1 | /* |
1 | /* |
2 | * static char *rcsid_los_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: los.C,v 1.3 2006/09/03 00:18:40 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
13 | 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 |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
15 | (at your option) any later version. |
11 | * (at your option) any later version. |
16 | |
12 | * |
17 | 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, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
25 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
22 | */ |
28 | |
23 | |
29 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
30 | |
25 | |
31 | #include <global.h> |
26 | #include <global.h> |
32 | #include <funcpoint.h> |
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33 | #include <math.h> |
27 | #include <math.h> |
34 | |
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35 | |
28 | |
36 | /* 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. |
37 | * 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 |
38 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
39 | * block view in our tables. |
32 | * block view in our tables. |
40 | * .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. |
41 | */ |
34 | */ |
42 | |
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43 | #define SPACE_BLOCK 0.5 |
35 | #define SPACE_BLOCK 0.5 |
44 | |
36 | |
45 | typedef struct blstr { |
37 | typedef struct blstr |
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38 | { |
46 | int x[4],y[4]; |
39 | int x[4], y[4]; |
47 | int index; |
40 | int index; |
48 | } blocks; |
41 | } blocks; |
49 | |
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. |
50 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
51 | |
48 | |
52 | static void expand_lighted_sight(object *op); |
49 | static void expand_lighted_sight (object *op); |
53 | |
50 | |
54 | /* |
51 | /* |
55 | * Used to initialise the array used by the LOS routines. |
52 | * Used to initialise the array used by the LOS routines. |
56 | * What this sets if that x,y blocks the view of bx,by |
53 | * What this sets if that x,y blocks the view of bx,by |
57 | * This then sets up a relation - for example, something |
54 | * This then sets up a relation - for example, something |
… | |
… | |
59 | * etc. So when we check 5,4 and find it block, we have |
56 | * etc. So when we check 5,4 and find it block, we have |
60 | * the data to know that 5,3 and 5,2 and 5,1 should also |
57 | * the data to know that 5,3 and 5,2 and 5,1 should also |
61 | * be blocked. |
58 | * be blocked. |
62 | */ |
59 | */ |
63 | |
60 | |
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61 | static void |
64 | static void set_block(int x, int y, int bx, int by) { |
62 | set_block (int x, int y, int bx, int by) |
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63 | { |
65 | int index=block[x][y].index,i; |
64 | int index = block[x][y].index, i; |
66 | |
65 | |
67 | /* Due to flipping, we may get duplicates - better safe than sorry. |
66 | /* Due to flipping, we may get duplicates - better safe than sorry. |
68 | */ |
67 | */ |
69 | for (i=0; i<index; i++) { |
68 | for (i = 0; i < index; i++) |
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69 | { |
70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; |
70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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71 | return; |
71 | } |
72 | } |
72 | |
73 | |
73 | block[x][y].x[index]=bx; |
74 | block[x][y].x[index] = bx; |
74 | block[x][y].y[index]=by; |
75 | block[x][y].y[index] = by; |
75 | block[x][y].index++; |
76 | block[x][y].index++; |
76 | #ifdef LOS_DEBUG |
77 | #ifdef LOS_DEBUG |
77 | LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, |
78 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
78 | block[x][y].index); |
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79 | #endif |
79 | #endif |
80 | } |
80 | } |
81 | |
81 | |
82 | /* |
82 | /* |
83 | * initialises the array used by the LOS routines. |
83 | * initialises the array used by the LOS routines. |
… | |
… | |
86 | /* since we are only doing the upper left quadrant, only |
86 | /* since we are only doing the upper left quadrant, only |
87 | * these spaces could possibly get blocked, since these |
87 | * these spaces could possibly get blocked, since these |
88 | * 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 |
89 | * sightline. |
89 | * sightline. |
90 | */ |
90 | */ |
91 | |
91 | void |
92 | void init_block(void) { |
92 | init_block (void) |
93 | int x,y, dx, dy, i; |
93 | { |
94 | static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; |
94 | static int block_x[3] = { -1, -1, 0 }, |
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95 | block_y[3] = { -1, 0, -1 }; |
95 | |
96 | |
96 | for(x=0;x<MAP_CLIENT_X;x++) |
97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
97 | for(y=0;y<MAP_CLIENT_Y;y++) { |
98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
98 | block[x][y].index=0; |
99 | block[x][y].index = 0; |
99 | } |
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100 | |
100 | |
101 | |
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102 | /* The table should be symmetric, so only do the upper left |
