… | |
… | |
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 <math.h> |
27 | #include <cmath> |
28 | |
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29 | /* Distance must be less than this for the object to be blocked. |
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30 | * An object is 1.0 wide, so if set to 0.5, it means the object |
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31 | * that blocks half the view (0.0 is complete block) will |
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32 | * block view in our tables. |
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33 | * .4 or less lets you see through walls. .5 is about right. |
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34 | */ |
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35 | #define SPACE_BLOCK 0.5 |
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36 | |
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37 | typedef struct blstr |
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38 | { |
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39 | int x[4], y[4]; |
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40 | int index; |
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41 | } blocks; |
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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. |
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47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
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48 | |
28 | |
49 | static void expand_lighted_sight (object *op); |
29 | static void expand_lighted_sight (object *op); |
50 | |
30 | |
51 | /* |
31 | enum { |
52 | * Used to initialise the array used by the LOS routines. |
32 | LOS_XI = 0x01, |
53 | * What this sets if that x,y blocks the view of bx,by |
33 | LOS_YI = 0x02, |
54 | * This then sets up a relation - for example, something |
34 | }; |
55 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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56 | * etc. So when we check 5,4 and find it block, we have |
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57 | * the data to know that 5,3 and 5,2 and 5,1 should also |
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58 | * be blocked. |
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59 | */ |
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60 | |
35 | |
61 | static void |
36 | struct los_info |
62 | set_block (int x, int y, int bx, int by) |
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63 | { |
37 | { |
64 | int index = block[x][y].index, i; |
38 | sint8 xo, yo; // obscure angle |
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39 | sint8 xe, ye; // angle deviation |
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40 | uint8 culled; |
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41 | uint8 queued; |
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42 | uint8 visible; |
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43 | uint8 flags; |
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44 | }; |
65 | |
45 | |
66 | /* Due to flipping, we may get duplicates - better safe than sorry. |
46 | // temporary storage for the los algorithm, |
67 | */ |
47 | // one los_info for each lightable map space |
68 | for (i = 0; i < index; i++) |
48 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
69 | { |
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70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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71 | return; |
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72 | } |
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73 | |
49 | |
74 | block[x][y].x[index] = bx; |
50 | struct point |
75 | block[x][y].y[index] = by; |
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76 | block[x][y].index++; |
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77 | #ifdef LOS_DEBUG |
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78 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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79 | #endif |
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80 | } |
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81 | |
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82 | /* |
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83 | * initialises the array used by the LOS routines. |
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84 | */ |
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85 | |
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86 | /* since we are only doing the upper left quadrant, only |
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87 | * these spaces could possibly get blocked, since these |
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88 | * are the only ones further out that are still possibly in the |
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89 | * sightline. |
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90 | */ |
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91 | void |
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92 | init_block (void) |
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93 | { |
51 | { |
94 | static int block_x[3] = { -1, -1, 0 }, |
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95 | block_y[3] = { -1, 0, -1 }; |
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96 | |
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97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
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98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
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99 | block[x][y].index = 0; |
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100 | |
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101 | /* The table should be symmetric, so only do the upper left |
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102 | * quadrant - makes the processing easier. |
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103 | */ |
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104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
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105 | { |
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106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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107 | { |
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108 | for (int i = 0; i < 3; i++) |
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109 | { |
