1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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22 | */ |
22 | */ |
23 | |
23 | |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 | |
25 | |
26 | #include <global.h> |
26 | #include <global.h> |
27 | #include <funcpoint.h> |
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28 | #include <math.h> |
27 | #include <cmath> |
29 | |
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30 | |
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31 | /* Distance must be less than this for the object to be blocked. |
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32 | * An object is 1.0 wide, so if set to 0.5, it means the object |
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33 | * that blocks half the view (0.0 is complete block) will |
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34 | * block view in our tables. |
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35 | * .4 or less lets you see through walls. .5 is about right. |
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36 | */ |
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37 | |
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38 | #define SPACE_BLOCK 0.5 |
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39 | |
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40 | typedef struct blstr |
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41 | { |
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42 | int x[4], y[4]; |
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43 | int index; |
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44 | } blocks; |
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45 | |
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46 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
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47 | |
28 | |
48 | static void expand_lighted_sight (object *op); |
29 | static void expand_lighted_sight (object *op); |
49 | |
30 | |
50 | /* |
31 | enum { |
51 | * Used to initialise the array used by the LOS routines. |
32 | LOS_XI = 0x01, |
52 | * What this sets if that x,y blocks the view of bx,by |
33 | LOS_YI = 0x02, |
53 | * This then sets up a relation - for example, something |
34 | }; |
54 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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55 | * etc. So when we check 5,4 and find it block, we have |
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56 | * the data to know that 5,3 and 5,2 and 5,1 should also |
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57 | * be blocked. |
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58 | */ |
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59 | |
35 | |
60 | static void |
36 | struct los_info |
61 | set_block (int x, int y, int bx, int by) |
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62 | { |
37 | { |
63 | 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; // culled from "tree" |
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41 | uint8 queued; // already queued |
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42 | uint8 visible; |
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43 | uint8 flags; // LOS_XI/YI |
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44 | }; |
64 | |
45 | |
65 | /* Due to flipping, we may get duplicates - better safe than sorry. |
46 | // temporary storage for the los algorithm, |
66 | */ |
47 | // one los_info for each lightable map space |
67 | for (i = 0; i < index; i++) |
48 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
68 | { |
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69 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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70 | return; |
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71 | } |
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72 | |
49 | |
73 | block[x][y].x[index] = bx; |
50 | struct point |
74 | block[x][y].y[index] = by; |
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75 | block[x][y].index++; |
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76 | #ifdef LOS_DEBUG |
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77 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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78 | #endif |
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79 | } |
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80 | |
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81 | /* |
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82 | * initialises the array used by the LOS routines. |
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83 | */ |
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84 | |
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85 | /* since we are only doing the upper left quadrant, only |
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86 | * these spaces could possibly get blocked, since these |
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87 | * are the only ones further out that are still possibly in the |
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88 | * sightline. |
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89 | */ |
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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 | int x, y, dx, dy, i; |
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95 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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96 | { |
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97 | -1, 0, -1}; |
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98 | |
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99 | for (x = 0; x < MAP_CLIENT_X; x++) |
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100 | for (y = 0; y < MAP_CLIENT_Y; y++) |
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101 | { |
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102 | block[x][y].index = 0; |
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103 | } |
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104 | |
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105 | |
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106 | /* The table should be symmetric, so only do the upper left |
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107 | * quadrant - makes the processing easier. |
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108 | */ |
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109 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
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110 | { |
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111 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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112 | { |
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113 | for (i = 0; i < 3; i++) |
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114 | { |