101 | /* The table should be symmetric, so only do the upper left |
103 | * quadrant - makes the processing easier. |
102 | * quadrant - makes the processing easier. |
104 | */ |
103 | */ |
105 | for (x=1; x<=MAP_CLIENT_X/2; x++) { |
104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
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105 | { |
106 | for (y=1; y<=MAP_CLIENT_Y/2; y++) { |
106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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107 | { |
107 | for (i=0; i< 3; i++) { |
108 | for (int i = 0; i < 3; i++) |
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109 | { |
108 | dx = x + block_x[i]; |
110 | int dx = x + block_x[i]; |
109 | dy = y + block_y[i]; |
111 | int dy = y + block_y[i]; |
110 | |
112 | |
111 | /* center space never blocks */ |
113 | /* center space never blocks */ |
112 | if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; |
114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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115 | continue; |
113 | |
116 | |
114 | /* If its a straight line, its blocked */ |
117 | /* If its a straight line, its blocked */ |
115 | if ((dx == x && x == MAP_CLIENT_X/2) || |
118 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
116 | (dy==y && y == MAP_CLIENT_Y/2)) { |
119 | { |
117 | /* For simplicity, we mirror the coordinates to block the other |
120 | /* For simplicity, we mirror the coordinates to block the other |
118 | * quadrants. |
121 | * quadrants. |
119 | */ |
122 | */ |
120 | set_block(x, y, dx, dy); |
123 | set_block (x, y, dx, dy); |
121 | if (x == MAP_CLIENT_X/2) { |
124 | if (x == MAP_CLIENT_X / 2) |
122 | 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); |
123 | } else if (y == MAP_CLIENT_Y/2) { |
126 | else if (y == MAP_CLIENT_Y / 2) |
124 | 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); |
125 | } |
128 | } |
126 | } else { |
129 | else |
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130 | { |
127 | float d1, r, s,l; |
131 | float d1, r, s, l; |
128 | |
132 | |
129 | /* We use the algorihm that found out how close the point |
133 | /* We use the algorithm that found out how close the point |
130 | * (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 |
131 | * area. l is the distance from x,y to the line. |
135 | * area. l is the distance from x,y to the line. |
132 | * 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) |
133 | * the line is off |
137 | * the line is off |
134 | */ |
138 | */ |
135 | |
139 | |
136 | d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); |
140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f)); |
137 | 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; |
138 | 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; |
139 | l = FABS(sqrt(d1) * s); |
143 | l = fabs (sqrtf (d1) * s); |
140 | |
144 | |
141 | if (l <= SPACE_BLOCK) { |
145 | if (l <= SPACE_BLOCK) |
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146 | { |
142 | /* For simplicity, we mirror the coordinates to block the other |
147 | /* For simplicity, we mirror the coordinates to block the other |
143 | * quadrants. |
148 | * quadrants. |
144 | */ |
149 | */ |
145 | set_block(x,y,dx,dy); |
150 | set_block (x, y, dx, dy); |
146 | set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); |
151 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
147 | set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); |
152 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
148 | set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); |
153 | set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
149 | } |
154 | } |
150 | } |
155 | } |
151 | } |
156 | } |
152 | } |
157 | } |
153 | } |
158 | } |
… | |
… | |
161 | * that if some particular space is blocked, it blocks |
166 | * that if some particular space is blocked, it blocks |
162 | * the view of the spaces 'behind' it, and those blocked |
167 | * the view of the spaces 'behind' it, and those blocked |
163 | * spaces behind it may block other spaces, etc. |
168 | * spaces behind it may block other spaces, etc. |
164 | * In this way, the chain of visibility is set. |
169 | * In this way, the chain of visibility is set. |
165 | */ |
170 | */ |
166 | |
171 | static void |
167 | static void set_wall(object *op,int x,int y) { |
172 | set_wall (object *op, int x, int y) |
168 | int i; |
173 | { |
169 | |
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170 | for(i=0;i<block[x][y].index;i++) { |
174 | for (int i = 0; i < block[x][y].index; i++) |
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175 | { |
171 | 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; |
172 | |
177 | |
173 | /* ax, ay are the values as adjusted to be in the |
178 | /* ax, ay are the values as adjusted to be in the |
174 | * socket look structure. |
179 | * socket look structure. |
175 | */ |
180 | */ |
176 | ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
181 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
177 | ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
182 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
178 | |
183 | |
