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 | |
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|
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 | |
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|
43 | // 31/32 == a speed hack |
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|
44 | // we would like to use 32 for speed, but the code loops endlessly |
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|
45 | // then, reason not yet identified, so only make the array use 32, |
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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 */ |
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299 | expand_lighted_sight (op); |
279 | expand_lighted_sight (op); |
300 | |
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301 | |
280 | |
302 | /* clear mark squares */ |
281 | /* clear mark squares */ |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
282 | for (int x = 0; x < op->contr->ns->mapx; x++) |
304 | for (y = 0; y < op->contr->ns->mapy; y++) |
283 | for (int y = 0; y < op->contr->ns->mapy; y++) |
305 | if (op->contr->blocked_los[x][y] < 0) |
284 | if (op->contr->blocked_los[x][y] < 0) |
306 | op->contr->blocked_los[x][y] = 0; |
285 | op->contr->blocked_los[x][y] = 0; |
307 | } |
286 | } |
308 | |
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309 | |
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310 | |
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311 | |
287 | |
312 | /* returns true if op carries one or more lights |
288 | /* returns true if op carries one or more lights |
313 | * This is a trivial function now days, but it used to |
289 | * This is a trivial function now days, but it used to |
314 | * be a bit longer. Probably better for callers to just |
290 | * be a bit longer. Probably better for callers to just |
315 | * check the op->glow_radius instead of calling this. |
291 | * check the op->glow_radius instead of calling this. |
316 | */ |
292 | */ |
317 | |
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318 | int |
293 | int |
319 | has_carried_lights (const object *op) |
294 | has_carried_lights (const object *op) |
320 | { |
295 | { |
321 | /* op may glow! */ |
296 | /* op may glow! */ |
322 | if (op->glow_radius > 0) |
297 | if (op->glow_radius > 0) |
323 | return 1; |
298 | return 1; |
324 | |
299 | |
325 | return 0; |
300 | return 0; |
326 | } |
301 | } |
327 | |
302 | |
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303 | /* radius, distance => lightness adjust */ |
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304 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
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305 | |
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306 | static struct darkness_init |
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307 | { |
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308 | darkness_init () |
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309 | { |
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310 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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311 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
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312 | { |
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313 | // max intensity |
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314 | int intensity = min (LOS_MAX, abs (radius) + 1); |
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315 | |
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316 | // actual intensity |
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317 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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318 | |
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319 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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320 | ? min (3, intensity) |
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321 | : LOS_MAX - intensity; |
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322 | } |
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323 | } |
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324 | } darkness_init; |
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325 | |
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326 | sint8 |
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327 | los_brighten (sint8 b, sint8 l) |
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328 | { |
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329 | return b == LOS_BLOCKED ? b : min (b, l); |
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330 | } |
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331 | |
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332 | sint8 |
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333 | los_darken (sint8 b, sint8 l) |
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334 | { |
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335 | return max (b, l); |
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336 | } |
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337 | |
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338 | template<sint8 change_it (sint8, sint8)> |
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339 | static void |
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340 | apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table) |
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341 | { |
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342 | // min or max the ciruclar area around basex, basey |
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343 | player *pl = op->contr; |
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344 | |