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115 | dx = x + block_x[i]; |
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116 | dy = y + block_y[i]; |
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117 | |
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118 | /* center space never blocks */ |
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119 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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120 | continue; |
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121 | |
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122 | /* If its a straight line, its blocked */ |
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123 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
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124 | { |
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125 | /* For simplicity, we mirror the coordinates to block the other |
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126 | * quadrants. |
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127 | */ |
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128 | set_block (x, y, dx, dy); |
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129 | if (x == MAP_CLIENT_X / 2) |
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130 | { |
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131 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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132 | } |
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133 | else if (y == MAP_CLIENT_Y / 2) |
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134 | { |
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135 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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136 | } |
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137 | } |
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138 | else |
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139 | { |
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140 | float d1, r, s, l; |
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141 | |
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142 | /* We use the algorihm that found out how close the point |
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143 | * (x,y) is to the line from dx,dy to the center of the viewable |
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144 | * area. l is the distance from x,y to the line. |
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145 | * r is more a curiosity - it lets us know what direction (left/right) |
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146 | * the line is off |
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147 | */ |
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148 | |
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149 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
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150 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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151 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
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152 | l = FABS (sqrt (d1) * s); |
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153 | |
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154 | if (l <= SPACE_BLOCK) |
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155 | { |
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156 | /* For simplicity, we mirror the coordinates to block the other |
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157 | * quadrants. |
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158 | */ |
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159 | set_block (x, y, dx, dy); |
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160 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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161 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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162 | 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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163 | } |
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164 | } |
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165 | } |
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166 | } |
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167 | } |
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168 | } |
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169 | |
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170 | /* |
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171 | * Used to initialise the array used by the LOS routines. |
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172 | * x,y are indexes into the blocked[][] array. |
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173 | * This recursively sets the blocked line of sight view. |
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174 | * From the blocked[][] array, we know for example |
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175 | * that if some particular space is blocked, it blocks |
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176 | * the view of the spaces 'behind' it, and those blocked |
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177 | * spaces behind it may block other spaces, etc. |
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178 | * In this way, the chain of visibility is set. |
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179 | */ |
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180 | |
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181 | static void |
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182 | set_wall (object *op, int x, int y) |
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183 | { |
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184 | int i; |
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185 | |
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186 | for (i = 0; i < block[x][y].index; i++) |
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187 | { |
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188 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
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189 | |
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190 | /* ax, ay are the values as adjusted to be in the |
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191 | * socket look structure. |
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192 | */ |
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193 | ax = dx - (MAP_CLIENT_X - op->contr->socket->mapx) / 2; |
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194 | ay = dy - (MAP_CLIENT_Y - op->contr->socket->mapy) / 2; |
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195 | |
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196 | if (ax < 0 || ax >= op->contr->socket->mapx || ay < 0 || ay >= op->contr->socket->mapy) |
