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Revision: 1.36
Committed: Mon Dec 8 15:40:13 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.35: +15 -19 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25
26 #include <global.h>
27 #include <math.h>
28
29 /* Distance must be less than this for the object to be blocked.
30 * An object is 1.0 wide, so if set to 0.5, it means the object
31 * that blocks half the view (0.0 is complete block) will
32 * block view in our tables.
33 * .4 or less lets you see through walls. .5 is about right.
34 */
35
36 #define SPACE_BLOCK 0.5
37
38 typedef struct blstr
39 {
40 int x[4], y[4];
41 int index;
42 } blocks;
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.
48 blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
49
50 static void expand_lighted_sight (object *op);
51
52 /*
53 * Used to initialise the array used by the LOS routines.
54 * What this sets if that x,y blocks the view of bx,by
55 * This then sets up a relation - for example, something
56 * at 5,4 blocks view at 5,3 which blocks view at 5,2
57 * etc. So when we check 5,4 and find it block, we have
58 * the data to know that 5,3 and 5,2 and 5,1 should also
59 * be blocked.
60 */
61
62 static void
63 set_block (int x, int y, int bx, int by)
64 {
65 int index = block[x][y].index, i;
66
67 /* Due to flipping, we may get duplicates - better safe than sorry.
68 */
69 for (i = 0; i < index; i++)
70 {
71 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
72 return;
73 }
74
75 block[x][y].x[index] = bx;
76 block[x][y].y[index] = by;
77 block[x][y].index++;
78 #ifdef LOS_DEBUG
79 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
80 #endif
81 }
82
83 /*
84 * initialises the array used by the LOS routines.
85 */
86
87 /* since we are only doing the upper left quadrant, only
88 * these spaces could possibly get blocked, since these
89 * are the only ones further out that are still possibly in the
90 * sightline.
91 */
92
93 void
94 init_block (void)
95 {
96 int x, y, dx, dy, i;
97 static int block_x[3] = { -1, -1, 0 },
98 block_y[3] = { -1, 0, -1 };
99
100 for (x = 0; x < MAP_CLIENT_X; x++)
101 for (y = 0; y < MAP_CLIENT_Y; y++)
102 block[x][y].index = 0;
103
104
105 /* The table should be symmetric, so only do the upper left
106 * quadrant - makes the processing easier.
107 */
108 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
109 {
110 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
111 {
112 for (i = 0; i < 3; i++)
113 {
114 dx = x + block_x[i];
115 dy = y + block_y[i];
116
117 /* center space never blocks */
118 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
119 continue;
120
121 /* If its a straight line, its blocked */
122 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
123 {
124 /* For simplicity, we mirror the coordinates to block the other
125 * quadrants.
126 */
127 set_block (x, y, dx, dy);
128 if (x == MAP_CLIENT_X / 2)
129 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
130 else if (y == MAP_CLIENT_Y / 2)
131 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
132 }
133 else
134 {
135 float d1, r, s, l;
136
137 /* We use the algorihm that found out how close the point
138 * (x,y) is to the line from dx,dy to the center of the viewable
139 * area. l is the distance from x,y to the line.
140 * r is more a curiosity - it lets us know what direction (left/right)
141 * the line is off
142 */
143
144 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
145 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
146 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
147 l = FABS (sqrt (d1) * s);
148
149 if (l <= SPACE_BLOCK)
150 {
151 /* For simplicity, we mirror the coordinates to block the other
152 * quadrants.
153 */
154 set_block (x, y, dx, dy);
155 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
156 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
157 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
158 }
159 }
160 }
161 }
162 }
163 }
164
165 /*
166 * Used to initialise the array used by the LOS routines.
167 * x,y are indexes into the blocked[][] array.
168 * This recursively sets the blocked line of sight view.
169 * From the blocked[][] array, we know for example
170 * that if some particular space is blocked, it blocks
171 * the view of the spaces 'behind' it, and those blocked
172 * spaces behind it may block other spaces, etc.
173 * In this way, the chain of visibility is set.