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110 | int dx = x + block_x[i]; |
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111 | int dy = y + block_y[i]; |
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112 | |
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113 | /* center space never blocks */ |
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114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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115 | continue; |
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116 | |
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117 | /* If its a straight line, its blocked */ |
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118 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
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119 | { |
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120 | /* For simplicity, we mirror the coordinates to block the other |
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121 | * quadrants. |
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122 | */ |
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123 | set_block (x, y, dx, dy); |
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124 | if (x == MAP_CLIENT_X / 2) |
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125 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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126 | else if (y == MAP_CLIENT_Y / 2) |
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127 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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128 | } |
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129 | else |
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130 | { |
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131 | float d1, r, s, l; |
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132 | |
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133 | /* We use the algorithm that found out how close the point |
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134 | * (x,y) is to the line from dx,dy to the center of the viewable |
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135 | * area. l is the distance from x,y to the line. |
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136 | * r is more a curiosity - it lets us know what direction (left/right) |
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137 | * the line is off |
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138 | */ |
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139 | |
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140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f)); |
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141 | r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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142 | s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
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143 | l = fabs (sqrtf (d1) * s); |
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144 | |
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145 | if (l <= SPACE_BLOCK) |
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146 | { |
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147 | /* For simplicity, we mirror the coordinates to block the other |
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148 | * quadrants. |
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149 | */ |
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150 | set_block (x, y, dx, dy); |
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151 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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152 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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153 | set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
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154 | } |
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155 | } |
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156 | } |
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157 | } |
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158 | } |
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159 | } |
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160 | |
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161 | /* |
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162 | * Used to initialise the array used by the LOS routines. |
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163 | * x,y are indexes into the blocked[][] array. |
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164 | * This recursively sets the blocked line of sight view. |
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165 | * From the blocked[][] array, we know for example |
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166 | * that if some particular space is blocked, it blocks |
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167 | * the view of the spaces 'behind' it, and those blocked |
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168 | * spaces behind it may block other spaces, etc. |
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169 | * In this way, the chain of visibility is set. |
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170 | */ |
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171 | static void |
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172 | set_wall (object *op, int x, int y) |
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173 | { |
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174 | for (int i = 0; i < block[x][y].index; i++) |
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175 | { |
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176 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
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177 | |
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178 | /* ax, ay are the values as adjusted to be in the |
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179 | * socket look structure. |
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180 | */ |
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181 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
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182 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
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183 | |
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184 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