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345 | int ax0 = max (0, basex - light); |
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346 | int ay0 = max (0, basey - light); |
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347 | int ax1 = min (basex + light, pl->ns->mapx - 1); |
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348 | int ay1 = min (basey + light, pl->ns->mapy - 1); |
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349 | |
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350 | for (int ax = ax0; ax <= ax1; ax++) |
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351 | for (int ay = ay0; ay <= ay1; ay++) |
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352 | pl->blocked_los[ax][ay] = |
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353 | change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
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354 | } |
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355 | |
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356 | /* add light, by finding all (non-null) nearby light sources, then |
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357 | * mark those squares specially. |
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358 | */ |
328 | static void |
359 | static void |
329 | expand_lighted_sight (object *op) |
360 | expand_lighted_sight (object *op) |
330 | { |
361 | { |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
362 | int darklevel, mflags, light, x1, y1; |
332 | maptile *m = op->map; |
363 | maptile *m = op->map; |
333 | sint16 nx, ny; |
364 | sint16 nx, ny; |
334 | |
365 | |
335 | darklevel = MAP_DARKNESS (m); |
366 | darklevel = m->darkness; |
336 | |
367 | |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
368 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
369 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | darklevel -= 2; |
370 | darklevel -= LOS_MAX / 2; |
340 | |
|
|
341 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
342 | * mark those squares specially. If the darklevel<1, there is no |
|
|
343 | * reason to do this, so we skip this function |
|
|
344 | */ |
|
|
345 | |
|
|
346 | if (darklevel < 1) |
|
|
347 | return; |
|
|
348 | |
371 | |
349 | /* Do a sanity check. If not valid, some code below may do odd |
372 | /* Do a sanity check. If not valid, some code below may do odd |
350 | * things. |
373 | * things. |
351 | */ |
374 | */ |
352 | if (darklevel > MAX_DARKNESS) |
375 | if (darklevel > MAX_DARKNESS) |
353 | { |
376 | { |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
377 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 | darklevel = MAX_DARKNESS; |
378 | darklevel = MAX_DARKNESS; |
356 | } |
379 | } |
357 | |
380 | |
358 | /* First, limit player furthest (unlighted) vision */ |
381 | int half_x = op->contr->ns->mapx / 2; |
|
|
382 | int half_y = op->contr->ns->mapy / 2; |
|
|
383 | |
|
|
384 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
385 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
386 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
387 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
388 | |
|
|
389 | int pass2 = 0; // negative lights have an extra pass |
|
|
390 | |
|
|
391 | if (darklevel < 1) |
|
|
392 | pass2 = 1; |
|
|
393 | else |
|
|
394 | { |
|
|
395 | /* first, make everything totally dark */ |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
396 | for (int x = 0; x < op->contr->ns->mapx; x++) |
360 | for (y = 0; y < op->contr->ns->mapy; y++) |
397 | for (int y = 0; y < op->contr->ns->mapy; y++) |
361 | if (op->contr->blocked_los[x][y] != 100) |
398 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
362 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
399 | op->contr->blocked_los[x][y] = LOS_MAX; |
363 | |
400 | |
364 | /* the spaces[] darkness value contains the information we need. |
401 | /* |
365 | * Only process the area of interest. |
402 | * Only process the area of interest. |
366 | * the basex, basey values represent the position in the op->contr->blocked_los |
403 | * 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 |
404 | * array. Its easier to just increment them here (and start with the right |
368 | * value) than to recalculate them down below. |
405 | * value) than to recalculate them down below. |
369 | */ |
406 | */ |
370 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
407 | 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++) |
408 | 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 | { |
409 | { |
|
|
410 | maptile *m = op->map; |
|
|
411 | sint16 nx = x; |
|
|
412 | sint16 ny = y; |
|
|
413 | |
|
|
414 | if (!xy_normalise (m, nx, ny)) |
|
|
415 | continue; |
|
|
416 | |
|
|
417 | mapspace &ms = m->at (nx, ny); |
|
|
418 | ms.update (); |
|
|
419 | sint8 light = ms.light; |
|
|
420 | |
|
|
421 | if (expect_false (light)) |
|
|
422 | if (light < 0) |
|
|
423 | pass2 = 1; |
|
|
424 | else |
|
|
425 | apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
426 | } |
|
|
427 | |
|
|
428 | /* grant some vision to the player, based on the darklevel */ |
|
|
429 | /* for outdoor maps, ensure some mininum visibility radius */ |
|
|
430 | { |
|
|
431 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
|
|
432 | |
|
|
433 | apply_light<los_brighten> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
434 | } |
|
|
435 | } |
|
|
436 | |
|
|
437 | // possibly do 2nd pass for rare negative glow radii |
|
|
438 | // for effect, those are always considered to be stronger than anything else |
|
|
439 | // but they can't darken a place completely |
|
|
440 | if (pass2) |
|
|
441 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
442 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
443 | { |
377 | m = op->map; |