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197 | continue; |
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198 | #if 0 |
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199 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
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200 | #endif |
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201 | /* we need to adjust to the fact that the socket |
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202 | * code wants the los to start from the 0,0 |
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203 | * and not be relative to middle of los array. |
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204 | */ |
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205 | op->contr->blocked_los[ax][ay] = 100; |
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206 | set_wall (op, dx, dy); |
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207 | } |
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208 | } |
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209 | |
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210 | /* |
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211 | * Used to initialise the array used by the LOS routines. |
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212 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
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213 | * this is because they index the blocked[][] arrays. |
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214 | */ |
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215 | |
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216 | static void |
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217 | check_wall (object *op, int x, int y) |
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218 | { |
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219 | int ax, ay; |
52 | sint8 x, y; |
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53 | }; |
220 | |
54 | |
221 | if (!block[x][y].index) |
55 | // minimum size, but must be a power of two |
222 | return; |
56 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
223 | |
57 | |
224 | /* ax, ay are coordinates as indexed into the look window */ |
58 | // a queue of spaces to calculate |
225 | ax = x - (MAP_CLIENT_X - op->contr->socket->mapx) / 2; |
59 | static point queue [QUEUE_LENGTH]; |
226 | ay = y - (MAP_CLIENT_Y - op->contr->socket->mapy) / 2; |
60 | static int q1, q2; // queue start, end |
227 | |
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228 | /* If the converted coordinates are outside the viewable |
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229 | * area for the client, return now. |
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230 | */ |
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231 | if (ax < 0 || ay < 0 || ax >= op->contr->socket->mapx || ay >= op->contr->socket->mapy) |
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232 | return; |
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233 | |
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234 | #if 0 |
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235 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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236 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
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237 | #endif |
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238 | |
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239 | /* If this space is already blocked, prune the processing - presumably |
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240 | * whatever has set this space to be blocked has done the work and already |
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241 | * done the dependency chain. |
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242 | */ |
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243 | if (op->contr->blocked_los[ax][ay] == 100) |
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244 | return; |
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245 | |
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246 | |
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247 | if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
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248 | set_wall (op, x, y); |
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249 | } |
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250 | |
61 | |
251 | /* |
62 | /* |
252 | * Clears/initialises the los-array associated to the player |
63 | * Clears/initialises the los-array associated to the player |
253 | * controlling the object. |
64 | * controlling the object. |
254 | */ |
65 | */ |
255 | |
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256 | void |
66 | void |
257 | clear_los (object *op) |
67 | player::clear_los (sint8 value) |
258 | { |
68 | { |
259 | /* This is safer than using the socket->mapx, mapy because |
69 | memset (los, value, sizeof (los)); |
260 | * we index the blocked_los as a 2 way array, so clearing |
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261 | * the first z spaces may not not cover the spaces we are |
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262 | * actually going to use |
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263 | */ |
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264 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
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265 | } |
70 | } |
266 | |
71 | |
267 | /* |
72 | // enqueue a single mapspace, but only if it hasn't |
268 | * expand_sight goes through the array of what the given player is |
73 | // been enqueued yet. |
269 | * able to see, and expands the visible area a bit, so the player will, |
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270 | * to a certain degree, be able to see into corners. |
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271 | * This is somewhat suboptimal, would be better to improve the formula. |
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272 | */ |
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273 | |
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274 | static void |
74 | static void |
275 | expand_sight (object *op) |
75 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
276 | { |
76 | { |
277 | int i, x, y, dx, dy; |
77 | sint8 x = LOS_X0 + dx; |
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78 | sint8 y = LOS_Y0 + dy; |
278 | |
79 | |
279 | for (x = 1; x < op->contr->socket->mapx - 1; x++) /* loop over inner squares */ |
80 | if (x < 0 || x >= MAP_CLIENT_X) return; |
280 | for (y = 1; y < op->contr->socket->mapy - 1; y++) |
81 | if (y < 0 || y >= MAP_CLIENT_Y) return; |
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82 | |
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83 | los_info &l = los[x][y]; |
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84 | |
