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Comparing deliantra/server/common/los.C (file contents):
Revision 1.7 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.30 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 25
26#include <global.h> 26#include <global.h>
27#include <funcpoint.h>
28#include <math.h> 27#include <math.h>
29
30 28
31/* Distance must be less than this for the object to be blocked. 29/* Distance must be less than this for the object to be blocked.
32 * An object is 1.0 wide, so if set to 0.5, it means the object 30 * An object is 1.0 wide, so if set to 0.5, it means the object
33 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
34 * block view in our tables. 32 * block view in our tables.
41{ 39{
42 int x[4], y[4]; 40 int x[4], y[4];
43 int index; 41 int index;
44} blocks; 42} blocks;
45 43
44// 31/32 == a speed hack
45// we would like to use 32 for speed, but the code loops endlessly
46// then, reason not yet identified, so only make the array use 32,
47// not the define's.
46blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 48blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
47 49
48static void expand_lighted_sight (object *op); 50static void expand_lighted_sight (object *op);
49 51
50/* 52/*
51 * Used to initialise the array used by the LOS routines. 53 * Used to initialise the array used by the LOS routines.
90 92
91void 93void
92init_block (void) 94init_block (void)
93{ 95{
94 int x, y, dx, dy, i; 96 int x, y, dx, dy, i;
95 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 97 static int block_x[3] = { -1, -1, 0 },
96 { 98 block_y[3] = { -1, 0, -1 };
97 -1, 0, -1};
98 99
99 for (x = 0; x < MAP_CLIENT_X; x++) 100 for (x = 0; x < MAP_CLIENT_X; x++)
100 for (y = 0; y < MAP_CLIENT_Y; y++) 101 for (y = 0; y < MAP_CLIENT_Y; y++)
101 {
102 block[x][y].index = 0; 102 block[x][y].index = 0;
103 }
104 103
105 104
106 /* The table should be symmetric, so only do the upper left 105 /* The table should be symmetric, so only do the upper left
107 * quadrant - makes the processing easier. 106 * quadrant - makes the processing easier.
108 */ 107 */
125 /* For simplicity, we mirror the coordinates to block the other 124 /* For simplicity, we mirror the coordinates to block the other
126 * quadrants. 125 * quadrants.
127 */ 126 */
128 set_block (x, y, dx, dy); 127 set_block (x, y, dx, dy);
129 if (x == MAP_CLIENT_X / 2) 128 if (x == MAP_CLIENT_X / 2)
130 {
131 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 129 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
132 }
133 else if (y == MAP_CLIENT_Y / 2) 130 else if (y == MAP_CLIENT_Y / 2)
134 {
135 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 131 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
136 }
137 } 132 }
138 else 133 else
139 { 134 {
140 float d1, r, s, l; 135 float d1, r, s, l;
141 136
175 * that if some particular space is blocked, it blocks 170 * that if some particular space is blocked, it blocks
176 * the view of the spaces 'behind' it, and those blocked 171 * the view of the spaces 'behind' it, and those blocked
177 * spaces behind it may block other spaces, etc. 172 * spaces behind it may block other spaces, etc.
178 * In this way, the chain of visibility is set. 173 * In this way, the chain of visibility is set.
179 */ 174 */
180
181static void 175static void
182set_wall (object *op, int x, int y) 176set_wall (object *op, int x, int y)
183{ 177{
184 int i; 178 int i;
185 179
188 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; 182 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
189 183
190 /* ax, ay are the values as adjusted to be in the 184 /* ax, ay are the values as adjusted to be in the
191 * socket look structure. 185 * socket look structure.
192 */ 186 */
193 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 187 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
194 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 188 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
195 189
196 if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) 190 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
197 continue; 191 continue;
198#if 0 192#if 0
199 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); 193 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
200#endif 194#endif
201 /* we need to adjust to the fact that the socket 195 /* we need to adjust to the fact that the socket
220 214
221 if (!block[x][y].index) 215 if (!block[x][y].index)
222 return; 216 return;
223 217
224 /* ax, ay are coordinates as indexed into the look window */ 218 /* ax, ay are coordinates as indexed into the look window */
225 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 219 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
226 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 220 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
227 221
228 /* If the converted coordinates are outside the viewable 222 /* If the converted coordinates are outside the viewable
229 * area for the client, return now. 223 * area for the client, return now.
230 */ 224 */
231 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 225 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
232 return; 226 return;
233 227
234#if 0 228#if 0
235 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 229 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); 230 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
252 * Clears/initialises the los-array associated to the player 246 * Clears/initialises the los-array associated to the player
253 * controlling the object. 247 * controlling the object.