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185 | continue; |
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186 | #if 0 |
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187 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
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188 | #endif |
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189 | /* we need to adjust to the fact that the socket |
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190 | * code wants the los to start from the 0,0 |
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191 | * and not be relative to middle of los array. |
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192 | */ |
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193 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
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194 | set_wall (op, dx, dy); |
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195 | } |
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196 | } |
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197 | |
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198 | /* |
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199 | * Used to initialise the array used by the LOS routines. |
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200 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
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201 | * this is because they index the blocked[][] arrays. |
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202 | */ |
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203 | static void |
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204 | check_wall (object *op, int x, int y) |
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205 | { |
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206 | int ax, ay; |
52 | sint8 x, y; |
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53 | }; |
207 | |
54 | |
208 | if (!block[x][y].index) |
55 | // minimum size, but must be a power of two |
209 | return; |
56 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
210 | |
57 | |
211 | /* ax, ay are coordinates as indexed into the look window */ |
58 | // a queue of spaces to calculate |
212 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
59 | static point queue [QUEUE_LENGTH]; |
213 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
60 | static int q1, q2; // queue start, end |
214 | |
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215 | /* If the converted coordinates are outside the viewable |
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216 | * area for the client, return now. |
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217 | */ |
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218 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
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219 | return; |
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220 | |
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221 | #if 0 |
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222 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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223 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
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224 | #endif |
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225 | |
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226 | /* If this space is already blocked, prune the processing - presumably |
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227 | * whatever has set this space to be blocked has done the work and already |
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228 | * done the dependency chain. |
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229 | */ |
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230 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
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231 | return; |
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232 | |
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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)) |
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234 | set_wall (op, x, y); |
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235 | } |
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236 | |
61 | |
237 | /* |
62 | /* |
238 | * Clears/initialises the los-array associated to the player |
63 | * Clears/initialises the los-array associated to the player |
239 | * controlling the object. |
64 | * controlling the object. |
240 | */ |
65 | */ |
241 | |
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242 | void |
66 | void |
243 | clear_los (player *pl) |
67 | clear_los (player *pl) |
244 | { |
68 | { |
245 | /* This is safer than using the ns->mapx, mapy because |
69 | memset (pl->los, LOS_BLOCKED, sizeof (pl->los)); |
246 | * we index the blocked_los as a 2 way array, so clearing |
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247 | * the first z spaces may not not cover the spaces we are |
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248 | * actually going to use |
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249 | */ |
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250 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
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251 | } |
70 | } |
252 | |
71 | |
253 | /* |
72 | // enqueue a single mapspace, but only if it hasn't |
254 | * expand_sight goes through the array of what the given player is |
73 | // been enqueued yet. |
255 | * able to see, and expands the visible area a bit, so the player will, |
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256 | * to a certain degree, be able to see into corners. |
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257 | * This is somewhat suboptimal, would be better to improve the formula. |
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258 | */ |
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259 | static void |
74 | static void |
260 | expand_sight (object *op) |
75 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
261 | { |
76 | { |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
77 | sint8 x = LOS_X0 + dx; |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
78 | sint8 y = LOS_Y0 + dy; |
264 | if (!op->contr->blocked_los[x][y] && |
79 | |
265 | !(get_map_flags (op->map, NULL, |
80 | if (x < 0 || x >= MAP_CLIENT_X) return; |
266 | op->x - op->contr->ns->mapx / 2 + x, |
81 | if (y < 0 || y >= MAP_CLIENT_Y) return; |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