179 | if (ax < 0 || ax>=op->contr->socket.mapx || |
184 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
180 | ay < 0 || ay>=op->contr->socket.mapy) continue; |
185 | continue; |
181 | #if 0 |
186 | #if 0 |
182 | LOG(llevDebug, "blocked %d %d -> %d %d\n", |
187 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
183 | dx, dy, ax, ay); |
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184 | #endif |
188 | #endif |
185 | /* we need to adjust to the fact that the socket |
189 | /* we need to adjust to the fact that the socket |
186 | * code wants the los to start from the 0,0 |
190 | * code wants the los to start from the 0,0 |
187 | * and not be relative to middle of los array. |
191 | * and not be relative to middle of los array. |
188 | */ |
192 | */ |
189 | op->contr->blocked_los[ax][ay]=100; |
193 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
190 | set_wall(op,dx,dy); |
194 | set_wall (op, dx, dy); |
191 | } |
195 | } |
192 | } |
196 | } |
193 | |
197 | |
194 | /* |
198 | /* |
195 | * Used to initialise the array used by the LOS routines. |
199 | * Used to initialise the array used by the LOS routines. |
196 | * 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. |
197 | * this is because they index the blocked[][] arrays. |
201 | * this is because they index the blocked[][] arrays. |
198 | */ |
202 | */ |
199 | |
203 | static void |
200 | static void check_wall(object *op,int x,int y) { |
204 | check_wall (object *op, int x, int y) |
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205 | { |
201 | int ax, ay; |
206 | int ax, ay; |
202 | |
207 | |
203 | if(!block[x][y].index) |
208 | if (!block[x][y].index) |
204 | return; |
209 | return; |
205 | |
210 | |
206 | /* ax, ay are coordinates as indexed into the look window */ |
211 | /* ax, ay are coordinates as indexed into the look window */ |
207 | ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; |
212 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
208 | ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; |
213 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
209 | |
214 | |
210 | /* If the converted coordinates are outside the viewable |
215 | /* If the converted coordinates are outside the viewable |
211 | * area for the client, return now. |
216 | * area for the client, return now. |
212 | */ |
217 | */ |
213 | if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
218 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
214 | return; |
219 | return; |
215 | |
220 | |
216 | #if 0 |
221 | #if 0 |
217 | LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
222 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
218 | ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); |
223 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
219 | #endif |
224 | #endif |
220 | |
225 | |
221 | /* If this space is already blocked, prune the processing - presumably |
226 | /* If this space is already blocked, prune the processing - presumably |
222 | * 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 |
223 | * done the dependency chain. |
228 | * done the dependency chain. |
224 | */ |
229 | */ |
225 | if (op->contr->blocked_los[ax][ay] == 100) return; |
230 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
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231 | return; |
226 | |
232 | |
227 | |
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)) |
228 | if(get_map_flags(op->map, NULL, |
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229 | op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2, |
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230 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
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231 | set_wall(op,x,y); |
234 | set_wall (op, x, y); |
232 | } |
235 | } |
233 | |
236 | |
234 | /* |
237 | /* |
235 | * Clears/initialises the los-array associated to the player |
238 | * Clears/initialises the los-array associated to the player |
236 | * controlling the object. |
239 | * controlling the object. |
237 | */ |
240 | */ |
238 | |
241 | |
239 | void clear_los(object *op) { |
242 | void |
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243 | clear_los (player *pl) |
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244 | { |
240 | /* This is safer than using the socket->mapx, mapy because |
245 | /* This is safer than using the ns->mapx, mapy because |
241 | * 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 |
242 | * 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 |
243 | * actually going to use |
248 | * actually going to use |
244 | */ |
249 | */ |
245 | (void)memset((void *) op->contr->blocked_los,0, |
250 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
246 | MAP_CLIENT_X * MAP_CLIENT_Y); |
|
|
247 | } |
251 | } |
248 | |
252 | |
249 | /* |
253 | /* |
250 | * 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 |
251 | * 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, |
252 | * to a certain degree, be able to see into corners. |
256 | * to a certain degree, be able to see into corners. |
253 | * This is somewhat suboptimal, would be better to improve the formula. |