254 */ 248 */
255 249
256void 250void
257clear_los (object *op) 251clear_los (player *pl)
258{ 252{
259 /* This is safer than using the socket->mapx, mapy because 253 /* This is safer than using the ns->mapx, mapy because
260 * we index the blocked_los as a 2 way array, so clearing 254 * 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 255 * the first z spaces may not not cover the spaces we are
262 * actually going to use 256 * actually going to use
263 */ 257 */
264 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 258 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
265} 259}
266 260
267/* 261/*
268 * expand_sight goes through the array of what the given player is 262 * expand_sight goes through the array of what the given player is
269 * able to see, and expands the visible area a bit, so the player will, 263 * able to see, and expands the visible area a bit, so the player will,
274static void 268static void
275expand_sight (object *op) 269expand_sight (object *op)
276{ 270{
277 int i, x, y, dx, dy; 271 int i, x, y, dx, dy;
278 272
279 for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ 273 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++) 274 for (y = 1; y < op->contr->ns->mapy - 1; y++)
281 { 275 {
282 if (!op->contr->blocked_los[x][y] && 276 if (!op->contr->blocked_los[x][y] &&
283 !(get_map_flags (op->map, NULL, 277 !(get_map_flags (op->map, NULL,
284 op->x - op->contr->socket.mapx / 2 + x, 278 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))) 279 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
286 { 280 {
287 281
288 for (i = 1; i <= 8; i += 1) 282 for (i = 1; i <= 8; i += 1)
289 { /* mark all directions */ 283 { /* mark all directions */
290 dx = x + freearr_x[i]; 284 dx = x + freearr_x[i];
293 op->contr->blocked_los[dx][dy] = -1; 287 op->contr->blocked_los[dx][dy] = -1;
294 } 288 }
295 } 289 }
296 } 290 }
297 291
298 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ 292 if (op->map->darkness > 0) /* player is on a dark map */
299 expand_lighted_sight (op); 293 expand_lighted_sight (op);
300 294
301
302 /* clear mark squares */ 295 /* clear mark squares */
303 for (x = 0; x < op->contr->socket.mapx; x++) 296 for (x = 0; x < op->contr->ns->mapx; x++)
304 for (y = 0; y < op->contr->socket.mapy; y++) 297 for (y = 0; y < op->contr->ns->mapy; y++)
305 if (op->contr->blocked_los[x][y] < 0) 298 if (op->contr->blocked_los[x][y] < 0)
306 op->contr->blocked_los[x][y] = 0; 299 op->contr->blocked_los[x][y] = 0;
307} 300}
308
309
310
311 301
312/* returns true if op carries one or more lights 302/* returns true if op carries one or more lights
313 * This is a trivial function now days, but it used to 303 * This is a trivial function now days, but it used to
314 * be a bit longer. Probably better for callers to just 304 * be a bit longer. Probably better for callers to just
315 * check the op->glow_radius instead of calling this. 305 * check the op->glow_radius instead of calling this.
330{ 320{
331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 321 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
332 maptile *m = op->map; 322 maptile *m = op->map;
333 sint16 nx, ny; 323 sint16 nx, ny;
334 324
335 darklevel = MAP_DARKNESS (m); 325 darklevel = m->darkness;
336 326
337 /* If the player can see in the dark, lower the darklevel for him */ 327 /* If the player can see in the dark, lower the darklevel for him */
338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 328 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339 darklevel -= 2; 329 darklevel -= 2;
340 330
349 /* Do a sanity check. If not valid, some code below may do odd 339 /* Do a sanity check. If not valid, some code below may do odd
350 * things. 340 * things.
351 */ 341 */
352 if (darklevel > MAX_DARKNESS) 342 if (darklevel > MAX_DARKNESS)
353 { 343 {
354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 344 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
355 darklevel = MAX_DARKNESS; 345 darklevel = MAX_DARKNESS;
356 } 346 }
357 347
358 /* First, limit player furthest (unlighted) vision */ 348 /* First, limit player furthest (unlighted) vision */
359 for (x = 0; x < op->contr->socket.mapx; x++) 349 for (x = 0; x < op->contr->ns->mapx; x++)
360 for (y = 0; y < op->contr->socket.mapy; y++) 350 for (y = 0; y < op->contr->ns->mapy; y++)
361 if (op->contr->blocked_los[x][y] != 100) 351 if (op->contr->blocked_los[x][y] != 100)
362 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 352 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
363 353
364 /* the spaces[] darkness value contains the information we need. 354 /* the spaces[] darkness value contains the information we need.
