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Comparing deliantra/server/common/los.C (file contents):
Revision 1.6 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.18 by root, Mon Jan 15 01:39:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program 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
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 26
26#include <global.h> 27#include <global.h>
27#include <funcpoint.h> 28#include <funcpoint.h>
28#include <math.h> 29#include <math.h>
29
30 30
31/* Distance must be less than this for the object to be blocked. 31/* Distance must be less than this for the object to be blocked.
32 * An object is 1.0 wide, so if set to 0.5, it means the object 32 * An object is 1.0 wide, so if set to 0.5, it means the object
33 * that blocks half the view (0.0 is complete block) will 33 * that blocks half the view (0.0 is complete block) will
34 * block view in our tables. 34 * block view in our tables.
144 * area. l is the distance from x,y to the line. 144 * area. l is the distance from x,y to the line.
145 * r is more a curiosity - it lets us know what direction (left/right) 145 * r is more a curiosity - it lets us know what direction (left/right)
146 * the line is off 146 * the line is off
147 */ 147 */
148 148
149 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); 149 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
150 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; 150 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
151 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; 151 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
152 l = FABS (sqrt (d1) * s); 152 l = FABS (sqrt (d1) * s);
153 153
154 if (l <= SPACE_BLOCK) 154 if (l <= SPACE_BLOCK)
188 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; 188 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
189 189
190 /* ax, ay are the values as adjusted to be in the 190 /* ax, ay are the values as adjusted to be in the
191 * socket look structure. 191 * socket look structure.
192 */ 192 */
193 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 193 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
194 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 194 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
195 195
196 if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) 196 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
197 continue; 197 continue;
198#if 0 198#if 0
199 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); 199 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
200#endif 200#endif
201 /* we need to adjust to the fact that the socket 201 /* we need to adjust to the fact that the socket
220 220
221 if (!block[x][y].index) 221 if (!block[x][y].index)
222 return; 222 return;
223 223
224 /* ax, ay are coordinates as indexed into the look window */ 224 /* ax, ay are coordinates as indexed into the look window */
225 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 225 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
226 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 226 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
227 227
228 /* If the converted coordinates are outside the viewable 228 /* If the converted coordinates are outside the viewable
229 * area for the client, return now. 229 * area for the client, return now.
230 */ 230 */
231 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 231 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
232 return; 232 return;
233 233
234#if 0 234#if 0
235 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 235 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
236 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); 236 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
254 */ 254 */
255 255
256void 256void
257clear_los (object *op) 257clear_los (object *op)
258{ 258{
259 /* This is safer than using the socket->mapx, mapy because 259 /* This is safer than using the ns->mapx, mapy because
260 * we index the blocked_los as a 2 way array, so clearing 260 * we index the blocked_los as a 2 way array, so clearing
261 * the first z spaces may not not cover the spaces we are 261 * the first z spaces may not not cover the spaces we are
262 * actually going to use 262 * actually going to use
263 */ 263 */
264 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 264 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
274static void 274static void
275expand_sight (object *op) 275expand_sight (object *op)
276{ 276{
277 int i, x, y, dx, dy; 277 int i, x, y, dx, dy;
278 278
279 for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ 279 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
280 for (y = 1; y < op->contr->socket.mapy - 1; y++) 280 for (y = 1; y < op->contr->ns->mapy - 1; y++)
281 { 281 {
282 if (!op->contr->blocked_los[x][y] && 282 if (!op->contr->blocked_los[x][y] &&
283 !(get_map_flags (op->map, NULL, 283 !(get_map_flags (op->map, NULL,
284 op->x - op->contr->socket.mapx / 2 + x, 284 op->x - op->contr->ns->mapx / 2 + x,
285 op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) 285 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
286 { 286 {
287 287
288 for (i = 1; i <= 8; i += 1) 288 for (i = 1; i <= 8; i += 1)
289 { /* mark all directions */ 289 { /* mark all directions */
290 dx = x + freearr_x[i]; 290 dx = x + freearr_x[i];
293 op->contr->blocked_los[dx][dy] = -1; 293 op->contr->blocked_los[dx][dy] = -1;
294 } 294 }
295 } 295 }
296 } 296 }
297 297
298 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ 298 if (op->map->darkness > 0) /* player is on a dark map */
299 expand_lighted_sight (op); 299 expand_lighted_sight (op);
300 300
301 301
302 /* clear mark squares */ 302 /* clear mark squares */
303 for (x = 0; x < op->contr->socket.mapx; x++) 303 for (x = 0; x < op->contr->ns->mapx; x++)
304 for (y = 0; y < op->contr->socket.mapy; y++) 304 for (y = 0; y < op->contr->ns->mapy; y++)
305 if (op->contr->blocked_los[x][y] < 0) 305 if (op->contr->blocked_los[x][y] < 0)
306 op->contr->blocked_los[x][y] = 0; 306 op->contr->blocked_los[x][y] = 0;
307} 307}
308 308
309 309
330{ 330{
331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
332 maptile *m = op->map; 332 maptile *m = op->map;
333 sint16 nx, ny; 333 sint16 nx, ny;
334 334
335 darklevel = MAP_DARKNESS (m); 335 darklevel = m->darkness;
336 336
337 /* If the player can see in the dark, lower the darklevel for him */ 337 /* If the player can see in the dark, lower the darklevel for him */
338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339 darklevel -= 2; 339 darklevel -= 2;
340 340
349 /* Do a sanity check. If not valid, some code below may do odd 349 /* Do a sanity check. If not valid, some code below may do odd
350 * things. 350 * things.