257 | * This is somewhat suboptimal, would be better to improve the formula. |
254 | */ |
258 | */ |
255 | |
259 | static void |
256 | static void expand_sight(object *op) |
260 | expand_sight (object *op) |
257 | { |
261 | { |
258 | int i,x,y, dx, dy; |
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259 | |
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260 | for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
261 | for(y=1;y<op->contr->socket.mapy-1;y++) { |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
262 | if (!op->contr->blocked_los[x][y] && |
264 | if (!op->contr->blocked_los[x][y] && |
263 | !(get_map_flags(op->map,NULL, |
265 | !(get_map_flags (op->map, NULL, |
264 | op->x-op->contr->socket.mapx/2+x, |
266 | op->x - op->contr->ns->mapx / 2 + x, |
265 | op->y-op->contr->socket.mapy/2+y, |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
266 | NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { |
268 | { |
267 | |
269 | for (int i = 1; i <= 8; i += 1) |
268 | for(i=1;i<=8;i+=1) { /* mark all directions */ |
270 | { /* mark all directions */ |
269 | dx = x + freearr_x[i]; |
271 | int dx = x + freearr_x[i]; |
270 | dy = y + freearr_y[i]; |
272 | int dy = y + freearr_y[i]; |
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273 | |
271 | 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 */ |
272 | op->contr->blocked_los[dx][dy]= -1; |
275 | op->contr->blocked_los[dx][dy] = -1; |
273 | } |
|
|
274 | } |
276 | } |
275 | } |
277 | } |
276 | |
278 | |
277 | if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ |
|
|
278 | expand_lighted_sight(op); |
279 | expand_lighted_sight (op); |
279 | |
280 | |
280 | |
|
|
281 | /* clear mark squares */ |
281 | /* clear mark squares */ |
282 | for (x = 0; x < op->contr->socket.mapx; x++) |
282 | for (int x = 0; x < op->contr->ns->mapx; x++) |
283 | for (y = 0; y < op->contr->socket.mapy; y++) |
283 | for (int y = 0; y < op->contr->ns->mapy; y++) |
284 | if (op->contr->blocked_los[x][y] < 0) |
284 | if (op->contr->blocked_los[x][y] < 0) |
285 | op->contr->blocked_los[x][y] = 0; |
285 | op->contr->blocked_los[x][y] = 0; |
286 | } |
286 | } |
287 | |
|
|
288 | |
|
|
289 | |
|
|
290 | |
287 | |
291 | /* returns true if op carries one or more lights |
288 | /* returns true if op carries one or more lights |
292 | * This is a trivial function now days, but it used to |
289 | * This is a trivial function now days, but it used to |
293 | * be a bit longer. Probably better for callers to just |
290 | * be a bit longer. Probably better for callers to just |
294 | * check the op->glow_radius instead of calling this. |
291 | * check the op->glow_radius instead of calling this. |
295 | */ |
292 | */ |
296 | |
293 | int |
297 | int has_carried_lights(const object *op) { |
294 | has_carried_lights (const object *op) |
|
|
295 | { |
298 | /* op may glow! */ |
296 | /* op may glow! */ |
299 | if(op->glow_radius>0) return 1; |
297 | if (op->glow_radius > 0) |
300 | |
|
|
301 | return 0; |
298 | return 1; |
|
|
299 | |
|
|
300 | return 0; |
302 | } |
301 | } |
303 | |
302 | |
|
|
303 | /* radius, distance => lightness adjust */ |
|
|
304 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
305 | |
|
|
306 | static struct darkness_init |
|
|
307 | { |
|
|
308 | darkness_init () |
|
|
309 | { |
|
|
310 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
|
311 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
312 | { |
|
|
313 | // max intensity |
|
|
314 | int intensity = min (LOS_MAX, abs (radius) + 1); |
|
|
315 | |
|
|
316 | // actual intensity |
|
|
317 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
|
|
318 | |
|
|
319 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
|
|
320 | ? min (3, intensity) |
|
|
321 | : LOS_MAX - intensity; |
|
|
322 | } |
|
|
323 | } |
|
|
324 | } darkness_init; |
|
|
325 | |
|
|
326 | sint8 |
|
|
327 | los_brighten (sint8 b, sint8 l) |
|
|
328 | { |
|
|
329 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
330 | } |
|
|
331 | |
|
|
332 | sint8 |
|
|
333 | los_darken (sint8 b, sint8 l) |
|
|
334 | { |
|
|
335 | return max (b, l); |
|
|
336 | } |
|
|
337 | |
|
|
338 | template<sint8 change_it (sint8, sint8)> |
|
|
339 | static void |
|
|
340 | apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table) |
|
|
341 | { |
|
|
342 | // min or max the ciruclar area around basex, basey |
|
|
343 | player *pl = op->contr; |
|
|
344 | |
|
|
345 | int ax0 = max (0, basex - light); |
|
|
346 | int ay0 = max (0, basey - light); |
|
|
347 | int ax1 = min (basex + light, pl->ns->mapx - 1); |
|
|
348 | int ay1 = min (basey + light, pl->ns->mapy - 1); |
|
|
349 | |
|
|
350 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
351 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
352 | pl->blocked_los[ax][ay] = |
|
|
353 | change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
354 | } |
|
|
355 | |
|
|
356 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
357 | * mark those squares specially. |
|
|
358 | */ |
|
|
359 | static void |
304 | static void expand_lighted_sight(object *op) |
360 | expand_lighted_sight (object *op) |
305 | { |
361 | { |
306 | int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; |
362 | int darklevel, mflags, light, x1, y1; |
