX - intensity; |
|
|
290 | } |
|
|
291 | } |
|
|
292 | } darkness_init; |
|
|
293 | |
|
|
294 | sint8 |
|
|
295 | los_brighten (sint8 b, sint8 l) |
|
|
296 | { |
|
|
297 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
298 | } |
|
|
299 | |
|
|
300 | sint8 |
|
|
301 | los_darken (sint8 b, sint8 l) |
|
|
302 | { |
|
|
303 | return max (b, l); |
|
|
304 | } |
|
|
305 | |
|
|
306 | template<sint8 change_it (sint8, sint8)> |
334 | static void |
307 | static void |
335 | expand_lighted_sight (object *op) |
308 | apply_light (object *op, int dx, int dy, int light, const sint8 *darkness_table) |
336 | { |
309 | { |
337 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
310 | // min or max the circular area around basex, basey |
|
|
311 | player *pl = op->contr; |
|
|
312 | |
|
|
313 | dx += LOS_X0; |
|
|
314 | dy += LOS_Y0; |
|
|
315 | |
|
|
316 | int hx = op->contr->ns->mapx / 2; |
|
|
317 | int hy = op->contr->ns->mapy / 2; |
|
|
318 | |
|
|
319 | int ax0 = max (LOS_X0 - hx, dx - light); |
|
|
320 | int ay0 = max (LOS_Y0 - hy, dy - light); |
|
|
321 | int ax1 = min (dx + light, LOS_X0 + hx); |
|
|
322 | int ay1 = min (dy + light, LOS_Y0 + hy); |
|
|
323 | |
|
|
324 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
325 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
326 | pl->los[ax][ay] = |
|
|
327 | change_it (pl->los[ax][ay], darkness_table [idistance (ax - dx, ay - dy)]); |
|
|
328 | } |
|
|
329 | |
|
|
330 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
331 | * mark those squares specially. |
|
|
332 | */ |
|
|
333 | static void |
|
|
334 | apply_lights (object *op) |
|
|
335 | { |
|
|
336 | int darklevel, mflags, light, x1, y1; |
338 | mapstruct *m = op->map; |
337 | maptile *m = op->map; |
339 | sint16 nx, ny; |
338 | sint16 nx, ny; |
340 | |
339 | |
341 | darklevel = MAP_DARKNESS (m); |
340 | darklevel = m->darkness; |
342 | |
341 | |
343 | /* If the player can see in the dark, lower the darklevel for him */ |
342 | /* If the player can see in the dark, lower the darklevel for him */ |
344 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
343 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
345 | darklevel -= 2; |
344 | darklevel -= LOS_MAX / 2; |
346 | |
|
|
347 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
348 | * mark those squares specially. If the darklevel<1, there is no |
|
|
349 | * reason to do this, so we skip this function |
|
|
350 | */ |
|
|
351 | |
|
|
352 | if (darklevel < 1) |
|
|
353 | return; |
|
|
354 | |
345 | |
355 | /* Do a sanity check. If not valid, some code below may do odd |
346 | /* Do a sanity check. If not valid, some code below may do odd |
356 | * things. |
347 | * things. |
357 | */ |
348 | */ |
358 | if (darklevel > MAX_DARKNESS) |
349 | if (darklevel > MAX_DARKNESS) |
359 | { |
350 | { |
360 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
351 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
361 | darklevel = MAX_DARKNESS; |
352 | darklevel = MAX_DARKNESS; |
362 | } |
353 | } |
363 | |
354 | |
364 | /* First, limit player furthest (unlighted) vision */ |
355 | int half_x = op->contr->ns->mapx / 2; |
365 | for (x = 0; x < op->contr->socket.mapx; x++) |
356 | int half_y = op->contr->ns->mapy / 2; |
366 | for (y = 0; y < op->contr->socket.mapy; y++) |
|
|
367 | if (op->contr->blocked_los[x][y] != 100) |
|
|
368 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
|
|
369 | |
357 | |
370 | /* the spaces[] darkness value contains the information we need. |
358 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
371 | * Only process the area of interest. |
359 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
372 | * the basex, basey values represent the position in the op->contr->blocked_los |
360 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
373 | * array. Its easier to just increment them here (and start with the right |
361 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
374 | * value) than to recalculate them down below. |
362 | |
375 | */ |
363 | int pass2 = 0; // negative lights have an extra pass |
376 | for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
364 | |
377 | x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
365 | if (darklevel < 1) |
|
|
366 | pass2 = 1; |
|
|
367 | else |
378 | { |
368 | { |
|
|
369 | /* first, make everything totally dark */ |
|
|
370 | for (int dx = -half_x; dx <= half_x; dx++) |
|
|
371 | for (int dy = -half_x; dy <= half_y; dy++) |
|
|
372 | if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