351 */ 351 */
352 if (darklevel > MAX_DARKNESS) 352 if (darklevel > MAX_DARKNESS)
353 { 353 {
354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
355 darklevel = MAX_DARKNESS; 355 darklevel = MAX_DARKNESS;
356 } 356 }
357 357
358 /* First, limit player furthest (unlighted) vision */ 358 /* First, limit player furthest (unlighted) vision */
359 for (x = 0; x < op->contr->socket.mapx; x++) 359 for (x = 0; x < op->contr->ns->mapx; x++)
360 for (y = 0; y < op->contr->socket.mapy; y++) 360 for (y = 0; y < op->contr->ns->mapy; y++)
361 if (op->contr->blocked_los[x][y] != 100) 361 if (op->contr->blocked_los[x][y] != 100)
362 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 362 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
363 363
364 /* the spaces[] darkness value contains the information we need. 364 /* the spaces[] darkness value contains the information we need.
365 * Only process the area of interest. 365 * Only process the area of interest.
366 * the basex, basey values represent the position in the op->contr->blocked_los 366 * the basex, basey values represent the position in the op->contr->blocked_los
367 * array. Its easier to just increment them here (and start with the right 367 * array. Its easier to just increment them here (and start with the right
368 * value) than to recalculate them down below. 368 * value) than to recalculate them down below.
369 */ 369 */
370 for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 370 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
371 x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 371 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
372 { 372 {
373 373
374 for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; 374 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
375 y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) 375 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
376 { 376 {
377 m = op->map; 377 m = op->map;
378 nx = x; 378 nx = x;
379 ny = y; 379 ny = y;
380 380
392#if 0 392#if 0
393 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); 393 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
394#endif 394#endif
395 for (ax = basex - light; ax <= basex + light; ax++) 395 for (ax = basex - light; ax <= basex + light; ax++)
396 { 396 {
397 if (ax < 0 || ax >= op->contr->socket.mapx) 397 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue; 398 continue;
399
399 for (ay = basey - light; ay <= basey + light; ay++) 400 for (ay = basey - light; ay <= basey + light; ay++)
400 { 401 {
401 if (ay < 0 || ay >= op->contr->socket.mapy) 402 if (ay < 0 || ay >= op->contr->ns->mapy)
402 continue; 403 continue;
403 404
404 /* If the space is fully blocked, do nothing. Otherwise, we 405 /* If the space is fully blocked, do nothing. Otherwise, we
405 * brighten the space. The further the light is away from the 406 * brighten the space. The further the light is away from the
406 * source (basex-x), the less effect it has. Though light used 407 * source (basex-x), the less effect it has. Though light used
410 */ 411 */
411 if (op->contr->blocked_los[ax][ay] != 100) 412 if (op->contr->blocked_los[ax][ay] != 100)
412 { 413 {
413 x1 = abs (basex - ax) * abs (basex - ax); 414 x1 = abs (basex - ax) * abs (basex - ax);
414 y1 = abs (basey - ay) * abs (basey - ay); 415 y1 = abs (basey - ay) * abs (basey - ay);
415 if (light > 0) 416
416 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 417 if (light > 0) 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); 418 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
419 } 419 }
420 } /* for ay */ 420 }
421 } /* for ax */ 421 }
422 } /* if this space is providing light */ 422 }
423 } /* for y */ 423 }
424 } /* for x */ 424 }
425 425
426 /* Outdoor should never really be completely pitch black dark like 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 427 * a dungeon, so let the player at least see a little around themselves
428 */ 428 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
430 { 430 {
431 if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) 431 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
432 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; 432 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
433 433
434 for (x = -1; x <= 1; x++) 434 for (x = -1; x <= 1; x++)
435 for (y = -1; y <= 1; y++) 435 for (y = -1; y <= 1; y++)
436 { 436 {
437 if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) 437 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
438 op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2; 438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 } 439 }
440 } 440 }
441
441 /* grant some vision to the player, based on the darklevel */ 442 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 444 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 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
445 op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= 446 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
446 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 447 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
447} 448}
448 449
449/* blinded_sight() - sets all veiwable squares to blocked except 450/* blinded_sight() - sets all veiwable squares to blocked except
450 * for the one the central one that the player occupies. A little 451 * 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 452 * odd that you can see yourself (and what your standing on), but
452 * really need for any reasonable game play. 453 * really need for any reasonable game play.