365 * Only process the area of interest. 355 * Only process the area of interest.
366 * the basex, basey values represent the position in the op->contr->blocked_los 356 * 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 357 * array. Its easier to just increment them here (and start with the right
368 * value) than to recalculate them down below. 358 * value) than to recalculate them down below.
369 */ 359 */
370 for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 360 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++) 361 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
372 { 362 {
373 363
374 for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; 364 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++) 365 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
376 { 366 {
377 m = op->map; 367 m = op->map;
378 nx = x; 368 nx = x;
379 ny = y; 369 ny = y;
380 370
392#if 0 382#if 0
393 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); 383 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
394#endif 384#endif
395 for (ax = basex - light; ax <= basex + light; ax++) 385 for (ax = basex - light; ax <= basex + light; ax++)
396 { 386 {
397 if (ax < 0 || ax >= op->contr->socket.mapx) 387 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue; 388 continue;
389
399 for (ay = basey - light; ay <= basey + light; ay++) 390 for (ay = basey - light; ay <= basey + light; ay++)
400 { 391 {
401 if (ay < 0 || ay >= op->contr->socket.mapy) 392 if (ay < 0 || ay >= op->contr->ns->mapy)
402 continue; 393 continue;
403 394
404 /* If the space is fully blocked, do nothing. Otherwise, we 395 /* If the space is fully blocked, do nothing. Otherwise, we
405 * brighten the space. The further the light is away from the 396 * brighten the space. The further the light is away from the
406 * source (basex-x), the less effect it has. Though light used 397 * source (basex-x), the less effect it has. Though light used
410 */ 401 */
411 if (op->contr->blocked_los[ax][ay] != 100) 402 if (op->contr->blocked_los[ax][ay] != 100)
412 { 403 {
413 x1 = abs (basex - ax) * abs (basex - ax); 404 x1 = abs (basex - ax) * abs (basex - ax);
414 y1 = abs (basey - ay) * abs (basey - ay); 405 y1 = abs (basey - ay) * abs (basey - ay);
415 if (light > 0) 406
416 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 407 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); 408 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
419 } 409 }
420 } /* for ay */ 410 }
421 } /* for ax */ 411 }
422 } /* if this space is providing light */ 412 }
423 } /* for y */ 413 }
424 } /* for x */ 414 }
425 415
426 /* Outdoor should never really be completely pitch black dark like 416 /* Outdoor should never really be completely pitch black dark like
427 * a dungeon, so let the player at least see a little around themselves 417 * a dungeon, so let the player at least see a little around themselves
428 */ 418 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 419 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
430 { 420 {
431 if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) 421 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; 422 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
433 423
434 for (x = -1; x <= 1; x++) 424 for (x = -1; x <= 1; x++)
435 for (y = -1; y <= 1; y++) 425 for (y = -1; y <= 1; y++)
436 { 426 {
437 if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) 427 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; 428 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 } 429 }
440 } 430 }
431
441 /* grant some vision to the player, based on the darklevel */ 432 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 433 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 434 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)) 435 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] -= 436 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))); 437 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
447} 438}
448 439
449/* blinded_sight() - sets all veiwable squares to blocked except 440/* blinded_sight() - sets all veiwable squares to blocked except
450 * for the one the central one that the player occupies. A little 441 * 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 442 * odd that you can see yourself (and what your standing on), but
452 * really need for any reasonable game play. 443 * really need for any reasonable game play.
453 */ 444 */
454
455static void 445static void
456blinded_sight (object *op) 446blinded_sight (object *op)
457{ 447{
458 int x, y; 448 int x, y;
459 449
460 for (x = 0; x < op->contr->socket.mapx; x++) 450 for (x = 0; x < op->contr->ns->mapx; x++)
461 for (y = 0; y < op->contr->socket.mapy; y++) 451 for (y = 0; y < op->contr->ns->mapy; y++)
462 op->contr->blocked_los[x][y] = 100; 452 op->contr->blocked_los[x][y] = 100;
463 453
464 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; 454 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
465} 455}
466 456
467/* 457/*
468 * update_los() recalculates the array which specifies what is 458 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 459 * visible for the given player-object.
470 */ 460 */
471
472void 461void
473update_los (object *op) 462update_los (object *op)
474{ 463{
475 int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; 464 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
476 465
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 466 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 467 return;
479 468
480 clear_los (op); 469 clear_los (op->contr);
470
481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 471 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482 return; 472 return;
483 473
484 /* For larger maps, this is more efficient than the old way which 474 /* 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 475 * 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 476 * 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. 477 * could be examined multile times, as each path would be looked at.