307 | mapstruct *m=op->map; |
363 | maptile *m = op->map; |
308 | sint16 nx, ny; |
364 | sint16 nx, ny; |
309 | |
|
|
310 | darklevel = MAP_DARKNESS(m); |
|
|
311 | |
365 | |
|
|
366 | darklevel = m->darkness; |
|
|
367 | |
312 | /* 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 */ |
313 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; |
369 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
|
|
370 | darklevel -= LOS_MAX / 2; |
314 | |
371 | |
315 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
316 | * mark those squares specially. If the darklevel<1, there is no |
|
|
317 | * reason to do this, so we skip this function |
|
|
318 | */ |
|
|
319 | |
|
|
320 | if(darklevel<1) return; |
|
|
321 | |
|
|
322 | /* 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 |
323 | * things. |
373 | * things. |
324 | */ |
374 | */ |
325 | if (darklevel > MAX_DARKNESS) { |
375 | if (darklevel > MAX_DARKNESS) |
|
|
376 | { |
326 | LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", |
377 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
327 | &op->name, op->map->path, darklevel); |
|
|
328 | darklevel = MAX_DARKNESS; |
378 | darklevel = MAX_DARKNESS; |
|
|
379 | } |
|
|
380 | |
|
|
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 |
329 | } |
394 | { |
330 | |
395 | /* first, make everything totally dark */ |
331 | /* First, limit player furthest (unlighted) vision */ |
|
|
332 | for (x = 0; x < op->contr->socket.mapx; x++) |
396 | for (int x = 0; x < op->contr->ns->mapx; x++) |
333 | for (y = 0; y < op->contr->socket.mapy; y++) |
397 | for (int y = 0; y < op->contr->ns->mapy; y++) |
334 | if(op->contr->blocked_los[x][y]!=100) |
398 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
335 | op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; |
399 | op->contr->blocked_los[x][y] = LOS_MAX; |
336 | |
400 | |
337 | /* the spaces[] darkness value contains the information we need. |
401 | /* |
338 | * Only process the area of interest. |
402 | * Only process the area of interest. |
339 | * 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 |
340 | * 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 |
341 | * value) than to recalculate them down below. |
405 | * value) than to recalculate them down below. |
342 | */ |
406 | */ |
343 | for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; |
407 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
344 | x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { |
408 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
345 | |
409 | { |
346 | for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; |
|
|
347 | y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { |
|
|
348 | m = op->map; |
410 | maptile *m = op->map; |
349 | nx = x; |
411 | sint16 nx = x; |
350 | ny = y; |
412 | sint16 ny = y; |
351 | |
413 | |
352 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
414 | if (!xy_normalise (m, nx, ny)) |
|
|
415 | continue; |
353 | |
416 | |
354 | if (mflags & P_OUT_OF_MAP) continue; |
417 | mapspace &ms = m->at (nx, ny); |
|
|
418 | ms.update (); |
|
|
419 | sint8 light = ms.light; |
355 | |
420 | |
356 | /* This space is providing light, so we need to brighten up the |
421 | if (expect_false (light)) |
357 | * spaces around here. |
|
|
358 | */ |
|
|
359 | light = GET_MAP_LIGHT(m, nx, ny); |
|
|
360 | if (light != 0) { |
422 | if (light < 0) |
361 | #if 0 |
423 | pass2 = 1; |
362 | LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", |
424 | else |
363 | x, y, basex, basey); |
425 | apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]); |
364 | #endif |
|
|
365 | for (ax=basex - light; ax<=basex+light; ax++) { |
|
|
366 | if (ax<0 || ax>=op->contr->socket.mapx) continue; |
|
|
367 | for (ay=basey - light; ay<=basey+light; ay++) { |
|
|
368 | if (ay<0 || ay>=op->contr->socket.mapy) continue; |
|
|
369 | |
|
|
370 | /* If the space is fully blocked, do nothing. Otherwise, we |
|
|
371 | * brighten the space. The further the light is away from the |
|
|
372 | * source (basex-x), the less effect it has. Though light used |
|
|
373 | * to dim in a square manner, it now dims in a circular manner |
|
|
374 | * using the the pythagorean theorem. glow_radius still |
|
|
375 | * represents the radius |
|
|
376 | */ |
|
|
377 | if(op->contr->blocked_los[ax][ay]!=100) { |
|
|
378 | x1 = abs(basex-ax)*abs(basex-ax); |
|
|
379 | y1 = abs(basey-ay)*abs(basey-ay); |
|
|
380 | if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); |
|
|
381 | if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); |
|
|
382 | } |
|
|
383 | } /* for ay */ |
|
|
384 | } /* for ax */ |
|
|
385 | } /* if this space is providing light */ |
|
|
386 | } /* for y */ |
|
|
387 | } /* for x */ |
|
|
388 | |
|
|
389 | /* Outdoor should never really be completely pitch black dark like |
|
|
390 | * a dungeon, so let the player at least see a little around themselves |
|
|
391 | */ |
|
|
392 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { |
|
|
393 | if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) |
|
|
394 | op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; |
|
|
395 | |
|
|
396 | for (x=-1; x<=1; x++) |
|
|
397 | for (y=-1; y<=1; y++) { |