453 */ 454 */
454
455static void 455static void
456blinded_sight (object *op) 456blinded_sight (object *op)
457{ 457{
458 int x, y; 458 int x, y;
459 459
460 for (x = 0; x < op->contr->socket.mapx; x++) 460 for (x = 0; x < op->contr->ns->mapx; x++)
461 for (y = 0; y < op->contr->socket.mapy; y++) 461 for (y = 0; y < op->contr->ns->mapy; y++)
462 op->contr->blocked_los[x][y] = 100; 462 op->contr->blocked_los[x][y] = 100;
463 463
464 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; 464 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
465} 465}
466 466
467/* 467/*
468 * update_los() recalculates the array which specifies what is 468 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 469 * visible for the given player-object.
470 */ 470 */
471 471
472void 472void
473update_los (object *op) 473update_los (object *op)
474{ 474{
475 int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; 475 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
476 476
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 477 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 478 return;
479 479
480 clear_los (op); 480 clear_los (op);
484 /* For larger maps, this is more efficient than the old way which 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 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 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. 487 * could be examined multile times, as each path would be looked at.
488 */ 488 */
489 for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) 489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
490 for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) 490 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
491 check_wall (op, x, y); 491 check_wall (op, x, y);
492 492
493 493
494 /* do the los of the player. 3 (potential) cases */ 494 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
507 } 507 }
508} 508}
509 509
510/* update all_map_los is like update_all_los below, 510/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 511 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 512 * are. This generally should not be used, as a per
513 * specific map change doesn't make much sense when tiling 513 * specific map change doesn't make much sense when tiling
514 * is considered (lowering darkness would certainly be a 514 * is considered (lowering darkness would certainly be a
515 * strange effect if done on a tile map, as it makes 515 * strange effect if done on a tile map, as it makes
516 * the distinction between maps much more obvious to the 516 * the distinction between maps much more obvious to the
517 * players, which is should not be. 517 * players, which is should not be.
519 * change_map_light function 519 * change_map_light function
520 */ 520 */
521void 521void
522update_all_map_los (maptile *map) 522update_all_map_los (maptile *map)
523{ 523{
524 player *pl; 524 for_all_players (pl)
525
526 for (pl = first_player; pl != NULL; pl = pl->next)
527 {
528 if (pl->ob->map == map) 525 if (pl->ob && pl->ob->map == map)
529 pl->do_los = 1; 526 pl->do_los = 1;
530 }
531} 527}
532
533 528
534/* 529/*
535 * This function makes sure that update_los() will be called for all 530 * This function makes sure that update_los() will be called for all
536 * players on the given map within the next frame. 531 * players on the given map within the next frame.
537 * It is triggered by removal or inserting of objects which blocks 532 * It is triggered by removal or inserting of objects which blocks
541 * means that just being on the same map is not sufficient - the 536 * means that just being on the same map is not sufficient - the
542 * space that changes must be withing your viewable area. 537 * space that changes must be withing your viewable area.
543 * 538 *
544 * map is the map that changed, x and y are the coordinates. 539 * map is the map that changed, x and y are the coordinates.
545 */ 540 */
546
547void 541void
548update_all_los (const maptile *map, int x, int y) 542update_all_los (const maptile *map, int x, int y)
549{ 543{
550 player *pl; 544 for_all_players (pl)
551
552 for (pl = first_player; pl != NULL; pl = pl->next)
553 { 545 {
554 /* Player should not have a null map, but do this 546 /* Player should not have a null map, but do this
555 * check as a safety 547 * check as a safety
556 */ 548 */
557 if (!pl->ob->map) 549 if (!pl->ob || !pl->ob->map || !pl->ns)
558 continue; 550 continue;
559 551
560 /* Same map is simple case - see if pl is close enough. 552 /* Same map is simple case - see if pl is close enough.
561 * Note in all cases, we did the check for same map first, 553 * Note in all cases, we did the check for same map first,
562 * and then see if the player is close enough and update 554 * and then see if the player is close enough and update
566 * so by setting it up this way, we trim processing 558 * so by setting it up this way, we trim processing
567 * some. 559 * some.