444 | maptile *m = op->map; |
378 | nx = x; |
445 | sint16 nx = x; |
379 | ny = y; |
446 | sint16 ny = y; |
380 | |
447 | |
381 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
448 | if (!xy_normalise (m, nx, ny)) |
382 | |
|
|
383 | if (mflags & P_OUT_OF_MAP) |
|
|
384 | continue; |
449 | continue; |
385 | |
450 | |
386 | /* This space is providing light, so we need to brighten up the |
451 | mapspace &ms = m->at (nx, ny); |
387 | * spaces around here. |
452 | ms.update (); |
388 | */ |
453 | sint8 light = ms.light; |
389 | light = GET_MAP_LIGHT (m, nx, ny); |
|
|
390 | if (light != 0) |
|
|
391 | { |
|
|
392 | #if 0 |
|
|
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 | |
454 | |
404 | /* If the space is fully blocked, do nothing. Otherwise, we |
455 | if (expect_false (light < 0)) |
405 | * brighten the space. The further the light is away from the |
456 | apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]); |
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) |
|
|
412 | { |
|
|
413 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
414 | y1 = abs (basey - ay) * abs (basey - ay); |
|
|
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 | |
|
|
426 | /* Outdoor should never really be completely pitch black dark like |
|
|
427 | * a dungeon, so let the player at least see a little around themselves |
|
|
428 | */ |
|
|
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
|
|
430 | { |
|
|
431 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
|
|
432 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
|
|
433 | |
|
|
434 | for (x = -1; x <= 1; x++) |
|
|
435 | 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)) |
|
|
438 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
|
|
439 | } |
457 | } |
440 | } |
|
|
441 | /* grant some vision to the player, based on the darklevel */ |
|
|
442 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
|
|
443 | 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)) |
|
|
445 | 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))); |
|
|
447 | } |
458 | } |
448 | |
459 | |
449 | /* blinded_sight() - sets all veiwable squares to blocked except |
460 | /* blinded_sight() - sets all viewable squares to blocked except |
450 | * for the one the central one that the player occupies. A little |
461 | * 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 |
462 | * odd that you can see yourself (and what your standing on), but |
452 | * really need for any reasonable game play. |
463 | * really need for any reasonable game play. |
453 | */ |
464 | */ |
454 | |
|
|
455 | static void |
465 | static void |
456 | blinded_sight (object *op) |
466 | blinded_sight (object *op) |
457 | { |
467 | { |
458 | int x, y; |
468 | int x, y; |
459 | |
469 | |
460 | for (x = 0; x < op->contr->ns->mapx; x++) |
470 | for (x = 0; x < op->contr->ns->mapx; x++) |
461 | for (y = 0; y < op->contr->ns->mapy; y++) |
471 | for (y = 0; y < op->contr->ns->mapy; y++) |
462 | op->contr->blocked_los[x][y] = 100; |
472 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
463 | |
473 | |
464 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
474 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
465 | } |
475 | } |
466 | |
476 | |
467 | /* |
477 | /* |
468 | * update_los() recalculates the array which specifies what is |
478 | * update_los() recalculates the array which specifies what is |
469 | * visible for the given player-object. |
479 | * visible for the given player-object. |
470 | */ |
480 | */ |
471 | |
|
|
472 | void |
481 | void |
473 | update_los (object *op) |
482 | update_los (object *op) |
474 | { |
483 | { |
475 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
484 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
476 | |
485 | |
477 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
486 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 | return; |
487 | return; |
479 | |
488 | |
480 | clear_los (op); |
489 | clear_los (op->contr); |
|
|
490 | |
481 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
491 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
482 | return; |
492 | return; |
483 | |
493 | |
484 | /* For larger maps, this is more efficient than the old way which |
494 | /* 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 |
495 | * used the chaining of the block array. Since many space views could |
… | |
… | |
488 | */ |
498 | */ |
489 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
499 | 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++) |
500 | 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); |
501 | check_wall (op, x, y); |
492 | |
502 | |
493 | |
|
|
494 | /* do the los of the player. 3 (potential) cases */ |
503 | /* do the los of the player. 3 (potential) cases */ |
495 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
504 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 | blinded_sight (op); |
505 | blinded_sight (op); |
497 | else |
506 | else |
498 | expand_sight (op); |
507 | expand_sight (op); |
499 | |
508 | |
|
|
509 | //TODO: no range-checking whatsoever :( |
500 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
510 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 | { |
|
|
502 | int x, y; |
|
|
503 | |
|
|
504 | for (x = -2; x <= 2; x++) |
511 | for (int x = -2; x <= 2; x++) |
505 | for (y = -2; y <= 2; y++) |
512 | for (int y = -2; y <= 2; y++) |
506 | op->contr->blocked_los[dx + x][dy + y] = 0; |
513 | op->contr->blocked_los[dx + x][dy + y] = 0; |
507 | } |
|
|
508 | } |
514 | } |
509 | |
515 | |
510 | /* update all_map_los is like update_all_los below, |
516 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
517 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
518 | * are. This generally should not be used, as a per |
513 | * specific map change doesn't make much sense when tiling |