82 | |
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83 | los_info &l = los[x][y]; |
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84 | |
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85 | l.flags |= flags; |
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86 | |
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87 | if (l.queued) |
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88 | return; |
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89 | |
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90 | l.queued = 1; |
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91 | |
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92 | queue[q1].x = dx; |
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93 | queue[q1].y = dy; |
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94 | |
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95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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96 | } |
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97 | |
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98 | // run the los algorithm |
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99 | // this is a variant of a spiral los algorithm taken from |
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100 | // http://www.geocities.com/temerra/los_rays.html |
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101 | // which has been simplified and changed considerably, but |
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102 | // still is basically the same algorithm. |
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103 | static void |
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104 | do_los (object *op) |
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105 | { |
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106 | player *pl = op->contr; |
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107 | |
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108 | int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
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109 | |
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110 | memset (los, 0, sizeof (los)); |
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111 | |
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112 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
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113 | enqueue (0, 0); // enqueue center |
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114 | |
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115 | // treat the origin specially |
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116 | los[LOS_X0][LOS_Y0].visible = 1; |
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117 | pl->los[LOS_X0][LOS_Y0] = 0; |
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118 | |
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119 | // loop over all enqueued points until the queue is empty |
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120 | // the order in which this is done ensures that we |
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121 | // never touch a mapspace whose input spaces we haven't checked |
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122 | // yet. |
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123 | while (q1 != q2) |
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124 | { |
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125 | sint8 dx = queue[q2].x; |
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126 | sint8 dy = queue[q2].y; |
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127 | |
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128 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
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129 | |
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130 | sint8 x = LOS_X0 + dx; |
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131 | sint8 y = LOS_Y0 + dy; |
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132 | |
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133 | //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
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134 | int distance = 0;//D |
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135 | |
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136 | los_info &l = los[x][y]; |
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137 | |
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138 | if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
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139 | { |
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140 | l.culled = 1; |
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141 | |
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142 | // check contributing spaces, first horizontal |
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143 | if (expect_true (l.flags & LOS_XI)) |
268 | { |
144 | { |
269 | for (int i = 1; i <= 8; i += 1) |
145 | los_info *xi = &los[x - sign (dx)][y]; |
270 | { /* mark all directions */ |
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271 | int dx = x + freearr_x[i]; |
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272 | int dy = y + freearr_y[i]; |
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273 | |
146 | |
274 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
147 | // don't cull unless obscured |
275 | op->contr->blocked_los[dx][dy] = -1; |
148 | l.culled &= !xi->visible; |
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149 | |
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150 | /* merge input space */ |
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151 | if (expect_false (xi->xo || xi->yo)) |
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152 | { |
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153 | // The X input can provide two main pieces of information: |
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154 | // 1. Progressive X obscurity. |
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155 | // 2. Recessive Y obscurity. |
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156 | |
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157 | // Progressive X obscurity, favouring recessive input angle |
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158 | if (xi->xe > 0 && l.xo == 0) |
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159 | { |
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160 | l.xe = xi->xe - xi->yo; |