|
|
373 | op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
379 | |
374 | |
380 | for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
375 | /* |
381 | y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
376 | * Only process the area of interest. |
|
|
377 | * the basex, basey values represent the position in the op->contr->los |
|
|
378 | * array. Its easier to just increment them here (and start with the right |
|
|
379 | * value) than to recalculate them down below. |
|
|
380 | */ |
|
|
381 | for (int x = min_x; x <= max_x; x++) |
|
|
382 | for (int y = min_y; y <= max_y; y++) |
382 | { |
383 | { |
|
|
384 | maptile *m = op->map; |
|
|
385 | sint16 nx = x; |
|
|
386 | sint16 ny = y; |
|
|
387 | |
|
|
388 | if (!xy_normalise (m, nx, ny)) |
|
|
389 | continue; |
|
|
390 | |
|
|
391 | mapspace &ms = m->at (nx, ny); |
|
|
392 | ms.update (); |
|
|
393 | sint8 light = ms.light; |
|
|
394 | |
|
|
395 | if (expect_false (light)) |
|
|
396 | if (light < 0) |
|
|
397 | pass2 = 1; |
|
|
398 | else |
|
|
399 | apply_light<los_brighten> (op, x - op->x, y - op->y, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
400 | } |
|
|
401 | |
|
|
402 | /* grant some vision to the player, based on the darklevel */ |
|
|
403 | /* for outdoor maps, ensure some mininum visibility radius */ |
|
|
404 | { |
|
|
405 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
|
|
406 | |
|
|
407 | apply_light<los_brighten> (op, 0, 0, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
408 | } |
|
|
409 | } |
|
|
410 | |
|
|
411 | // possibly do 2nd pass for rare negative glow radii |
|
|
412 | // for effect, those are always considered to be stronger than anything else |
|
|
413 | // but they can't darken a place completely |
|
|
414 | if (pass2) |
|
|
415 | for (int x = min_x; x <= max_x; x++) |
|
|
416 | for (int y = min_y; y <= max_y; y++) |
|
|
417 | { |
383 | m = op->map; |
418 | maptile *m = op->map; |
384 | nx = x; |
419 | sint16 nx = x; |
385 | ny = y; |
420 | sint16 ny = y; |
386 | |
421 | |
387 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
422 | if (!xy_normalise (m, nx, ny)) |
388 | |
|
|
389 | if (mflags & P_OUT_OF_MAP) |
|
|
390 | continue; |
423 | continue; |
391 | |
424 | |
392 | /* This space is providing light, so we need to brighten up the |
425 | mapspace &ms = m->at (nx, ny); |
393 | * spaces around here. |
426 | ms.update (); |
394 | */ |
427 | sint8 light = ms.light; |
395 | light = GET_MAP_LIGHT (m, nx, ny); |
|
|
396 | if (light != 0) |
|
|
397 | { |
|
|
398 | #if 0 |
|
|
399 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
|
400 | #endif |
|
|
401 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
402 | { |
|
|
403 | if (ax < 0 || ax >= op->contr->socket.mapx) |
|
|
404 | continue; |
|
|
405 | for (ay = basey - light; ay <= basey + light; ay++) |
|
|
406 | { |
|
|
407 | if (ay < 0 || ay >= op->contr->socket.mapy) |
|
|
408 | continue; |
|
|
409 | |
428 | |
410 | /* If the space is fully blocked, do nothing. Otherwise, we |
429 | if (expect_false (light < 0)) |
411 | * brighten the space. The further the light is away from the |
430 | apply_light<los_darken> (op, x - op->x, y - op->y, -light, darkness [light + MAX_LIGHT_RADIUS]); |
412 | * source (basex-x), the less effect it has. Though light used |
|
|
413 | * to dim in a square manner, it now dims in a circular manner |
|
|
414 | * using the the pythagorean theorem. glow_radius still |
|
|
415 | * represents the radius |
|
|
416 | */ |
|
|
417 | if (op->contr->blocked_los[ax][ay] != 100) |
|
|
418 | { |
|
|
419 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
420 | y1 = abs (basey - ay) * abs (basey - ay); |
|
|
421 | if (light > 0) |
|
|
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 | } |
|
|
426 | } /* for ay */ |
|
|
427 | } /* for ax */ |
|
|
428 | } /* if this space is providing light */ |
|
|
429 | } /* for y */ |
|
|
430 | } /* for x */ |
|
|
431 | |
|
|
432 | /* Outdoor should never really be completely pitch black dark like |
|
|
433 | * a dungeon, so let the player at least see a little around themselves |
|
|
434 | */ |
|
|
435 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
|
|
436 | { |
|
|
437 | if (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; |
|
|
439 | |
|
|
440 | for (x = -1; x <= 1; x++) |
|
|
441 | for (y = -1; y <= 1; y++) |
|
|
442 | { |
|
|
443 | if (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; |
|
|
445 | } |
431 | } |
446 | } |
|
|
447 | /* grant some vision to the player, based on the darklevel */ |
|
|
