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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 1.8 by root, Thu Dec 14 04:30:31 2006 UTC

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->socket->mapx) / 2;
194 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 194 ay = dy - (MAP_CLIENT_Y - op->contr->socket->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->socket->mapx || ay < 0 || ay >= op->contr->socket->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->socket->mapx) / 2;
226 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 226 ay = y - (MAP_CLIENT_Y - op->contr->socket->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->socket->mapx || ay >= op->contr->socket->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);
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->socket->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->socket->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->socket->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->socket->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];
298 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ 298 if (MAP_DARKNESS (op->map) > 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->socket->mapx; x++)
304 for (y = 0; y < op->contr->socket.mapy; y++) 304 for (y = 0; y < op->contr->socket->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
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->socket->mapx; x++)
360 for (y = 0; y < op->contr->socket.mapy; y++) 360 for (y = 0; y < op->contr->socket->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->socket->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->socket->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->socket->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->socket->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->socket->mapx)
398 continue; 398 continue;
399 for (ay = basey - light; ay <= basey + light; ay++) 399 for (ay = basey - light; ay <= basey + light; ay++)
400 { 400 {
401 if (ay < 0 || ay >= op->contr->socket.mapy) 401 if (ay < 0 || ay >= op->contr->socket->mapy)
402 continue; 402 continue;
403 403
404 /* If the space is fully blocked, do nothing. Otherwise, we 404 /* If the space is fully blocked, do nothing. Otherwise, we
405 * brighten the space. The further the light is away from the 405 * brighten the space. The further the light is away from the
406 * source (basex-x), the less effect it has. Though light used 406 * source (basex-x), the less effect it has. Though light used
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->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; 432 op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->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->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; 438 op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] = MAX_DARKNESS - 2;
439 } 439 }
440 } 440 }
441 /* grant some vision to the player, based on the darklevel */ 441 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 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)) 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] -= 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))); 446 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
447} 447}
448 448
449/* blinded_sight() - sets all veiwable squares to blocked except 449/* blinded_sight() - sets all veiwable squares to blocked except
450 * for the one the central one that the player occupies. A little 450 * for the one the central one that the player occupies. A little
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->socket->mapx; x++)
461 for (y = 0; y < op->contr->socket.mapy; y++) 461 for (y = 0; y < op->contr->socket->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->socket->mapx / 2][op->contr->socket->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->socket->mapx / 2, dy = op->contr->socket->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->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++) 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); 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 */
566 * so by setting it up this way, we trim processing 566 * so by setting it up this way, we trim processing
567 * some. 567 * some.
568 */ 568 */
569 if (pl->ob->map == map) 569 if (pl->ob->map == map)
570 { 570 {
571 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 571 if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2))
572 pl->do_los = 1; 572 pl->do_los = 1;
573 } 573 }
574 /* Now we check to see if player is on adjacent 574 /* Now we check to see if player is on adjacent
575 * maps to the one that changed and also within 575 * maps to the one that changed and also within
576 * view. The tile_maps[] could be null, but in that 576 * view. The tile_maps[] could be null, but in that
587 * and then add the players location, which gives 587 * and then add the players location, which gives
588 * a distance. 588 * a distance.
589 */ 589 */
590 else if (pl->ob->map == map->tile_map[0]) 590 else if (pl->ob->map == map->tile_map[0])
591 { 591 {
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)) 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))
593 pl->do_los = 1; 593 pl->do_los = 1;
594 } 594 }
595 else if (pl->ob->map == map->tile_map[2]) 595 else if (pl->ob->map == map->tile_map[2])
596 { 596 {
597 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) 597 if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket->mapy / 2))
598 pl->do_los = 1; 598 pl->do_los = 1;
599 } 599 }
600 else if (pl->ob->map == map->tile_map[1]) 600 else if (pl->ob->map == map->tile_map[1])
601 { 601 {
602 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 602 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2))
603 pl->do_los = 1; 603 pl->do_los = 1;
604 } 604 }
605 else if (pl->ob->map == map->tile_map[3]) 605 else if (pl->ob->map == map->tile_map[3])
606 { 606 {
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)) 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))
608 pl->do_los = 1; 608 pl->do_los = 1;
609 } 609 }
610 } 610 }
611} 611}
612 612
620{ 620{
621 int x, y; 621 int x, y;
622 char buf[50], buf2[10]; 622 char buf[50], buf2[10];
623 623
624 strcpy (buf, " "); 624 strcpy (buf, " ");
625 for (x = 0; x < op->contr->socket.mapx; x++) 625 for (x = 0; x < op->contr->socket->mapx; x++)
626 { 626 {
627 sprintf (buf2, "%2d", x); 627 sprintf (buf2, "%2d", x);
628 strcat (buf, buf2); 628 strcat (buf, buf2);
629 } 629 }
630 new_draw_info (NDI_UNIQUE, 0, op, buf); 630 new_draw_info (NDI_UNIQUE, 0, op, buf);
631 for (y = 0; y < op->contr->socket.mapy; y++) 631 for (y = 0; y < op->contr->socket->mapy; y++)
632 { 632 {
633 sprintf (buf, "%2d:", y); 633 sprintf (buf, "%2d:", y);
634 for (x = 0; x < op->contr->socket.mapx; x++) 634 for (x = 0; x < op->contr->socket->mapx; x++)
635 { 635 {
636 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 636 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
637 strcat (buf, buf2); 637 strcat (buf, buf2);
638 } 638 }
639 new_draw_info (NDI_UNIQUE, 0, op, buf); 639 new_draw_info (NDI_UNIQUE, 0, op, buf);
650{ 650{
651 player *pl; 651 player *pl;
652 652
653 for (pl = first_player; pl; pl = pl->next) 653 for (pl = first_player; pl; pl = pl->next)
654 if (pl->ob->map == op->map && 654 if (pl->ob->map == op->map &&
655 pl->ob->y - pl->socket.mapy / 2 <= op->y && 655 pl->ob->y - pl->socket->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) 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)
657 pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; 657 pl->blocked_los[pl->socket->mapx / 2 + op->x - pl->ob->x][pl->socket->mapy / 2 + op->y - pl->ob->y] = 0;
658} 658}
659 659
660/* 660/*
661 * make_sure_not_seen: The object which is supposed to be visible through 661 * make_sure_not_seen: The object which is supposed to be visible through
662 * walls has just been removed from the map, so update the los of any 662 * walls has just been removed from the map, so update the los of any
668{ 668{
669 player *pl; 669 player *pl;
670 670
671 for (pl = first_player; pl; pl = pl->next) 671 for (pl = first_player; pl; pl = pl->next)
672 if (pl->ob->map == op->map && 672 if (pl->ob->map == op->map &&
673 pl->ob->y - pl->socket.mapy / 2 <= op->y && 673 pl->ob->y - pl->socket->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) 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)
675 pl->do_los = 1; 675 pl->do_los = 1;
676} 676}

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