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161 | l.ye = xi->ye + xi->yo; |
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162 | l.xo = xi->xo; |
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163 | l.yo = xi->yo; |
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164 | } |
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165 | |
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166 | // Recessive Y obscurity |
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167 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
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168 | { |
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169 | l.ye = xi->yo + xi->ye; |
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170 | l.xe = xi->xe - xi->yo; |
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171 | l.xo = xi->xo; |
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172 | l.yo = xi->yo; |
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173 | } |
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174 | } |
276 | } |
175 | } |
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176 | |
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177 | // check contributing spaces, last vertical, identical structure |
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178 | if (expect_true (l.flags & LOS_YI)) |
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179 | { |
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180 | los_info *yi = &los[x][y - sign (dy)]; |
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181 | |
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182 | // don't cull unless obscured |
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183 | l.culled &= !yi->visible; |
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184 | |
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185 | /* merge input space */ |
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186 | if (expect_false (yi->yo || yi->xo)) |
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187 | { |
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188 | // The Y input can provide two main pieces of information: |
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189 | // 1. Progressive Y obscurity. |
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190 | // 2. Recessive X obscurity. |
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191 | |
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192 | // Progressive Y obscurity, favouring recessive input angle |
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193 | if (yi->ye > 0 && l.yo == 0) |
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194 | { |
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195 | l.ye = yi->ye - yi->xo; |
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196 | l.xe = yi->xe + yi->xo; |
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197 | l.yo = yi->yo; |
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198 | l.xo = yi->xo; |
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199 | } |
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200 | |
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201 | // Recessive X obscurity |
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202 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
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203 | { |
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204 | l.xe = yi->xo + yi->xe; |
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205 | l.ye = yi->ye - yi->xo; |
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206 | l.yo = yi->yo; |
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207 | l.xo = yi->xo; |
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208 | } |
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209 | } |
|
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210 | } |
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211 | |
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212 | // check whether this space blocks the view |
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213 | maptile *m = op->map; |
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214 | sint16 nx = op->x + dx; |
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215 | sint16 ny = op->y + dy; |
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216 | |
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217 | if (expect_true (!xy_normalise (m, nx, ny)) |
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218 | || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
|
|
219 | { |
|
|
220 | l.xo = l.xe = abs (dx); |
|
|
221 | l.yo = l.ye = abs (dy); |
|
|
222 | |
|
|
223 | // we obscure dependents, but might be visible |
|
|
224 | // copy the los from the square towards the player, |
|
|
225 | // so outward diagonal corners are lit. |
|
|
226 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
227 | l.visible = false; |
|
|
228 | } |
|
|
229 | else |
|
|
230 | { |
|
|
231 | // we are not blocked, so calculate visibility, by checking |
|
|
232 | // whether we are inside or outside the shadow |
|
|
233 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
234 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
235 | |
|
|
236 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
237 | : l.visible ? max (0, 2 - max_radius + distance) |
|
|
238 | : 3; |
|
|
239 | } |
|
|
240 | |
|
|
241 | } |
|
|
242 | |
|
|
243 | // Expands by the unit length in each component's current direction. |
|
|
244 | // If a component has no direction, then it is expanded in both of its |
|
|
245 | // positive and negative directions. |
|
|
246 | if (!l.culled) |
277 | } |
247 | { |
278 | |
248 | if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
279 | expand_lighted_sight (op); |
249 | if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
280 | |
250 | if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
281 | /* clear mark squares */ |
251 | if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
282 | for (int x = 0; x < op->contr->ns->mapx; x++) |
252 | } |
283 | for (int y = 0; y < op->contr->ns->mapy; y++) |
253 | } |
284 | if (op->contr->blocked_los[x][y] < 0) |
|
|
285 | op->contr->blocked_los[x][y] = 0; |
|
|
286 | } |
254 | } |
287 | |
255 | |
288 | /* returns true if op carries one or more lights |
256 | /* returns true if op carries one or more lights |
289 | * This is a trivial function now days, but it used to |
257 | * This is a trivial function now days, but it used to |