488 */ 478 */
489 for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) 479 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++) 480 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); 481 check_wall (op, x, y);
492
493 482
494 /* do the los of the player. 3 (potential) cases */ 483 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 484 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496 blinded_sight (op); 485 blinded_sight (op);
497 else 486 else
498 expand_sight (op); 487 expand_sight (op);
499 488
489 //TODO: no range-checking whatsoever :(
500 if (QUERY_FLAG (op, FLAG_XRAYS)) 490 if (QUERY_FLAG (op, FLAG_XRAYS))
501 {
502 int x, y;
503
504 for (x = -2; x <= 2; x++) 491 for (int x = -2; x <= 2; x++)
505 for (y = -2; y <= 2; y++) 492 for (int y = -2; y <= 2; y++)
506 op->contr->blocked_los[dx + x][dy + y] = 0; 493 op->contr->blocked_los[dx + x][dy + y] = 0;
507 }
508} 494}
509 495
510/* update all_map_los is like update_all_los below, 496/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 497 * but updates everyone on the map, no matter where they
512 * are. This generally should not be used, as a per 498 * are. This generally should not be used, as a per
513 * specific map change doesn't make much sense when tiling 499 * specific map change doesn't make much sense when tiling
514 * is considered (lowering darkness would certainly be a 500 * is considered (lowering darkness would certainly be a
515 * strange effect if done on a tile map, as it makes 501 * strange effect if done on a tile map, as it makes
516 * the distinction between maps much more obvious to the 502 * the distinction between maps much more obvious to the
517 * players, which is should not be. 503 * players, which is should not be.
519 * change_map_light function 505 * change_map_light function
520 */ 506 */
521void 507void
522update_all_map_los (maptile *map) 508update_all_map_los (maptile *map)
523{ 509{
524 player *pl; 510 for_all_players (pl)
525
526 for (pl = first_player; pl != NULL; pl = pl->next)
527 {
528 if (pl->ob->map == map) 511 if (pl->ob && pl->ob->map == map)
529 pl->do_los = 1; 512 pl->do_los = 1;
530 }
531} 513}
532
533 514
534/* 515/*
535 * This function makes sure that update_los() will be called for all 516 * This function makes sure that update_los() will be called for all
536 * players on the given map within the next frame. 517 * players on the given map within the next frame.
537 * It is triggered by removal or inserting of objects which blocks 518 * It is triggered by removal or inserting of objects which blocks
541 * means that just being on the same map is not sufficient - the 522 * means that just being on the same map is not sufficient - the
542 * space that changes must be withing your viewable area. 523 * space that changes must be withing your viewable area.
543 * 524 *
544 * map is the map that changed, x and y are the coordinates. 525 * map is the map that changed, x and y are the coordinates.
545 */ 526 */
546
547void 527void
548update_all_los (const maptile *map, int x, int y) 528update_all_los (const maptile *map, int x, int y)
549{ 529{
550 player *pl; 530 for_all_players (pl)
551
552 for (pl = first_player; pl != NULL; pl = pl->next)
553 { 531 {
554 /* Player should not have a null map, but do this 532 /* Player should not have a null map, but do this
555 * check as a safety 533 * check as a safety
556 */ 534 */
557 if (!pl->ob->map) 535 if (!pl->ob || !pl->ob->map || !pl->ns)
558 continue; 536 continue;
559 537
560 /* Same map is simple case - see if pl is close enough. 538 /* Same map is simple case - see if pl is close enough.
561 * Note in all cases, we did the check for same map first, 539 * Note in all cases, we did the check for same map first,
562 * and then see if the player is close enough and update 540 * and then see if the player is close enough and update
566 * so by setting it up this way, we trim processing 544 * so by setting it up this way, we trim processing
567 * some. 545 * some.
568 */ 546 */
569 if (pl->ob->map == map) 547 if (pl->ob->map == map)
570 { 548 {
571 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 549 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
572 pl->do_los = 1; 550 pl->do_los = 1;
573 } 551 }
552
574 /* Now we check to see if player is on adjacent 553 /* Now we check to see if player is on adjacent
575 * maps to the one that changed and also within 554 * maps to the one that changed and also within
576 * view. The tile_maps[] could be null, but in that 555 * view. The tile_maps[] could be null, but in that
577 * case it should never match the pl->ob->map, so 556 * case it should never match the pl->ob->map, so
578 * we want ever try to dereference any of the data in it. 557 * we want ever try to dereference any of the data in it.