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85 | l.flags |= flags; |
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86 | |
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87 | if (l.queued) |
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88 | return; |
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89 | |
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90 | l.queued = 1; |
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91 | |
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92 | queue[q1].x = dx; |
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93 | queue[q1].y = dy; |
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94 | |
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95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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96 | } |
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97 | |
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98 | // run the los algorithm |
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99 | // this is a variant of a spiral los algorithm taken from |
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100 | // http://www.geocities.com/temerra/los_rays.html |
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101 | // which has been simplified and changed considerably, but |
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102 | // still is basically the same algorithm. |
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103 | static void |
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104 | do_los (object *op) |
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105 | { |
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106 | player *pl = op->contr; |
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107 | |
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108 | int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
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109 | |
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110 | memset (los, 0, sizeof (los)); |
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111 | |
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112 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
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113 | enqueue (0, 0); // enqueue center |
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114 | |
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115 | // treat the origin specially |
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116 | los[LOS_X0][LOS_Y0].visible = 1; |
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117 | pl->los[LOS_X0][LOS_Y0] = 0; |
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118 | |
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119 | // loop over all enqueued points until the queue is empty |
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120 | // the order in which this is done ensures that we |
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121 | // never touch a mapspace whose input spaces we haven't checked |
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122 | // yet. |
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123 | while (q1 != q2) |
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124 | { |
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125 | sint8 dx = queue[q2].x; |
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126 | sint8 dy = queue[q2].y; |
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127 | |
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128 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
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129 | |
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130 | sint8 x = LOS_X0 + dx; |
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131 | sint8 y = LOS_Y0 + dy; |
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132 | |
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133 | //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
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134 | int distance = 0;//D |
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135 | |
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136 | los_info &l = los[x][y]; |
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137 | |
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138 | if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
281 | { |
139 | { |
282 | if (!op->contr->blocked_los[x][y] && |
140 | l.culled = 1; |
283 | !(get_map_flags (op->map, NULL, |
141 | |
284 | op->x - op->contr->socket->mapx / 2 + x, |
142 | // check contributing spaces, first horizontal |
285 | op->y - op->contr->socket->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
143 | if (expect_true (l.flags & LOS_XI)) |
286 | { |
144 | { |
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145 | los_info *xi = &los[x - sign (dx)][y]; |
287 | |
146 | |
288 | for (i = 1; i <= 8; i += 1) |
147 | // don't cull unless obscured |
289 | { /* mark all directions */ |
148 | l.culled &= !xi->visible; |
290 | dx = x + freearr_x[i]; |
149 | |
291 | dy = y + freearr_y[i]; |
150 | /* merge input space */ |
292 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
151 | if (expect_false (xi->xo || xi->yo)) |
293 | op->contr->blocked_los[dx][dy] = -1; |
152 | { |
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153 | // The X input can provide two main pieces of information: |
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154 | // 1. Progressive X obscurity. |
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155 | // 2. Recessive Y obscurity. |
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156 | |
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157 | // Progressive X obscurity, favouring recessive input angle |
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158 | if (xi->xe > 0 && l.xo == 0) |
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159 | { |
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160 | l.xe = xi->xe - xi->yo; |
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161 | l.ye = xi->ye + xi->yo; |
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162 | l.xo = xi->xo; |
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163 | l.yo = xi->yo; |
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164 | } |
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165 | |
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166 | // Recessive Y obscurity |
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167 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
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168 | { |
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169 | l.ye = xi->yo + xi->ye; |
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170 | l.xe = xi->xe - xi->yo; |
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171 | l.xo = xi->xo; |
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172 | l.yo = xi->yo; |