174 */
175 static void
176 set_wall (object *op, int x, int y)
177 {
178 int i;
179
180 for (i = 0; i < block[x][y].index; i++)
181 {
182 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
183
184 /* ax, ay are the values as adjusted to be in the
185 * socket look structure.
186 */
187 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
188 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
189
190 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
191 continue;
192 #if 0
193 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
194 #endif
195 /* we need to adjust to the fact that the socket
196 * code wants the los to start from the 0,0
197 * and not be relative to middle of los array.
198 */
199 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
200 set_wall (op, dx, dy);
201 }
202 }
203
204 /*
205 * Used to initialise the array used by the LOS routines.
206 * op is the object, x and y values based on MAP_CLIENT_X and Y.
207 * this is because they index the blocked[][] arrays.
208 */
209
210 static void
211 check_wall (object *op, int x, int y)
212 {
213 int ax, ay;
214
215 if (!block[x][y].index)
216 return;
217
218 /* ax, ay are coordinates as indexed into the look window */
219 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
220 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
221
222 /* If the converted coordinates are outside the viewable
223 * area for the client, return now.
224 */
225 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
226 return;
227
228 #if 0
229 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
230 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
231 #endif
232
233 /* If this space is already blocked, prune the processing - presumably
234 * whatever has set this space to be blocked has done the work and already
235 * done the dependency chain.
236 */
237 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
238 return;
239
240 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))
241 set_wall (op, x, y);
242 }
243
244 /*
245 * Clears/initialises the los-array associated to the player
246 * controlling the object.
247 */
248
249 void
250 clear_los (player *pl)
251 {
252 /* This is safer than using the ns->mapx, mapy because
253 * we index the blocked_los as a 2 way array, so clearing
254 * the first z spaces may not not cover the spaces we are
255 * actually going to use
256 */
257 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
258 }
259
260 /*
261 * expand_sight goes through the array of what the given player is
262 * able to see, and expands the visible area a bit, so the player will,
263 * to a certain degree, be able to see into corners.
264 * This is somewhat suboptimal, would be better to improve the formula.
265 */
266
267 static void
268 expand_sight (object *op)
269 {
270 int i, x, y, dx, dy;
271
272 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
273 for (y = 1; y < op->contr->ns->mapy - 1; y++)
274 {
275 if (!op->contr->blocked_los[x][y] &&
276 !(get_map_flags (op->map, NULL,
277 op->x - op->contr->ns->mapx / 2 + x,
278 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
279 {
280
281 for (i = 1; i <= 8; i += 1)
282 { /* mark all directions */
283 dx = x + freearr_x[i];
284 dy = y + freearr_y[i];
285 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
286 op->contr->blocked_los[dx][dy] = -1;
287 }
288 }
289 }
290
291 if (op->map->darkness > 0) /* player is on a dark map */
292 expand_lighted_sight (op);
293
294 /* clear mark squares */
295 for (x = 0; x < op->contr->ns->mapx; x++)
296 for (y = 0; y < op->contr->ns->mapy; y++)
297 if (op->contr->blocked_los[x][y] < 0)
298 op->contr->blocked_los[x][y] = 0;
299 }
300
301 /* returns true if op carries one or more lights
302 * This is a trivial function now days, but it used to
303 * be a bit longer. Probably better for callers to just
304 * check the op->glow_radius instead of calling this.
305 */
306
307 int
308 has_carried_lights (const object *op)
309 {
310 /* op may glow! */
311 if (op->glow_radius > 0)
312 return 1;
313
314 return 0;
315 }
316
317 /* radius, distance => lightness adjust */
318 static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
319
320 static struct darkness_init
321 {
322 darkness_init ()
323 {
324 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
325 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
326 {
327 // max intensity
328 int intensity = min (LOS_MAX, abs (radius) + 1);
329
330 // actual intensity
331 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
332
333 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
334 ? min (3, intensity)
335 : LOS_MAX - intensity;
336 }
337 }
338 } darkness_init;
339
340 static void
341 expand_lighted_sight (object *op)
342 {
343 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
344 maptile *m = op->map;
345 sint16 nx, ny;
346
347 darklevel = m->darkness;
348
349 /* If the player can see in the dark, lower the darklevel for him */
350 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
351 darklevel -= LOS_MAX / 2;
352
353 /* add light, by finding all (non-null) nearby light sources, then
354 * mark those squares specially. If the darklevel<1, there is no
355 * reason to do this, so we skip this function
356 */
357
358 if (darklevel < 1)
359 return;
360
361 /* Do a sanity check. If not valid, some code below may do odd
362 * things.