519 | * specific map change doesn't make much sense when tiling |
514 | * is considered (lowering darkness would certainly be a |
520 | * is considered (lowering darkness would certainly be a |
515 | * strange effect if done on a tile map, as it makes |
521 | * strange effect if done on a tile map, as it makes |
516 | * the distinction between maps much more obvious to the |
522 | * the distinction between maps much more obvious to the |
517 | * players, which is should not be. |
523 | * players, which is should not be. |
… | |
… | |
520 | */ |
526 | */ |
521 | void |
527 | void |
522 | update_all_map_los (maptile *map) |
528 | update_all_map_los (maptile *map) |
523 | { |
529 | { |
524 | for_all_players (pl) |
530 | for_all_players (pl) |
525 | if (pl->ob->map == map) |
531 | if (pl->ob && pl->ob->map == map) |
526 | pl->do_los = 1; |
532 | pl->do_los = 1; |
527 | } |
533 | } |
528 | |
|
|
529 | |
534 | |
530 | /* |
535 | /* |
531 | * This function makes sure that update_los() will be called for all |
536 | * This function makes sure that update_los() will be called for all |
532 | * players on the given map within the next frame. |
537 | * players on the given map within the next frame. |
533 | * It is triggered by removal or inserting of objects which blocks |
538 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
537 | * means that just being on the same map is not sufficient - the |
542 | * means that just being on the same map is not sufficient - the |
538 | * space that changes must be withing your viewable area. |
543 | * space that changes must be withing your viewable area. |
539 | * |
544 | * |
540 | * map is the map that changed, x and y are the coordinates. |
545 | * map is the map that changed, x and y are the coordinates. |
541 | */ |
546 | */ |
542 | |
|
|
543 | void |
547 | void |
544 | update_all_los (const maptile *map, int x, int y) |
548 | update_all_los (const maptile *map, int x, int y) |
545 | { |
549 | { |
546 | for_all_players (pl) |
550 | for_all_players (pl) |
547 | { |
551 | { |
548 | /* Player should not have a null map, but do this |
552 | /* Player should not have a null map, but do this |
549 | * check as a safety |
553 | * check as a safety |
550 | */ |
554 | */ |
551 | if (!pl->ob->map) |
555 | if (!pl->ob || !pl->ob->map || !pl->ns) |
552 | continue; |
556 | continue; |
553 | |
557 | |
554 | /* Same map is simple case - see if pl is close enough. |
558 | /* Same map is simple case - see if pl is close enough. |
555 | * Note in all cases, we did the check for same map first, |
559 | * Note in all cases, we did the check for same map first, |
556 | * and then see if the player is close enough and update |
560 | * and then see if the player is close enough and update |
… | |
… | |
563 | if (pl->ob->map == map) |
567 | if (pl->ob->map == map) |
564 | { |
568 | { |
565 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
569 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
566 | pl->do_los = 1; |
570 | pl->do_los = 1; |
567 | } |
571 | } |
|
|
572 | |
568 | /* Now we check to see if player is on adjacent |
573 | /* Now we check to see if player is on adjacent |
569 | * maps to the one that changed and also within |
574 | * maps to the one that changed and also within |
570 | * view. The tile_maps[] could be null, but in that |
575 | * view. The tile_maps[] could be null, but in that |
571 | * case it should never match the pl->ob->map, so |
576 | * case it should never match the pl->ob->map, so |
572 | * we want ever try to dereference any of the data in it. |
577 | * we want ever try to dereference any of the data in it. |
573 | */ |
578 | * |
574 | |
|
|
575 | /* The logic for 0 and 3 is to see how far the player is |
579 | * The logic for 0 and 3 is to see how far the player is |
576 | * from the edge of the map (height/width) - pl->ob->(x,y) |
580 | * from the edge of the map (height/width) - pl->ob->(x,y) |
577 | * and to add current position on this map - that gives a |
581 | * and to add current position on this map - that gives a |
578 | * distance. |
582 | * distance. |
579 | * For 1 and 2, we check to see how far the given |
583 | * For 1 and 2, we check to see how far the given |
580 | * coordinate (x,y) is from the corresponding edge, |
584 | * coordinate (x,y) is from the corresponding edge, |
581 | * and then add the players location, which gives |
585 | * and then add the players location, which gives |
582 | * a distance. |
586 | * a distance. |
583 | */ |
587 | */ |
584 | else if (pl->ob->map == map->tile_map[0]) |
588 | else if (pl->ob->map == map->tile_map[0]) |
585 | { |
589 | { |
586 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->ns->mapy / 2)) |
590 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
587 | pl->do_los = 1; |
591 | pl->do_los = 1; |
588 | } |
592 | } |
589 | else if (pl->ob->map == map->tile_map[2]) |
593 | else if (pl->ob->map == map->tile_map[2]) |
590 | { |
594 | { |
591 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) |
595 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
592 | pl->do_los = 1; |
596 | pl->do_los = 1; |
593 | } |
597 | } |
594 | else if (pl->ob->map == map->tile_map[1]) |
598 | else if (pl->ob->map == map->tile_map[1]) |
595 | { |
599 | { |
596 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
600 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
597 | pl->do_los = 1; |
601 | pl->do_los = 1; |
598 | } |
602 | } |
599 | else if (pl->ob->map == map->tile_map[3]) |
603 | else if (pl->ob->map == map->tile_map[3]) |
600 | { |
604 | { |
601 | if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
605 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
602 | pl->do_los = 1; |
606 | pl->do_los = 1; |
603 | } |
607 | } |
604 | } |
608 | } |
605 | } |
609 | } |
606 | |
610 | |