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173 | } |
294 | } |
174 | } |
295 | } |
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)) |
|
|
179 | { |
|
|
180 | los_info *yi = &los[x][y - sign (dy)]; |
|
|
181 | |
|
|
182 | // don't cull unless obscured |
|
|
183 | l.culled &= !yi->visible; |
|
|
184 | |
|
|
185 | /* merge input space */ |
|
|
186 | if (expect_false (yi->yo || yi->xo)) |
|
|
187 | { |
|
|
188 | // The Y input can provide two main pieces of information: |
|
|
189 | // 1. Progressive Y obscurity. |
|
|
190 | // 2. Recessive X obscurity. |
|
|
191 | |
|
|
192 | // Progressive Y obscurity, favouring recessive input angle |
|
|
193 | if (yi->ye > 0 && l.yo == 0) |
|
|
194 | { |
|
|
195 | l.ye = yi->ye - yi->xo; |
|
|
196 | l.xe = yi->xe + yi->xo; |
|
|
197 | l.yo = yi->yo; |
|
|
198 | l.xo = yi->xo; |
|
|
199 | } |
|
|
200 | |
|
|
201 | // Recessive X obscurity |
|
|
202 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
|
|
203 | { |
|
|
204 | l.xe = yi->xo + yi->xe; |
|
|
205 | l.ye = yi->ye - yi->xo; |
|
|
206 | l.yo = yi->yo; |
|
|
207 | l.xo = yi->xo; |
|
|
208 | } |
|
|
209 | } |
|
|
210 | } |
|
|
211 | |
|
|
212 | // check whether this space blocks the view |
|
|
213 | maptile *m = op->map; |
|
|
214 | sint16 nx = op->x + dx; |
|
|
215 | sint16 ny = op->y + dy; |
|
|
216 | |
|
|
217 | if (expect_true (!xy_normalise (m, nx, ny)) |
|
|
218 | || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
|
|
219 | { |
|
|
220 | l.xo = l.xe = abs (dx); |
|
|
221 | l.yo = l.ye = abs (dy); |
|
|
222 | |
|
|
223 | // we obscure dependents, but might be visible |
|
|
224 | // copy the los from the square towards the player, |
|
|
225 | // so outward diagonal corners are lit. |
|
|
226 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
227 | l.visible = false; |
|
|
228 | } |
|
|
229 | else |
|
|
230 | { |
|
|
231 | // we are not blocked, so calculate visibility, by checking |
|
|
232 | // whether we are inside or outside the shadow |
|
|
233 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
234 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
235 | |
|
|
236 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
237 | : l.visible ? max (0, 2 - max_radius + distance) |
|
|
238 | : 3; |
|
|
239 | } |
|
|
240 | |
296 | } |
241 | } |
297 | |
242 | |
298 | if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
243 | // Expands by the unit length in each component's current direction. |
299 | expand_lighted_sight (op); |
244 | // If a component has no direction, then it is expanded in both of its |
300 | |
245 | // positive and negative directions. |
301 | |
246 | if (!l.culled) |
302 | /* clear mark squares */ |
247 | { |
303 | for (x = 0; x < op->contr->socket->mapx; x++) |
248 | if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
304 | for (y = 0; y < op->contr->socket->mapy; y++) |
249 | if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
305 | if (op->contr->blocked_los[x][y] < 0) |
250 | if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
306 | op->contr->blocked_los[x][y] = 0; |
251 | if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
|
|
252 | } |
|
|
253 | } |
307 | } |
254 | } |
308 | |
|
|
309 | |
|
|
310 | |
|
|
311 | |
255 | |
312 | /* returns true if op carries one or more lights |
256 | /* returns true if op carries one or more lights |
313 | * This is a trivial function now days, but it used to |
257 | * This is a trivial function now days, but it used to |
314 | * be a bit longer. Probably better for callers to just |
258 | * be a bit longer. Probably better for callers to just |
315 | * check the op->glow_radius instead of calling this. |
259 | * check the op->glow_radius instead of calling this. |
316 | */ |
260 | */ |
317 | |
|
|
318 | int |
261 | int |
319 | has_carried_lights (const object *op) |
262 | has_carried_lights (const object *op) |
320 | { |
263 | { |
321 | /* op may glow! */ |
264 | /* op may glow! */ |
322 | if (op->glow_radius > 0) |
265 | if (op->glow_radius > 0) |
323 | return 1; |
266 | return 1; |
324 | |
267 | |
325 | return 0; |
268 | return 0; |
326 | } |
269 | } |
327 | |
270 | |
|
|
271 | /* radius, distance => lightness adjust */ |
|
|
272 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
273 | static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
|
|
274 | |
|
|
275 | static struct los_init |
|
|
276 | { |
|
|
277 | los_init () |
|
|
278 | { |
|
|
279 | /* for lights */ |
|
|
280 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
|
281 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
282 | { |
|
|
283 | // max intensity |
|
|
284 | int intensity = min (LOS_MAX, abs (radius) + 1); |
|
|
285 | |
|
|
286 | // actual intensity |
|
|
287 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
|
|
288 | |
|
|
289 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
|
|
290 | ? min (3, intensity) |
|
|
291 | : LOS_MAX - intensity; |
|
|
292 | } |
|
|
293 | |
|
|
294 | /* for general vision */ |
|
|
295 | for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
|
|
296 | for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
|
|
297 | { |
|
|
298 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
|
|
299 | } |
|
|
300 | } |
|
|
301 | } los_init; |
|
|
302 | |
|
|
303 | sint8 |
|
|
304 | los_brighten (sint8 b, sint8 l) |
|
|
305 | { |
|
|
306 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
307 | } |
|
|
308 | |
|
|
309 | sint8 |
|
|
310 | los_darken (sint8 b, sint8 l) |
|
|
311 | { |
|
|
312 | return max (b, l); |
|
|
313 | } |
|
|
314 | |
|
|
315 | template<sint8 change_it (sint8, sint8)> |
328 | static void |
316 | static void |
329 | expand_lighted_sight (object *op) |
317 | apply_light (object *op, int dx, int dy, int light, const sint8 *atten_table) |
330 | { |
318 | { |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
319 | // min or max the circular area around basex, basey |
|
|
320 | player *pl = op->contr; |
|
|
321 | |
|
|
322 | dx += LOS_X0; |
|
|
323 | dy += LOS_Y0; |
|
|
324 | |
|
|
325 | int hx = op->contr->ns->mapx / 2; |
|
|
326 | int hy = op->contr->ns->mapy / 2; |
|
|
327 | |
|
|
328 | int ax0 = max (LOS_X0 - hx, dx - light); |
|
|
329 | int ay0 = max (LOS_Y0 - hy, dy - light); |
|
|
330 | int ax1 = min (dx + light, LOS_X0 + hx); |
|
|
331 | int ay1 = min (dy + light, LOS_Y0 + hy); |
|
|
332 | |
|
|
333 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
334 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
335 | pl->los[ax][ay] = |
|
|
336 | change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
|
|
337 | } |
|
|
338 | |
|
|
339 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
340 | * mark those squares specially. |
|
|
341 | */ |
|
|
342 | static void |
|
|
343 | apply_lights (object *op) |
|
|
344 | { |
|
|
345 | int darklevel, mflags, light, x1, y1; |
332 | maptile *m = op->map; |
346 | maptile *m = op->map; |
333 | sint16 nx, ny; |
347 | sint16 nx, ny; |
334 | |
348 | |
335 | darklevel = MAP_DARKNESS (m); |
349 | darklevel = m->darkness; |
336 | |