|
|
398 | if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) |
|
|
399 | op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; |
|
|
400 | } |
426 | } |
401 | } |
427 | |
402 | /* grant some vision to the player, based on the darklevel */ |
428 | /* grant some vision to the player, based on the darklevel */ |
403 | for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) |
429 | /* for outdoor maps, ensure some mininum visibility radius */ |
404 | for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) |
430 | { |
405 | if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) |
431 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
406 | op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= |
|
|
407 | MAX(0,6 -darklevel - MAX(abs(x),abs(y))); |
|
|
408 | } |
|
|
409 | |
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 | { |
|
|
444 | maptile *m = op->map; |
|
|
445 | sint16 nx = x; |
|
|
446 | sint16 ny = y; |
|
|
447 | |
|
|
448 | if (!xy_normalise (m, nx, ny)) |
|
|
449 | continue; |
|
|
450 | |
|
|
451 | mapspace &ms = m->at (nx, ny); |
|
|
452 | ms.update (); |
|
|
453 | sint8 light = ms.light; |
|
|
454 | |
|
|
455 | if (expect_false (light < 0)) |
|
|
456 | apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
457 | } |
|
|
458 | } |
|
|
459 | |
410 | /* blinded_sight() - sets all veiwable squares to blocked except |
460 | /* blinded_sight() - sets all viewable squares to blocked except |
411 | * 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 |
412 | * 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 |
413 | * really need for any reasonable game play. |
463 | * really need for any reasonable game play. |
414 | */ |
464 | */ |
415 | |
465 | static void |
416 | static void blinded_sight(object *op) { |
466 | blinded_sight (object *op) |
|
|
467 | { |
417 | int x,y; |
468 | int x, y; |
418 | |
469 | |
419 | for (x = 0; x < op->contr->socket.mapx; x++) |
470 | for (x = 0; x < op->contr->ns->mapx; x++) |
420 | for (y = 0; y < op->contr->socket.mapy; y++) |
471 | for (y = 0; y < op->contr->ns->mapy; y++) |
421 | op->contr->blocked_los[x][y] = 100; |
472 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
422 | |
473 | |
423 | op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; |
474 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
424 | } |
475 | } |
425 | |
476 | |
426 | /* |
477 | /* |
427 | * update_los() recalculates the array which specifies what is |
478 | * update_los() recalculates the array which specifies what is |
428 | * visible for the given player-object. |
479 | * visible for the given player-object. |
429 | */ |
480 | */ |
430 | |
481 | void |
431 | void update_los(object *op) { |
482 | update_los (object *op) |
|
|
483 | { |
432 | int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; |
484 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
433 | |
485 | |
434 | if(QUERY_FLAG(op,FLAG_REMOVED)) |
486 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
435 | return; |
487 | return; |
436 | |
488 | |
437 | clear_los(op); |
489 | clear_los (op->contr); |
|
|
490 | |
438 | if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) |
491 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
439 | return; |
492 | return; |
440 | |
493 | |
441 | /* 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 |
442 | * 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 |
443 | * be blocked by different spaces in front, this mean that a lot of spaces |
496 | * be blocked by different spaces in front, this mean that a lot of spaces |
444 | * could be examined multile times, as each path would be looked at. |
497 | * could be examined multile times, as each path would be looked at. |
445 | */ |
498 | */ |
446 | for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.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++) |
447 | for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.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++) |
448 | check_wall(op, x, y); |
501 | check_wall (op, x, y); |
449 | |
502 | |
450 | |
|
|
451 | /* do the los of the player. 3 (potential) cases */ |
503 | /* do the los of the player. 3 (potential) cases */ |
452 | if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ |
504 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
453 | blinded_sight(op); |
505 | blinded_sight (op); |
454 | else |
506 | else |
455 | expand_sight(op); |
507 | expand_sight (op); |
456 | |
508 | |
|
|
509 | //TODO: no range-checking whatsoever :( |
457 | if (QUERY_FLAG(op,FLAG_XRAYS)) { |
510 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
458 | int x, y; |
|
|
459 | for (x = -2; x <= 2; x++) |
511 | for (int x = -2; x <= 2; x++) |
460 | for (y = -2; y <= 2; y++) |
512 | for (int y = -2; y <= 2; y++) |
461 | op->contr->blocked_los[dx + x][dy + y] = 0; |
513 | op->contr->blocked_los[dx + x][dy + y] = 0; |
462 | } |
|
|
463 | } |
514 | } |
464 | |
515 | |
465 | /* update all_map_los is like update_all_los below, |
516 | /* update all_map_los is like update_all_los below, |
466 | * but updates everyone on the map, no matter where they |
517 | * but updates everyone on the map, no matter where they |
467 | * are. This generally should not be used, as a per |