448 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
|
|
449 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
|
|
450 | if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100)) |
|
|
451 | op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= |
|
|
452 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
|
|
453 | } |
432 | } |
454 | |
433 | |
455 | /* blinded_sight() - sets all veiwable squares to blocked except |
434 | /* blinded_sight() - sets all viewable squares to blocked except |
456 | * for the one the central one that the player occupies. A little |
435 | * for the one the central one that the player occupies. A little |
457 | * odd that you can see yourself (and what your standing on), but |
436 | * odd that you can see yourself (and what your standing on), but |
458 | * really need for any reasonable game play. |
437 | * really need for any reasonable game play. |
459 | */ |
438 | */ |
460 | |
|
|
461 | static void |
439 | static void |
462 | blinded_sight (object *op) |
440 | blinded_sight (object *op) |
463 | { |
441 | { |
464 | int x, y; |
442 | op->contr->los[LOS_X0][LOS_Y0] = 3; |
465 | |
|
|
466 | for (x = 0; x < op->contr->socket.mapx; x++) |
|
|
467 | for (y = 0; y < op->contr->socket.mapy; y++) |
|
|
468 | op->contr->blocked_los[x][y] = 100; |
|
|
469 | |
|
|
470 | op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; |
|
|
471 | } |
443 | } |
472 | |
444 | |
473 | /* |
445 | /* |
474 | * update_los() recalculates the array which specifies what is |
446 | * update_los() recalculates the array which specifies what is |
475 | * visible for the given player-object. |
447 | * visible for the given player-object. |
476 | */ |
448 | */ |
477 | |
|
|
478 | void |
449 | void |
479 | update_los (object *op) |
450 | update_los (object *op) |
480 | { |
451 | { |
481 | int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; |
|
|
482 | |
|
|
483 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
452 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
484 | return; |
453 | return; |
485 | |
454 | |
486 | clear_los (op); |
455 | clear_los (op->contr); |
|
|
456 | |
487 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
457 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
488 | return; |
458 | memset (op->contr->los, 0, sizeof (op->contr->los)); |
489 | |
|
|
490 | /* For larger maps, this is more efficient than the old way which |
|
|
491 | * used the chaining of the block array. Since many space views could |
|
|
492 | * be blocked by different spaces in front, this mean that a lot of spaces |
|
|
493 | * could be examined multile times, as each path would be looked at. |
|
|
494 | */ |
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|
495 | for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) |
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|
496 | for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) |
|
|
497 | check_wall (op, x, y); |
|
|
498 | |
|
|
499 | |
|
|
500 | /* do the los of the player. 3 (potential) cases */ |
|
|
501 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
459 | else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
502 | blinded_sight (op); |
460 | blinded_sight (op); |
503 | else |
461 | else |
504 | expand_sight (op); |
462 | { |
|
|
463 | do_los (op); |
|
|
464 | apply_lights (op); |
|
|
465 | } |
505 | |
466 | |
506 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
467 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
507 | { |
|
|
508 | int x, y; |
|
|
509 | |
|
|
510 | for (x = -2; x <= 2; x++) |
468 | for (int dx = -2; dx <= 2; dx++) |
511 | for (y = -2; y <= 2; y++) |
469 | for (int dy = -2; dy <= 2; dy++) |
512 | op->contr->blocked_los[dx + x][dy + y] = 0; |
470 | op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0; |
513 | } |
|
|
514 | } |
471 | } |
515 | |
472 | |
516 | /* update all_map_los is like update_all_los below, |
473 | /* update all_map_los is like update_all_los below, |
517 | * but updates everyone on the map, no matter where they |
474 | * but updates everyone on the map, no matter where they |
518 | * are. This generally should not be used, as a per |
475 | * are. This generally should not be used, as a per |
519 | * specific map change doesn't make much sense when tiling |
476 | * specific map change doesn't make much sense when tiling |
520 | * is considered (lowering darkness would certainly be a |
477 | * is considered (lowering darkness would certainly be a |
521 | * strange effect if done on a tile map, as it makes |