568 */ 560 */
569 if (pl->ob->map == map) 561 if (pl->ob->map == map)
570 { 562 {
571 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 563 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
572 pl->do_los = 1; 564 pl->do_los = 1;
573 } 565 }
566
574 /* Now we check to see if player is on adjacent 567 /* Now we check to see if player is on adjacent
575 * maps to the one that changed and also within 568 * maps to the one that changed and also within
576 * view. The tile_maps[] could be null, but in that 569 * view. The tile_maps[] could be null, but in that
577 * case it should never match the pl->ob->map, so 570 * case it should never match the pl->ob->map, so
578 * we want ever try to dereference any of the data in it. 571 * we want ever try to dereference any of the data in it.
579 */ 572 *
580
581 /* The logic for 0 and 3 is to see how far the player is 573 * 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) 574 * from the edge of the map (height/width) - pl->ob->(x,y)
583 * and to add current position on this map - that gives a 575 * and to add current position on this map - that gives a
584 * distance. 576 * distance.
585 * For 1 and 2, we check to see how far the given 577 * For 1 and 2, we check to see how far the given
586 * coordinate (x,y) is from the corresponding edge, 578 * coordinate (x,y) is from the corresponding edge,
587 * and then add the players location, which gives 579 * and then add the players location, which gives
588 * a distance. 580 * a distance.
589 */ 581 */
590 else if (pl->ob->map == map->tile_map[0]) 582 else if (pl->ob->map == map->tile_map[0])
591 { 583 {
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)) 584 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; 585 pl->do_los = 1;
594 } 586 }
595 else if (pl->ob->map == map->tile_map[2]) 587 else if (pl->ob->map == map->tile_map[2])
596 { 588 {
597 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) 589 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; 590 pl->do_los = 1;
599 } 591 }
600 else if (pl->ob->map == map->tile_map[1]) 592 else if (pl->ob->map == map->tile_map[1])
601 { 593 {
602 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 594 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; 595 pl->do_los = 1;
604 } 596 }
605 else if (pl->ob->map == map->tile_map[3]) 597 else if (pl->ob->map == map->tile_map[3])
606 { 598 {
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)) 599 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; 600 pl->do_los = 1;
609 } 601 }
610 } 602 }
611} 603}
612 604
613/* 605/*
614 * Debug-routine which dumps the array which specifies the visible 606 * Debug-routine which dumps the array which specifies the visible
615 * area of a player. Triggered by the z key in DM mode. 607 * area of a player. Triggered by the z key in DM mode.
616 */ 608 */
617
618void 609void
619print_los (object *op) 610print_los (object *op)
620{ 611{
621 int x, y; 612 int x, y;
622 char buf[50], buf2[10]; 613 char buf[50], buf2[10];
623 614
624 strcpy (buf, " "); 615 strcpy (buf, " ");
616
625 for (x = 0; x < op->contr->socket.mapx; x++) 617 for (x = 0; x < op->contr->ns->mapx; x++)
626 { 618 {
627 sprintf (buf2, "%2d", x); 619 sprintf (buf2, "%2d", x);
628 strcat (buf, buf2); 620 strcat (buf, buf2);
629 } 621 }
622
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 623 new_draw_info (NDI_UNIQUE, 0, op, buf);
624
631 for (y = 0; y < op->contr->socket.mapy; y++) 625 for (y = 0; y < op->contr->ns->mapy; y++)
632 { 626 {
633 sprintf (buf, "%2d:", y); 627 sprintf (buf, "%2d:", y);
628
634 for (x = 0; x < op->contr->socket.mapx; x++) 629 for (x = 0; x < op->contr->ns->mapx; x++)
635 { 630 {
636 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 631 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
637 strcat (buf, buf2); 632 strcat (buf, buf2);
638 } 633 }
634
639 new_draw_info (NDI_UNIQUE, 0, op, buf); 635 new_draw_info (NDI_UNIQUE, 0, op, buf);
640 } 636 }
641} 637}
642 638
643/* 639/*
646 */ 642 */
647 643
648void 644void
649make_sure_seen (const object *op) 645make_sure_seen (const object *op)
650{ 646{
651 player *pl; 647 for_all_players (pl)
652
653 for (pl = first_player; pl; pl = pl->next)
654 if (pl->ob->map == op->map && 648 if (pl->ob->map == op->map &&
655 pl->ob->y - pl->socket.mapy / 2 <= op->y && 649 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) 650 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; 651 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
658} 652}
659 653
660/* 654/*
661 * make_sure_not_seen: The object which is supposed to be visible through 655 * 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 656 * walls has just been removed from the map, so update the los of any
664 */ 658 */
665 659
666void 660void
667make_sure_not_seen (const object *op) 661make_sure_not_seen (const object *op)
668{ 662{
669 player *pl; 663 for_all_players (pl)
670
671 for (pl = first_player; pl; pl = pl->next)
672 if (pl->ob->map == op->map && 664 if (pl->ob->map == op->map &&
673 pl->ob->y - pl->socket.mapy / 2 <= op->y && 665 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) 666 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; 667 pl->do_los = 1;
676} 668}

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