518 | * are. This generally should not be used, as a per |
468 | * specific map change doesn't make much sense when tiling |
519 | * specific map change doesn't make much sense when tiling |
469 | * is considered (lowering darkness would certainly be a |
520 | * is considered (lowering darkness would certainly be a |
470 | * strange effect if done on a tile map, as it makes |
521 | * strange effect if done on a tile map, as it makes |
471 | * the distinction between maps much more obvious to the |
522 | * the distinction between maps much more obvious to the |
472 | * players, which is should not be. |
523 | * players, which is should not be. |
473 | * Currently, this function is called from the |
524 | * Currently, this function is called from the |
474 | * change_map_light function |
525 | * change_map_light function |
475 | */ |
526 | */ |
|
|
527 | void |
476 | void update_all_map_los(mapstruct *map) { |
528 | update_all_map_los (maptile *map) |
477 | player *pl; |
529 | { |
478 | |
530 | for_all_players (pl) |
479 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
531 | if (pl->ob && pl->ob->map == map) |
480 | if(pl->ob->map==map) |
|
|
481 | pl->do_los=1; |
532 | pl->do_los = 1; |
482 | } |
|
|
483 | } |
533 | } |
484 | |
|
|
485 | |
534 | |
486 | /* |
535 | /* |
487 | * 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 |
488 | * players on the given map within the next frame. |
537 | * players on the given map within the next frame. |
489 | * It is triggered by removal or inserting of objects which blocks |
538 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
493 | * 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 |
494 | * space that changes must be withing your viewable area. |
543 | * space that changes must be withing your viewable area. |
495 | * |
544 | * |
496 | * 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. |
497 | */ |
546 | */ |
498 | |
547 | void |
499 | void update_all_los(const mapstruct *map, int x, int y) { |
548 | update_all_los (const maptile *map, int x, int y) |
500 | player *pl; |
549 | { |
501 | |
550 | for_all_players (pl) |
502 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
551 | { |
503 | /* Player should not have a null map, but do this |
552 | /* Player should not have a null map, but do this |
504 | * check as a safety |
553 | * check as a safety |
505 | */ |
554 | */ |
506 | if (!pl->ob->map) continue; |
555 | if (!pl->ob || !pl->ob->map || !pl->ns) |
|
|
556 | continue; |
507 | |
557 | |
508 | /* Same map is simple case - see if pl is close enough. |
558 | /* Same map is simple case - see if pl is close enough. |
509 | * 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, |
510 | * and then see if the player is close enough and update |
560 | * and then see if the player is close enough and update |
511 | * los if that is the case. If the player is on the |
561 | * los if that is the case. If the player is on the |
512 | * corresponding map, but not close enough, then the |
562 | * corresponding map, but not close enough, then the |
513 | * player can't be on another map that may be closer, |
563 | * player can't be on another map that may be closer, |
514 | * so by setting it up this way, we trim processing |
564 | * so by setting it up this way, we trim processing |
515 | * some. |
565 | * some. |
516 | */ |
566 | */ |
517 | if(pl->ob->map==map) { |
567 | if (pl->ob->map == map) |
518 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
568 | { |
519 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
569 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
520 | pl->do_los=1; |
570 | pl->do_los = 1; |
521 | } |
571 | } |
|
|
572 | |
522 | /* Now we check to see if player is on adjacent |
573 | /* Now we check to see if player is on adjacent |
523 | * maps to the one that changed and also within |
574 | * maps to the one that changed and also within |
524 | * view. The tile_maps[] could be null, but in that |
575 | * view. The tile_maps[] could be null, but in that |
525 | * case it should never match the pl->ob->map, so |
576 | * case it should never match the pl->ob->map, so |
526 | * 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. |
527 | */ |
578 | * |
528 | |
|
|
529 | /* 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 |
530 | * 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) |
531 | * and to add current position on this map - that gives a |
581 | * and to add current position on this map - that gives a |
532 | * distance. |
582 | * distance. |
533 | * 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 |
534 | * coordinate (x,y) is from the corresponding edge, |
584 | * coordinate (x,y) is from the corresponding edge, |
535 | * and then add the players location, which gives |
585 | * and then add the players location, which gives |
536 | * a distance. |
586 | * a distance. |
537 | */ |
587 | */ |
538 | else if (pl->ob->map == map->tile_map[0]) { |
588 | else if (pl->ob->map == map->tile_map[0]) |
539 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
589 | { |
540 | (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.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)) |
541 | pl->do_los=1; |