350 | |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
351 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
352 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | darklevel -= 2; |
353 | darklevel -= LOS_MAX / 2; |
340 | |
|
|
341 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
342 | * mark those squares specially. If the darklevel<1, there is no |
|
|
343 | * reason to do this, so we skip this function |
|
|
344 | */ |
|
|
345 | |
|
|
346 | if (darklevel < 1) |
|
|
347 | return; |
|
|
348 | |
354 | |
349 | /* Do a sanity check. If not valid, some code below may do odd |
355 | /* Do a sanity check. If not valid, some code below may do odd |
350 | * things. |
356 | * things. |
351 | */ |
357 | */ |
352 | if (darklevel > MAX_DARKNESS) |
358 | if (darklevel > MAX_DARKNESS) |
353 | { |
359 | { |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
360 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 | darklevel = MAX_DARKNESS; |
361 | darklevel = MAX_DARKNESS; |
356 | } |
362 | } |
357 | |
363 | |
358 | /* First, limit player furthest (unlighted) vision */ |
364 | int half_x = op->contr->ns->mapx / 2; |
359 | for (x = 0; x < op->contr->socket->mapx; x++) |
365 | int half_y = op->contr->ns->mapy / 2; |
360 | for (y = 0; y < op->contr->socket->mapy; y++) |
|
|
361 | if (op->contr->blocked_los[x][y] != 100) |
|
|
362 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
|
|
363 | |
366 | |
364 | /* the spaces[] darkness value contains the information we need. |
367 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
365 | * Only process the area of interest. |
368 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
366 | * the basex, basey values represent the position in the op->contr->blocked_los |
369 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
367 | * array. Its easier to just increment them here (and start with the right |
370 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
368 | * value) than to recalculate them down below. |
371 | |
369 | */ |
372 | int pass2 = 0; // negative lights have an extra pass |
370 | for (x = (op->x - op->contr->socket->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
373 | |
371 | x <= (op->x + op->contr->socket->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
374 | if (darklevel < 1) |
|
|
375 | pass2 = 1; |
|
|
376 | else |
372 | { |
377 | { |
|
|
378 | /* first, make everything totally dark */ |
|
|
379 | for (int dx = -half_x; dx <= half_x; dx++) |
|
|
380 | for (int dy = -half_x; dy <= half_y; dy++) |
|
|
381 | if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
|
|
382 | op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
373 | |
383 | |
374 | for (y = (op->y - op->contr->socket->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
384 | /* |
375 | y <= (op->y + op->contr->socket->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
385 | * Only process the area of interest. |
|
|
386 | * the basex, basey values represent the position in the op->contr->los |
|
|
387 | * array. Its easier to just increment them here (and start with the right |
|
|
388 | * value) than to recalculate them down below. |
|
|
389 | */ |
|
|
390 | for (int x = min_x; x <= max_x; x++) |
|
|
391 | for (int y = min_y; y <= max_y; y++) |
376 | { |
392 | { |
|
|
393 | maptile *m = op->map; |
|
|
394 | sint16 nx = x; |
|
|
395 | sint16 ny = y; |
|
|
396 | |
|
|
397 | if (!xy_normalise (m, nx, ny)) |
|
|
398 | continue; |
|
|
399 | |
|
|
400 | mapspace &ms = m->at (nx, ny); |
|
|
401 | ms.update (); |
|
|
402 | sint8 light = ms.light; |
|
|
403 | |
|
|
404 | if (expect_false (light)) |
|
|
405 | if (light < 0) |
|
|
406 | pass2 = 1; |
|
|
407 | else |
|
|
408 | apply_light<los_brighten> (op, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
409 | } |
|
|
410 | |
|
|
411 | /* grant some vision to the player, based on the darklevel */ |
|
|
412 | { |
|
|
413 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
|
|
414 | |
|
|
415 | apply_light<los_brighten> (op, 0, 0, light, vision_atten [light]); |
|
|
416 | } |
|
|
417 | } |
|
|
418 | |
|
|
419 | // possibly do 2nd pass for rare negative glow radii |
|
|
420 | // for effect, those are always considered to be stronger than anything else |
|
|
421 | // but they can't darken a place completely |
|
|
422 | if (pass2) |
|
|
423 | for (int x = min_x; x <= max_x; x++) |
|
|
424 | for (int y = min_y; y <= max_y; y++) |
|
|
425 | { |
377 | m = op->map; |
426 | maptile *m = op->map; |
378 | nx = x; |
427 | sint16 nx = x; |
379 | ny = y; |
428 | sint16 ny = y; |
380 | |
429 | |
381 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
430 | if (!xy_normalise (m, nx, ny)) |
382 | |
|
|
383 | if (mflags & P_OUT_OF_MAP) |
|
|
384 | continue; |
431 | continue; |
385 | |
432 | |
386 | /* This space is providing light, so we need to brighten up the |
433 | mapspace &ms = m->at (nx, ny); |
387 | * spaces around here. |
434 | ms.update (); |
388 | */ |
435 | sint8 light = ms.light; |
389 | light = GET_MAP_LIGHT (m, nx, ny); |
|
|
390 | if (light != 0) |
|
|
391 | { |
|
|
392 | #if 0 |
|
|
393 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
|
394 | #endif |
|
|
395 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
396 | { |
|
|
397 | if (ax < 0 || ax >= op->contr->socket->mapx) |
|
|
398 | continue; |
|
|
399 | for (ay = basey - light; ay <= basey + light; ay++) |
|
|
400 | { |
|
|
401 | if (ay < 0 || ay >= op->contr->socket->mapy) |
|
|
402 | continue; |
|
|
403 | |
436 | |
404 | /* If the space is fully blocked, do nothing. Otherwise, we |
437 | if (expect_false (light < 0)) |
405 | * brighten the space. The further the light is away from the |
438 | apply_light<los_darken> (op, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
406 | * source (basex-x), the less effect it has. Though light used |
|
|
407 | * to dim in a square manner, it now dims in a circular manner |
|
|
408 | * using the the pythagorean theorem. glow_radius still |
|
|
409 | * represents the radius |
|
|
410 | */ |
|
|
411 | if (op->contr->blocked_los[ax][ay] != 100) |
|
|
412 | { |
|
|
413 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
414 | y1 = abs (basey - ay) * abs (basey - ay); |
|
|
415 | if (light > 0) |
|
|
416 | op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
|
|
417 | if (light < 0) |
|
|
418 | op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
|
|
419 | } |
|
|
420 | } /* for ay */ |
|
|
421 | } /* for ax */ |
|
|
422 | } /* if this space is providing light */ |
|
|
423 | } /* for y */ |
|
|
424 | } /* for x */ |
|
|
425 | |
|
|
426 | /* Outdoor should never really be completely pitch black dark like |
|
|
427 | * a dungeon, so let the player at least see a little around themselves |
|
|
428 | */ |
|
|
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
|
|
430 | { |
|
|
431 | if (op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] > (MAX_DARKNESS - 3)) |
|
|
432 | op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] = MAX_DARKNESS - 3; |
|
|
433 | |
|
|
434 | for (x = -1; x <= 1; x++) |
|
|
435 | for (y = -1; y <= 1; y++) |