478 | * strange effect if done on a tile map, as it makes |
522 | * the distinction between maps much more obvious to the |
479 | * the distinction between maps much more obvious to the |
523 | * players, which is should not be. |
480 | * players, which is should not be. |
524 | * Currently, this function is called from the |
481 | * Currently, this function is called from the |
525 | * change_map_light function |
482 | * change_map_light function |
526 | */ |
483 | */ |
527 | void |
484 | void |
528 | update_all_map_los (mapstruct *map) |
485 | update_all_map_los (maptile *map) |
529 | { |
486 | { |
530 | player *pl; |
487 | for_all_players (pl) |
531 | |
|
|
532 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
533 | { |
|
|
534 | if (pl->ob->map == map) |
488 | if (pl->ob && pl->ob->map == map) |
535 | pl->do_los = 1; |
489 | pl->do_los = 1; |
536 | } |
|
|
537 | } |
490 | } |
538 | |
|
|
539 | |
491 | |
540 | /* |
492 | /* |
541 | * This function makes sure that update_los() will be called for all |
493 | * This function makes sure that update_los() will be called for all |
542 | * players on the given map within the next frame. |
494 | * players on the given map within the next frame. |
543 | * It is triggered by removal or inserting of objects which blocks |
495 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
547 | * means that just being on the same map is not sufficient - the |
499 | * means that just being on the same map is not sufficient - the |
548 | * space that changes must be withing your viewable area. |
500 | * space that changes must be withing your viewable area. |
549 | * |
501 | * |
550 | * map is the map that changed, x and y are the coordinates. |
502 | * map is the map that changed, x and y are the coordinates. |
551 | */ |
503 | */ |
552 | |
|
|
553 | void |
504 | void |
554 | update_all_los (const mapstruct *map, int x, int y) |
505 | update_all_los (const maptile *map, int x, int y) |
555 | { |
506 | { |
556 | player *pl; |
507 | for_all_players (pl) |
557 | |
|
|
558 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
559 | { |
508 | { |
560 | /* Player should not have a null map, but do this |
509 | /* Player should not have a null map, but do this |
561 | * check as a safety |
510 | * check as a safety |
562 | */ |
511 | */ |
563 | if (!pl->ob->map) |
512 | if (!pl->ob || !pl->ob->map || !pl->ns) |
564 | continue; |
513 | continue; |
565 | |
514 | |
566 | /* Same map is simple case - see if pl is close enough. |
515 | /* Same map is simple case - see if pl is close enough. |
567 | * Note in all cases, we did the check for same map first, |
516 | * Note in all cases, we did the check for same map first, |
568 | * and then see if the player is close enough and update |
517 | * and then see if the player is close enough and update |
… | |
… | |
572 | * so by setting it up this way, we trim processing |
521 | * so by setting it up this way, we trim processing |
573 | * some. |
522 | * some. |
574 | */ |
523 | */ |
575 | if (pl->ob->map == map) |
524 | if (pl->ob->map == map) |
576 | { |
525 | { |
577 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
526 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
578 | pl->do_los = 1; |
527 | pl->do_los = 1; |
579 | } |
528 | } |
|
|
529 | |
580 | /* Now we check to see if player is on adjacent |
530 | /* Now we check to see if player is on adjacent |
581 | * maps to the one that changed and also within |
531 | * maps to the one that changed and also within |
582 | * view. The tile_maps[] could be null, but in that |
532 | * view. The tile_maps[] could be null, but in that |
583 | * case it should never match the pl->ob->map, so |
533 | * case it should never match the pl->ob->map, so |
584 | * we want ever try to dereference any of the data in it. |
534 | * we want ever try to dereference any of the data in it. |
585 | */ |
535 | * |
586 | |
|
|
587 | /* The logic for 0 and 3 is to see how far the player is |
536 | * The logic for 0 and 3 is to see how far the player is |
588 | * from the edge of the map (height/width) - pl->ob->(x,y) |
537 | * from the edge of the map (height/width) - pl->ob->(x,y) |
589 | * and to add current position on this map - that gives a |
538 | * and to add current position on this map - that gives a |
590 | * distance. |
539 | * distance. |
591 | * For 1 and 2, we check to see how far the given |
540 | * For 1 and 2, we check to see how far the given |
592 | * coordinate (x,y) is from the corresponding edge, |