579 */ 558 *
580
581 /* The logic for 0 and 3 is to see how far the player is 559 * 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) 560 * from the edge of the map (height/width) - pl->ob->(x,y)
583 * and to add current position on this map - that gives a 561 * and to add current position on this map - that gives a
584 * distance. 562 * distance.
585 * For 1 and 2, we check to see how far the given 563 * For 1 and 2, we check to see how far the given
586 * coordinate (x,y) is from the corresponding edge, 564 * coordinate (x,y) is from the corresponding edge,
587 * and then add the players location, which gives 565 * and then add the players location, which gives
588 * a distance. 566 * a distance.
589 */ 567 */
590 else if (pl->ob->map == map->tile_map[0]) 568 else if (pl->ob->map == map->tile_map[0])
591 { 569 {
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)) 570 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; 571 pl->do_los = 1;
594 } 572 }
595 else if (pl->ob->map == map->tile_map[2]) 573 else if (pl->ob->map == map->tile_map[2])
596 { 574 {
597 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) 575 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; 576 pl->do_los = 1;
599 } 577 }
600 else if (pl->ob->map == map->tile_map[1]) 578 else if (pl->ob->map == map->tile_map[1])
601 { 579 {
602 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 580 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; 581 pl->do_los = 1;
604 } 582 }
605 else if (pl->ob->map == map->tile_map[3]) 583 else if (pl->ob->map == map->tile_map[3])
606 { 584 {
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)) 585 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; 586 pl->do_los = 1;
609 } 587 }
610 } 588 }
611} 589}
612 590
613/* 591/*
614 * Debug-routine which dumps the array which specifies the visible 592 * Debug-routine which dumps the array which specifies the visible
615 * area of a player. Triggered by the z key in DM mode. 593 * area of a player. Triggered by the z key in DM mode.
616 */ 594 */
617
618void 595void
619print_los (object *op) 596print_los (object *op)
620{ 597{
621 int x, y; 598 int x, y;
622 char buf[50], buf2[10]; 599 char buf[50], buf2[10];
623 600
624 strcpy (buf, " "); 601 strcpy (buf, " ");
602
625 for (x = 0; x < op->contr->socket.mapx; x++) 603 for (x = 0; x < op->contr->ns->mapx; x++)
626 { 604 {
627 sprintf (buf2, "%2d", x); 605 sprintf (buf2, "%2d", x);
628 strcat (buf, buf2); 606 strcat (buf, buf2);
629 } 607 }
608
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610
631 for (y = 0; y < op->contr->socket.mapy; y++) 611 for (y = 0; y < op->contr->ns->mapy; y++)
632 { 612 {
633 sprintf (buf, "%2d:", y); 613 sprintf (buf, "%2d:", y);
614
634 for (x = 0; x < op->contr->socket.mapx; x++) 615 for (x = 0; x < op->contr->ns->mapx; x++)
635 { 616 {
636 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 617 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
637 strcat (buf, buf2); 618 strcat (buf, buf2);
638 } 619 }
620
639 new_draw_info (NDI_UNIQUE, 0, op, buf); 621 new_draw_info (NDI_UNIQUE, 0, op, buf);
640 } 622 }
641} 623}
642 624
643/* 625/*
646 */ 628 */
647 629
648void 630void
649make_sure_seen (const object *op) 631make_sure_seen (const object *op)
650{ 632{
651 player *pl; 633 for_all_players (pl)
652
653 for (pl = first_player; pl; pl = pl->next)
654 if (pl->ob->map == op->map && 634 if (pl->ob->map == op->map &&
655 pl->ob->y - pl->socket.mapy / 2 <= op->y && 635 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) 636 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; 637 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
658} 638}
659 639
660/* 640/*
661 * make_sure_not_seen: The object which is supposed to be visible through 641 * 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 642 * walls has just been removed from the map, so update the los of any
664 */ 644 */
665 645
666void 646void
667make_sure_not_seen (const object *op) 647make_sure_not_seen (const object *op)
668{ 648{
669 player *pl; 649 for_all_players (pl)
670
671 for (pl = first_player; pl; pl = pl->next)
672 if (pl->ob->map == op->map && 650 if (pl->ob->map == op->map &&
673 pl->ob->y - pl->socket.mapy / 2 <= op->y && 651 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) 652 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; 653 pl->do_los = 1;
676} 654}

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