|
|
436 | { |
|
|
437 | if (op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] > (MAX_DARKNESS - 2)) |
|
|
438 | op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] = MAX_DARKNESS - 2; |
|
|
439 | } |
439 | } |
440 | } |
|
|
441 | /* grant some vision to the player, based on the darklevel */ |
|
|
442 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
|
|
443 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
|
|
444 | if (!(op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] == 100)) |
|
|
445 | op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] -= |
|
|
446 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
|
|
447 | } |
440 | } |
448 | |
441 | |
449 | /* blinded_sight() - sets all veiwable squares to blocked except |
442 | /* blinded_sight() - sets all viewable squares to blocked except |
450 | * for the one the central one that the player occupies. A little |
443 | * for the one the central one that the player occupies. A little |
451 | * odd that you can see yourself (and what your standing on), but |
444 | * odd that you can see yourself (and what your standing on), but |
452 | * really need for any reasonable game play. |
445 | * really need for any reasonable game play. |
453 | */ |
446 | */ |
454 | |
|
|
455 | static void |
447 | static void |
456 | blinded_sight (object *op) |
448 | blinded_sight (object *op) |
457 | { |
449 | { |
458 | int x, y; |
450 | op->contr->los[LOS_X0][LOS_Y0] = 1; |
459 | |
|
|
460 | for (x = 0; x < op->contr->socket->mapx; x++) |
|
|
461 | for (y = 0; y < op->contr->socket->mapy; y++) |
|
|
462 | op->contr->blocked_los[x][y] = 100; |
|
|
463 | |
|
|
464 | op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] = 0; |
|
|
465 | } |
451 | } |
466 | |
452 | |
467 | /* |
453 | /* |
468 | * update_los() recalculates the array which specifies what is |
454 | * update_los() recalculates the array which specifies what is |
469 | * visible for the given player-object. |
455 | * visible for the given player-object. |
470 | */ |
456 | */ |
471 | |
|
|
472 | void |
457 | void |
473 | update_los (object *op) |
458 | update_los (object *op) |
474 | { |
459 | { |
475 | int dx = op->contr->socket->mapx / 2, dy = op->contr->socket->mapy / 2, x, y; |
|
|
476 | |
|
|
477 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
460 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 | return; |
461 | return; |
479 | |
462 | |
480 | clear_los (op); |
463 | op->contr->clear_los (); |
|
|
464 | |
481 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
465 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
482 | return; |
466 | memset (op->contr->los, 0, sizeof (op->contr->los)); |
483 | |
|
|
484 | /* For larger maps, this is more efficient than the old way which |
|
|
485 | * used the chaining of the block array. Since many space views could |
|
|
486 | * be blocked by different spaces in front, this mean that a lot of spaces |
|
|
487 | * could be examined multile times, as each path would be looked at. |
|
|
488 | */ |
|
|
489 | for (x = (MAP_CLIENT_X - op->contr->socket->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket->mapx) / 2 + 1; x++) |
|
|
490 | for (y = (MAP_CLIENT_Y - op->contr->socket->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket->mapy) / 2 + 1; y++) |
|
|
491 | check_wall (op, x, y); |
|
|
492 | |
|
|
493 | |
|
|
494 | /* do the los of the player. 3 (potential) cases */ |
|
|
495 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
467 | else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 | blinded_sight (op); |
468 | blinded_sight (op); |
497 | else |
469 | else |
498 | expand_sight (op); |
470 | { |
|
|
471 | do_los (op); |
|
|
472 | apply_lights (op); |
|
|
473 | } |
499 | |
474 | |
500 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
475 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 | { |
|
|
502 | int x, y; |
|
|
503 | |
|
|
504 | for (x = -2; x <= 2; x++) |
476 | for (int dx = -2; dx <= 2; dx++) |
505 | for (y = -2; y <= 2; y++) |
477 | for (int dy = -2; dy <= 2; dy++) |
506 | op->contr->blocked_los[dx + x][dy + y] = 0; |
478 | op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0; |
507 | } |
|
|
508 | } |
479 | } |
509 | |
480 | |
510 | /* update all_map_los is like update_all_los below, |
481 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
482 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
483 | * are. This generally should not be used, as a per |
513 | * specific map change doesn't make much sense when tiling |
484 | * specific map change doesn't make much sense when tiling |
514 | * is considered (lowering darkness would certainly be a |
485 | * is considered (lowering darkness would certainly be a |
515 | * strange effect if done on a tile map, as it makes |
486 | * strange effect if done on a tile map, as it makes |
516 | * the distinction between maps much more obvious to the |
487 | * the distinction between maps much more obvious to the |
517 | * players, which is should not be. |
488 | * players, which is should not be. |
… | |
… | |
519 | * change_map_light function |
490 | * change_map_light function |
520 | */ |
491 | */ |
521 | void |
492 | void |
522 | update_all_map_los (maptile *map) |
493 | update_all_map_los (maptile *map) |
523 | { |
494 | { |
524 | player *pl; |
495 | for_all_players_on_map (pl, map) |
525 | |
|
|
526 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
527 | { |
|
|
528 | if (pl->ob->map == map) |
|
|
529 | pl->do_los = 1; |
496 | pl->do_los = 1; |
530 | } |
|
|
531 | } |
497 | } |
532 | |
|
|
533 | |
498 | |
534 | /* |
499 | /* |
535 | * This function makes sure that update_los() will be called for all |
500 | * This function makes sure that update_los() will be called for all |
536 | * players on the given map within the next frame. |
501 | * players on the given map within the next frame. |
537 | * It is triggered by removal or inserting of objects which blocks |
502 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
541 | * means that just being on the same map is not sufficient - the |
506 | * means that just being on the same map is not sufficient - the |
542 | * space that changes must be withing your viewable area. |
507 | * space that changes must be withing your viewable area. |
543 | * |
508 | * |
544 | * map is the map that changed, x and y are the coordinates. |
509 | * map is the map that changed, x and y are the coordinates. |
545 | */ |
510 | */ |
546 | |
|
|
547 | void |
511 | void |
548 | update_all_los (const maptile *map, int x, int y) |
512 | update_all_los (const maptile *map, int x, int y) |
549 | { |
513 | { |
550 | player *pl; |
514 | map->at (x, y).invalidate (); |
551 | |
515 | |
552 | for (pl = first_player; pl != NULL; pl = pl->next) |
516 | for_all_players (pl) |
553 | { |
517 | { |
554 | /* Player should not have a null map, but do this |
518 | /* Player should not have a null map, but do this |
555 | * check as a safety |
519 | * check as a safety |
556 | */ |
520 | */ |
557 | if (!pl->ob->map) |