541 | * coordinate (x,y) is from the corresponding edge, |
593 | * and then add the players location, which gives |
542 | * and then add the players location, which gives |
594 | * a distance. |
543 | * a distance. |
595 | */ |
544 | */ |
596 | else if (pl->ob->map == map->tile_map[0]) |
545 | else if (pl->ob->map == map->tile_map[0]) |
597 | { |
546 | { |
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)) |
547 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
599 | pl->do_los = 1; |
548 | pl->do_los = 1; |
600 | } |
549 | } |
601 | else if (pl->ob->map == map->tile_map[2]) |
550 | else if (pl->ob->map == map->tile_map[2]) |
602 | { |
551 | { |
603 | if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) |
552 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
604 | pl->do_los = 1; |
553 | pl->do_los = 1; |
605 | } |
554 | } |
606 | else if (pl->ob->map == map->tile_map[1]) |
555 | else if (pl->ob->map == map->tile_map[1]) |
607 | { |
556 | { |
608 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
557 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
609 | pl->do_los = 1; |
558 | pl->do_los = 1; |
610 | } |
559 | } |
611 | else if (pl->ob->map == map->tile_map[3]) |
560 | else if (pl->ob->map == map->tile_map[3]) |
612 | { |
561 | { |
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)) |
562 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
614 | pl->do_los = 1; |
563 | pl->do_los = 1; |
615 | } |
564 | } |
616 | } |
|
|
617 | } |
|
|
618 | |
|
|
619 | /* |
|
|
620 | * Debug-routine which dumps the array which specifies the visible |
|
|
621 | * area of a player. Triggered by the z key in DM mode. |
|
|
622 | */ |
|
|
623 | |
|
|
624 | void |
|
|
625 | print_los (object *op) |
|
|
626 | { |
|
|
627 | int x, y; |
|
|
628 | char buf[50], buf2[10]; |
|
|
629 | |
|
|
630 | strcpy (buf, " "); |
|
|
631 | for (x = 0; x < op->contr->socket.mapx; x++) |
|
|
632 | { |
|
|
633 | sprintf (buf2, "%2d", x); |
|
|
634 | strcat (buf, buf2); |
|
|
635 | } |
|
|
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
637 | for (y = 0; y < op->contr->socket.mapy; y++) |
|
|
638 | { |
|
|
639 | sprintf (buf, "%2d:", y); |
|
|
640 | for (x = 0; x < op->contr->socket.mapx; x++) |
|
|
641 | { |
|
|
642 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
|
|
643 | strcat (buf, buf2); |
|
|
644 | } |
|
|
645 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
646 | } |
565 | } |
647 | } |
566 | } |
648 | |
567 | |
649 | /* |
568 | /* |
650 | * make_sure_seen: The object is supposed to be visible through walls, thus |
569 | * make_sure_seen: The object is supposed to be visible through walls, thus |
651 | * check if any players are nearby, and edit their LOS array. |
570 | * check if any players are nearby, and edit their LOS array. |
652 | */ |
571 | */ |
653 | |
|
|
654 | void |
572 | void |
655 | make_sure_seen (const object *op) |
573 | make_sure_seen (const object *op) |
656 | { |
574 | { |
657 | player *pl; |
575 | for_all_players (pl) |
658 | |
|
|
659 | for (pl = first_player; pl; pl = pl->next) |
|
|
660 | if (pl->ob->map == op->map && |
576 | if (pl->ob->map == op->map && |
661 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
577 | pl->ob->y - pl->ns->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) |
578 | 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) |
663 | pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; |
579 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
664 | } |
580 | } |
665 | |
581 | |
666 | /* |
582 | /* |
667 | * make_sure_not_seen: The object which is supposed to be visible through |
583 | * make_sure_not_seen: The object which is supposed to be visible through |
668 | * walls has just been removed from the map, so update the los of any |
584 | * walls has just been removed from the map, so update the los of any |
669 | * players within its range |
585 | * players within its range |
670 | */ |
586 | */ |
671 | |
|
|
672 | void |
587 | void |
673 | make_sure_not_seen (const object *op) |
588 | make_sure_not_seen (const object *op) |
674 | { |
589 | { |
675 | player *pl; |
590 | for_all_players (pl) |
676 | |
|
|
677 | for (pl = first_player; pl; pl = pl->next) |
|
|
678 | if (pl->ob->map == op->map && |
591 | if (pl->ob->map == op->map && |
679 | pl->ob->y - pl->socket.mapy / 2 <= op->y && |
592 | pl->ob->y - pl->ns->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) |
593 | 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) |
681 | pl->do_los = 1; |
594 | pl->do_los = 1; |
682 | } |
595 | } |