591 | pl->do_los = 1; |
542 | } |
592 | } |
543 | else if (pl->ob->map == map->tile_map[2]) { |
593 | else if (pl->ob->map == map->tile_map[2]) |
544 | if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && |
594 | { |
545 | (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) |
595 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
546 | pl->do_los=1; |
596 | pl->do_los = 1; |
547 | } |
597 | } |
548 | else if (pl->ob->map == map->tile_map[1]) { |
598 | else if (pl->ob->map == map->tile_map[1]) |
549 | if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && |
599 | { |
550 | (abs(pl->ob->y - y) <= pl->socket.mapy/2)) |
600 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
551 | pl->do_los=1; |
601 | pl->do_los = 1; |
552 | } |
602 | } |
553 | else if (pl->ob->map == map->tile_map[3]) { |
603 | else if (pl->ob->map == map->tile_map[3]) |
554 | if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && |
604 | { |
555 | (abs(pl->ob->y - y) <= pl->socket.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)) |
556 | pl->do_los=1; |
606 | pl->do_los = 1; |
557 | } |
607 | } |
558 | } |
608 | } |
559 | } |
609 | } |
560 | |
610 | |
561 | /* |
611 | /* |
562 | * Debug-routine which dumps the array which specifies the visible |
612 | * Debug-routine which dumps the array which specifies the visible |
563 | * area of a player. Triggered by the z key in DM mode. |
613 | * area of a player. Triggered by the z key in DM mode. |
564 | */ |
614 | */ |
565 | |
615 | void |
566 | void print_los(object *op) { |
616 | print_los (object *op) |
|
|
617 | { |
567 | int x,y; |
618 | int x, y; |
568 | char buf[50], buf2[10]; |
619 | char buf[50], buf2[10]; |
569 | |
620 | |
570 | strcpy(buf," "); |
621 | strcpy (buf, " "); |
|
|
622 | |
571 | for(x=0;x<op->contr->socket.mapx;x++) { |
623 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
624 | { |
572 | sprintf(buf2,"%2d",x); |
625 | sprintf (buf2, "%2d", x); |
573 | strcat(buf,buf2); |
626 | strcat (buf, buf2); |
574 | } |
627 | } |
|
|
628 | |
575 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
629 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
630 | |
576 | for(y=0;y<op->contr->socket.mapy;y++) { |
631 | for (y = 0; y < op->contr->ns->mapy; y++) |
|
|
632 | { |
577 | sprintf(buf,"%2d:",y); |
633 | sprintf (buf, "%2d:", y); |
|
|
634 | |
578 | for(x=0;x<op->contr->socket.mapx;x++) { |
635 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
636 | { |
579 | sprintf(buf2," %1d",op->contr->blocked_los[x][y]); |
637 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
580 | strcat(buf,buf2); |
638 | strcat (buf, buf2); |
581 | } |
639 | } |
|
|
640 | |
582 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
641 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
583 | } |
642 | } |
584 | } |
643 | } |
585 | |
644 | |
586 | /* |
645 | /* |
587 | * make_sure_seen: The object is supposed to be visible through walls, thus |
646 | * make_sure_seen: The object is supposed to be visible through walls, thus |
588 | * check if any players are nearby, and edit their LOS array. |
647 | * check if any players are nearby, and edit their LOS array. |
589 | */ |
648 | */ |
590 | |
649 | |
|
|
650 | void |
591 | void make_sure_seen(const object *op) { |
651 | make_sure_seen (const object *op) |
592 | player *pl; |
652 | { |
593 | |
653 | for_all_players (pl) |
594 | for (pl = first_player; pl; pl = pl->next) |
|
|
595 | if (pl->ob->map == op->map && |
654 | if (pl->ob->map == op->map && |
596 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
655 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
597 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
656 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
598 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
657 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
599 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
|
|
600 | pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x] |
|
|
601 | [pl->socket.mapy/2 + op->y - pl->ob->y] = 0; |
|
|
602 | } |
658 | } |
603 | |
659 | |
604 | /* |
660 | /* |
605 | * make_sure_not_seen: The object which is supposed to be visible through |
661 | * make_sure_not_seen: The object which is supposed to be visible through |
606 | * walls has just been removed from the map, so update the los of any |
662 | * walls has just been removed from the map, so update the los of any |
607 | * players within its range |
663 | * players within its range |
608 | */ |
664 | */ |
609 | |
665 | |
|
|
666 | void |
610 | void make_sure_not_seen(const object *op) { |
667 | make_sure_not_seen (const object *op) |
611 | player *pl; |
668 | { |
612 | for (pl = first_player; pl; pl = pl->next) |
669 | for_all_players (pl) |
613 | if (pl->ob->map == op->map && |
670 | if (pl->ob->map == op->map && |
614 | pl->ob->y - pl->socket.mapy/2 <= op->y && |
671 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
615 | pl->ob->y + pl->socket.mapy/2 >= op->y && |
672 | 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) |
616 | pl->ob->x - pl->socket.mapx/2 <= op->x && |
|
|
617 | pl->ob->x + pl->socket.mapx/2 >= op->x) |
|
|
618 | pl->do_los = 1; |
673 | pl->do_los = 1; |
619 | } |
674 | } |