521 | if (!pl->ob || !pl->ob->map || !pl->ns) |
558 | continue; |
522 | continue; |
559 | |
523 | |
560 | /* Same map is simple case - see if pl is close enough. |
524 | /* Same map is simple case - see if pl is close enough. |
561 | * Note in all cases, we did the check for same map first, |
525 | * Note in all cases, we did the check for same map first, |
562 | * and then see if the player is close enough and update |
526 | * and then see if the player is close enough and update |
… | |
… | |
566 | * so by setting it up this way, we trim processing |
530 | * so by setting it up this way, we trim processing |
567 | * some. |
531 | * some. |
568 | */ |
532 | */ |
569 | if (pl->ob->map == map) |
533 | if (pl->ob->map == map) |
570 | { |
534 | { |
571 | if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) |
535 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
572 | pl->do_los = 1; |
536 | pl->do_los = 1; |
573 | } |
537 | } |
|
|
538 | |
574 | /* Now we check to see if player is on adjacent |
539 | /* Now we check to see if player is on adjacent |
575 | * maps to the one that changed and also within |
540 | * maps to the one that changed and also within |
576 | * view. The tile_maps[] could be null, but in that |
541 | * view. The tile_maps[] could be null, but in that |
577 | * case it should never match the pl->ob->map, so |
542 | * case it should never match the pl->ob->map, so |
578 | * we want ever try to dereference any of the data in it. |
543 | * we want ever try to dereference any of the data in it. |
579 | */ |
544 | * |
580 | |
|
|
581 | /* The logic for 0 and 3 is to see how far the player is |
545 | * The logic for 0 and 3 is to see how far the player is |
582 | * from the edge of the map (height/width) - pl->ob->(x,y) |
546 | * from the edge of the map (height/width) - pl->ob->(x,y) |
583 | * and to add current position on this map - that gives a |
547 | * and to add current position on this map - that gives a |
584 | * distance. |
548 | * distance. |
585 | * For 1 and 2, we check to see how far the given |
549 | * For 1 and 2, we check to see how far the given |
586 | * coordinate (x,y) is from the corresponding edge, |
550 | * coordinate (x,y) is from the corresponding edge, |
587 | * and then add the players location, which gives |
551 | * and then add the players location, which gives |
588 | * a distance. |
552 | * a distance. |
589 | */ |
553 | */ |
590 | else if (pl->ob->map == map->tile_map[0]) |
554 | else if (pl->ob->map == map->tile_map[0]) |
591 | { |
555 | { |
592 | if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->socket->mapy / 2)) |
556 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
593 | pl->do_los = 1; |
557 | pl->do_los = 1; |
594 | } |
558 | } |
595 | else if (pl->ob->map == map->tile_map[2]) |
559 | else if (pl->ob->map == map->tile_map[2]) |
596 | { |
560 | { |
597 | if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket->mapy / 2)) |
561 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
598 | pl->do_los = 1; |
562 | pl->do_los = 1; |
599 | } |
563 | } |
600 | else if (pl->ob->map == map->tile_map[1]) |
564 | else if (pl->ob->map == map->tile_map[1]) |
601 | { |
565 | { |
602 | if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) |
566 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
603 | pl->do_los = 1; |
567 | pl->do_los = 1; |
604 | } |
568 | } |
605 | else if (pl->ob->map == map->tile_map[3]) |
569 | else if (pl->ob->map == map->tile_map[3]) |
606 | { |
570 | { |
607 | if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) |
571 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
608 | pl->do_los = 1; |
572 | pl->do_los = 1; |
609 | } |
573 | } |
610 | } |
|
|
611 | } |
|
|
612 | |
|
|
613 | /* |
|
|
614 | * Debug-routine which dumps the array which specifies the visible |
|
|
615 | * area of a player. Triggered by the z key in DM mode. |
|
|
616 | */ |
|
|
617 | |
|
|
618 | void |
|
|
619 | print_los (object *op) |
|
|
620 | { |
|
|
621 | int x, y; |
|
|
622 | char buf[50], buf2[10]; |
|
|
623 | |
|
|
624 | strcpy (buf, " "); |
|
|
625 | for (x = 0; x < op->contr->socket->mapx; x++) |
|
|
626 | { |
|
|
627 | sprintf (buf2, "%2d", x); |
|
|
628 | strcat (buf, buf2); |
|
|
629 | } |
|
|
630 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
631 | for (y = 0; y < op->contr->socket->mapy; y++) |
|
|
632 | { |
|
|
633 | sprintf (buf, "%2d:", y); |
|
|
634 | for (x = 0; x < op->contr->socket->mapx; x++) |
|
|
635 | { |
|
|
636 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
|
|
637 | strcat (buf, buf2); |
|
|
638 | } |
|
|
639 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
640 | } |
574 | } |
641 | } |
575 | } |
642 | |
576 | |
643 | /* |
577 | /* |
644 | * make_sure_seen: The object is supposed to be visible through walls, thus |
578 | * make_sure_seen: The object is supposed to be visible through walls, thus |
645 | * check if any players are nearby, and edit their LOS array. |
579 | * check if any players are nearby, and edit their LOS array. |
646 | */ |
580 | */ |
647 | |
|
|
648 | void |
581 | void |
649 | make_sure_seen (const object *op) |
582 | make_sure_seen (const object *op) |
650 | { |
583 | { |
651 | player *pl; |
584 | for_all_players (pl) |
652 | |
|
|
653 | for (pl = first_player; pl; pl = pl->next) |
|
|
654 | if (pl->ob->map == op->map && |
585 | if (pl->ob->map == op->map && |
655 | pl->ob->y - pl->socket->mapy / 2 <= op->y && |
586 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
656 | pl->ob->y + pl->socket->mapy / 2 >= op->y && pl->ob->x - pl->socket->mapx / 2 <= op->x && pl->ob->x + pl->socket->mapx / 2 >= op->x) |
587 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
657 | pl->blocked_los[pl->socket->mapx / 2 + op->x - pl->ob->x][pl->socket->mapy / 2 + op->y - pl->ob->y] = 0; |
588 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
658 | } |
589 | } |
659 | |
590 | |
660 | /* |
591 | /* |
661 | * make_sure_not_seen: The object which is supposed to be visible through |
592 | * make_sure_not_seen: The object which is supposed to be visible through |
662 | * walls has just been removed from the map, so update the los of any |
593 | * walls has just been removed from the map, so update the los of any |
663 | * players within its range |
594 | * players within its range |
664 | */ |
595 | */ |
665 | |
|
|
666 | void |
596 | void |
667 | make_sure_not_seen (const object *op) |
597 | make_sure_not_seen (const object *op) |
668 | { |
598 | { |
669 | player *pl; |
599 | for_all_players (pl) |
670 | |
|
|
671 | for (pl = first_player; pl; pl = pl->next) |
|
|
672 | if (pl->ob->map == op->map && |
600 | if (pl->ob->map == op->map && |
673 | pl->ob->y - pl->socket->mapy / 2 <= op->y && |
601 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
674 | pl->ob->y + pl->socket->mapy / 2 >= op->y && pl->ob->x - pl->socket->mapx / 2 <= op->x && pl->ob->x + pl->socket->mapx / 2 >= op->x) |
602 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
675 | pl->do_los = 1; |
603 | pl->do_los = 1; |
676 | } |
604 | } |