290 | * be a bit longer. Probably better for callers to just |
258 | * be a bit longer. Probably better for callers to just |
… | |
… | |
328 | { |
296 | { |
329 | return b == LOS_BLOCKED ? b : min (b, l); |
297 | return b == LOS_BLOCKED ? b : min (b, l); |
330 | } |
298 | } |
331 | |
299 | |
332 | sint8 |
300 | sint8 |
333 | los_brighten_blocked (sint8 b, sint8 l) |
|
|
334 | { |
|
|
335 | return min (b, l); |
|
|
336 | } |
|
|
337 | |
|
|
338 | sint8 |
|
|
339 | los_darken (sint8 b, sint8 l) |
301 | los_darken (sint8 b, sint8 l) |
340 | { |
302 | { |
341 | return max (b, l); |
303 | return max (b, l); |
342 | } |
304 | } |
343 | |
305 | |
344 | template<sint8 change_it (sint8, sint8)> |
306 | template<sint8 change_it (sint8, sint8)> |
345 | static void |
307 | static void |
346 | apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table) |
308 | apply_light (object *op, int dx, int dy, int light, const sint8 *darkness_table) |
347 | { |
309 | { |
348 | // min or max the ciruclar area around basex, basey |
310 | // min or max the circular area around basex, basey |
349 | player *pl = op->contr; |
311 | player *pl = op->contr; |
350 | |
312 | |
|
|
313 | dx += LOS_X0; |
|
|
314 | dy += LOS_Y0; |
|
|
315 | |
|
|
316 | int hx = op->contr->ns->mapx / 2; |
|
|
317 | int hy = op->contr->ns->mapy / 2; |
|
|
318 | |
351 | int ax0 = max (0, basex - light); |
319 | int ax0 = max (LOS_X0 - hx, dx - light); |
352 | int ay0 = max (0, basey - light); |
320 | int ay0 = max (LOS_Y0 - hy, dy - light); |
353 | int ax1 = min (basex + light, pl->ns->mapx - 1); |
321 | int ax1 = min (dx + light, LOS_X0 + hx); |
354 | int ay1 = min (basey + light, pl->ns->mapy - 1); |
322 | int ay1 = min (dy + light, LOS_Y0 + hy); |
355 | |
323 | |
356 | for (int ax = ax0; ax <= ax1; ax++) |
324 | for (int ax = ax0; ax <= ax1; ax++) |
357 | for (int ay = ay0; ay <= ay1; ay++) |
325 | for (int ay = ay0; ay <= ay1; ay++) |
358 | pl->blocked_los[ax][ay] = |
326 | pl->los[ax][ay] = |
359 | change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
327 | change_it (pl->los[ax][ay], darkness_table [idistance (ax - dx, ay - dy)]); |
360 | } |
328 | } |
361 | |
329 | |
362 | /* add light, by finding all (non-null) nearby light sources, then |
330 | /* add light, by finding all (non-null) nearby light sources, then |
363 | * mark those squares specially. |
331 | * mark those squares specially. |
364 | */ |
332 | */ |
365 | static void |
333 | static void |
366 | expand_lighted_sight (object *op) |
334 | apply_lights (object *op) |
367 | { |
335 | { |
368 | int darklevel, mflags, light, x1, y1; |
336 | int darklevel, mflags, light, x1, y1; |
369 | maptile *m = op->map; |
337 | maptile *m = op->map; |
370 | sint16 nx, ny; |
338 | sint16 nx, ny; |
371 | |
339 | |
… | |
… | |
397 | if (darklevel < 1) |
365 | if (darklevel < 1) |
398 | pass2 = 1; |
366 | pass2 = 1; |
399 | else |
367 | else |
400 | { |
368 | { |
401 | /* first, make everything totally dark */ |
369 | /* first, make everything totally dark */ |
402 | for (int x = 0; x < op->contr->ns->mapx; x++) |
370 | for (int dx = -half_x; dx <= half_x; dx++) |
403 | for (int y = 0; y < op->contr->ns->mapy; y++) |
371 | for (int dy = -half_x; dy <= half_y; dy++) |
404 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
372 | if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
405 | op->contr->blocked_los[x][y] = LOS_MAX; |
373 | op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
406 | |
374 | |
407 | /* |
375 | /* |
408 | * Only process the area of interest. |
376 | * Only process the area of interest. |
409 | * the basex, basey values represent the position in the op->contr->blocked_los |
377 | * the basex, basey values represent the position in the op->contr->los |
410 | * array. Its easier to just increment them here (and start with the right |
378 | * array. Its easier to just increment them here (and start with the right |
411 | * value) than to recalculate them down below. |
379 | * value) than to recalculate them down below. |
412 | */ |
380 | */ |
413 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
381 | for (int x = min_x; x <= max_x; x++) |
414 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
382 | for (int y = min_y; y <= max_y; y++) |
415 | { |
383 | { |
416 | maptile *m = op->map; |
384 | maptile *m = op->map; |
417 | sint16 nx = x; |
385 | sint16 nx = x; |
418 | sint16 ny = y; |
386 | sint16 ny = y; |
419 | |
387 | |
… | |
… | |
426 | |
394 | |
427 | if (expect_false (light)) |
395 | if (expect_false (light)) |
428 | if (light < 0) |
396 | if (light < 0) |
429 | pass2 = 1; |
397 | pass2 = 1; |
430 | else |
398 | else |
431 | apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]); |
399 | apply_light<los_brighten> (op, x - op->x, y - op->y, light, darkness [light + MAX_LIGHT_RADIUS]); |
432 | } |
400 | } |
433 | |
401 | |
434 | /* grant some vision to the player, based on the darklevel */ |
402 | /* grant some vision to the player, based on the darklevel */ |
435 | /* for outdoor maps, ensure some mininum visibility radius */ |
403 | /* for outdoor maps, ensure some mininum visibility radius */ |
436 | { |
404 | { |
437 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
405 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
438 | |
406 | |
439 | apply_light<los_brighten_blocked> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]); |
407 | apply_light<los_brighten> (op, 0, 0, light, darkness [light + MAX_LIGHT_RADIUS]); |
440 | } |
408 | } |
441 | } |
409 | } |
442 | |
410 | |
443 | // possibly do 2nd pass for rare negative glow radii |
411 | // possibly do 2nd pass for rare negative glow radii |
444 | // for effect, those are always considered to be stronger than anything else |
412 | // for effect, those are always considered to be stronger than anything else |
445 | // but they can't darken a place completely |
413 | // but they can't darken a place completely |
446 | if (pass2) |
414 | if (pass2) |
447 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
415 | for (int x = min_x; x <= max_x; x++) |
448 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
416 | for (int y = min_y; y <= max_y; y++) |
449 | { |
417 | { |
450 | maptile *m = op->map; |
418 | maptile *m = op->map; |
451 | sint16 nx = x; |
419 | sint16 nx = x; |
452 | sint16 ny = y; |
420 | sint16 ny = y; |
453 | |
421 | |
… | |
… | |
457 | mapspace &ms = m->at (nx, ny); |
425 | mapspace &ms = m->at (nx, ny); |
458 | ms.update (); |
426 | ms.update (); |
459 | sint8 light = ms.light; |
427 | sint8 light = ms.light; |
460 | |
428 | |
461 | if (expect_false (light < 0)) |
429 | if (expect_false (light < 0)) |
462 | apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]); |
430 | apply_light<los_darken> (op, x - op->x, y - op->y, -light, darkness [light + MAX_LIGHT_RADIUS]); |
463 | } |
431 | } |
464 | } |
432 | } |
465 | |
433 | |
466 | /* blinded_sight() - sets all viewable squares to blocked except |
434 | /* blinded_sight() - sets all viewable squares to blocked except |
467 | * for the one the central one that the player occupies. A little |
435 | * for the one the central one that the player occupies. A little |
… | |
… | |
469 | * really need for any reasonable game play. |
437 | * really need for any reasonable game play. |
470 | */ |
438 | */ |
471 | static void |
439 | static void |
472 | blinded_sight (object *op) |
440 | blinded_sight (object *op) |
473 | { |
441 | { |
474 | int x, y; |
442 | op->contr->los[LOS_X0][LOS_Y0] = 3; |
475 | |
|
|
476 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
477 | for (y = 0; y < op->contr->ns->mapy; y++) |
|
|
478 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
|
|
479 | |
|
|
480 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
|
|
481 | } |
443 | } |
482 | |
444 | |
483 | /* |
445 | /* |
484 | * update_los() recalculates the array which specifies what is |
446 | * update_los() recalculates the array which specifies what is |
485 | * visible for the given player-object. |
447 | * visible for the given player-object. |
486 | */ |
448 | */ |
487 | void |
449 | void |
488 | update_los (object *op) |
450 | update_los (object *op) |
489 | { |
451 | { |
490 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
|
|
491 | |
|
|
492 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
452 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
493 | return; |
453 | return; |
494 | |
454 | |
495 | clear_los (op->contr); |
455 | clear_los (op->contr); |
496 | |
456 | |
497 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
457 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
498 | return; |
458 | memset (op->contr->los, 0, sizeof (op->contr->los)); |
499 | |
|
|
500 | /* For larger maps, this is more efficient than the old way which |
|
|
501 | * used the chaining of the block array. Since many space views could |
|
|
502 | * be blocked by different spaces in front, this mean that a lot of spaces |
|
|
503 | * could be examined multile times, as each path would be looked at. |
|
|
504 | */ |
|
|
505 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
|
|
506 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
|
|
507 | check_wall (op, x, y); |
|
|
508 | |
|
|
509 | /* do the los of the player. 3 (potential) cases */ |
|
|
510 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
459 | else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
511 | blinded_sight (op); |
460 | blinded_sight (op); |
512 | else |
461 | else |
513 | expand_sight (op); |
462 | { |
|
|
463 | do_los (op); |
|
|
464 | apply_lights (op); |
|
|
465 | } |
514 | |
466 | |
515 | //TODO: no range-checking whatsoever :( |
|
|
516 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
467 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
517 | for (int x = -2; x <= 2; x++) |
468 | for (int dx = -2; dx <= 2; dx++) |
518 | for (int y = -2; y <= 2; y++) |
469 | for (int dy = -2; dy <= 2; dy++) |
519 | op->contr->blocked_los[dx + x][dy + y] = 0; |
470 | op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0; |
520 | } |
471 | } |
521 | |
472 | |
522 | /* update all_map_los is like update_all_los below, |
473 | /* update all_map_los is like update_all_los below, |
523 | * but updates everyone on the map, no matter where they |
474 | * but updates everyone on the map, no matter where they |
524 | * are. This generally should not be used, as a per |
475 | * are. This generally should not be used, as a per |
… | |
… | |
613 | } |
564 | } |
614 | } |
565 | } |
615 | } |
566 | } |
616 | |
567 | |
617 | /* |
568 | /* |
618 | * Debug-routine which dumps the array which specifies the visible |
|
|
619 | * area of a player. Triggered by the z key in DM mode. |
|
|
620 | */ |
|
|
621 | void |
|
|
622 | print_los (object *op) |
|
|
623 | { |
|
|
624 | int x, y; |
|
|
625 | char buf[50], buf2[10]; |
|
|
626 | |
|
|
627 | strcpy (buf, " "); |
|
|
628 | |
|
|
629 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
630 | { |
|
|
631 | sprintf (buf2, "%2d", x); |
|
|
632 | strcat (buf, buf2); |
|
|
633 | } |
|
|
634 | |
|
|
635 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
636 | |
|
|
637 | for (y = 0; y < op->contr->ns->mapy; y++) |
|
|
638 | { |
|
|
639 | sprintf (buf, "%2d:", y); |
|
|
640 | |
|
|
641 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
642 | { |
|
|
643 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
|
|
644 | strcat (buf, buf2); |
|
|
645 | } |
|
|
646 | |
|
|
647 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
648 | } |
|
|
649 | } |
|
|
650 | |
|
|
651 | /* |
|
|
652 | * make_sure_seen: The object is supposed to be visible through walls, thus |
569 | * make_sure_seen: The object is supposed to be visible through walls, thus |
653 | * check if any players are nearby, and edit their LOS array. |
570 | * check if any players are nearby, and edit their LOS array. |
654 | */ |
571 | */ |
655 | |
|
|
656 | void |
572 | void |
657 | make_sure_seen (const object *op) |
573 | make_sure_seen (const object *op) |
658 | { |
574 | { |
659 | for_all_players (pl) |
575 | for_all_players (pl) |
660 | if (pl->ob->map == op->map && |
576 | if (pl->ob->map == op->map && |
661 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
577 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
662 | 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) |
578 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
663 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
579 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
664 | } |
580 | } |
665 | |
581 | |
666 | /* |
582 | /* |
667 | * make_sure_not_seen: The object which is supposed to be visible through |
583 | * make_sure_not_seen: The object which is supposed to be visible through |
668 | * walls has just been removed from the map, so update the los of any |
584 | * walls has just been removed from the map, so update the los of any |
669 | * players within its range |
585 | * players within its range |
670 | */ |
586 | */ |
671 | |
|
|
672 | void |
587 | void |
673 | make_sure_not_seen (const object *op) |
588 | make_sure_not_seen (const object *op) |
674 | { |
589 | { |
675 | for_all_players (pl) |
590 | for_all_players (pl) |
676 | if (pl->ob->map == op->map && |
591 | if (pl->ob->map == op->map && |