363 */
364 if (darklevel > MAX_DARKNESS)
365 {
366 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
367 darklevel = MAX_DARKNESS;
368 }
369
370 /* first, make everything totally dark */
371 for (x = 0; x < op->contr->ns->mapx; x++)
372 for (y = 0; y < op->contr->ns->mapy; y++)
373 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
374 op->contr->blocked_los[x][y] = LOS_MAX;
375
376 int half_x = op->contr->ns->mapx / 2;
377 int half_y = op->contr->ns->mapy / 2;
378
379 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
380 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
381 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
382 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
383
384 int pass2 = 0; // negative lights have an extra pass
385
386 /*
387 * Only process the area of interest.
388 * the basex, basey values represent the position in the op->contr->blocked_los
389 * array. Its easier to just increment them here (and start with the right
390 * value) than to recalculate them down below.
391 */
392 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
393 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
394 {
395 maptile *m = op->map;
396 sint16 nx = x;
397 sint16 ny = y;
398
399 if (!xy_normalise (m, nx, ny))
400 continue;
401
402 mapspace &ms = m->at (nx, ny);
403 ms.update ();
404 sint8 light = ms.light;
405
406 if (expect_false (light))
407 if (light < 0)
408 pass2 = 1;
409 else
410 {
411 /* This space is providing light, so we need to brighten up the
412 * spaces around here.
413 */
414 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
415
416 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
417 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
418 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
419 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
420 }
421 }
422
423 // psosibly do 2nd pass for rare negative glow radii
424 if (expect_false (pass2))
425 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
426 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
427 {
428 maptile *m = op->map;
429 sint16 nx = x;
430 sint16 ny = y;
431
432 if (!xy_normalise (m, nx, ny))
433 continue;
434
435 mapspace &ms = m->at (nx, ny);
436 ms.update ();
437 sint8 light = ms.light;
438
439 if (expect_false (light < 0))
440 {
441 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
442
443 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
444 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
445 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
446 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
447 }
448 }
449
450 /* Outdoor should never really be completely pitch black dark like
451 * a dungeon, so let the player at least see a little around themselves
452 */
453 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
454 {
455 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3))
456 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3;
457
458 for (x = -1; x <= 1; x++)
459 for (y = -1; y <= 1; y++)
460 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2))
461 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2;
462 }
463
464 /* grant some vision to the player, based on the darklevel */
465 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
466 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
467 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED))
468 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
469 max (0, 6 - darklevel - max (abs (x), abs (y)));
470 }
471
472 /* blinded_sight() - sets all viewable squares to blocked except
473 * for the one the central one that the player occupies. A little
474 * odd that you can see yourself (and what your standing on), but
475 * really need for any reasonable game play.
476 */
477 static void
478 blinded_sight (object *op)
479 {
480 int x, y;
481
482 for (x = 0; x < op->contr->ns->mapx; x++)
483 for (y = 0; y < op->contr->ns->mapy; y++)
484 op->contr->blocked_los[x][y] = LOS_BLOCKED;
485
486 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
487 }
488
489 /*
490 * update_los() recalculates the array which specifies what is
491 * visible for the given player-object.
492 */
493 void
494 update_los (object *op)
495 {
496 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
497
498 if (QUERY_FLAG (op, FLAG_REMOVED))
499 return;
500
501 clear_los (op->contr);
502
503 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
504 return;
505
506 /* For larger maps, this is more efficient than the old way which
507 * used the chaining of the block array. Since many space views could
508 * be blocked by different spaces in front, this mean that a lot of spaces
509 * could be examined multile times, as each path would be looked at.
510 */
511 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
512 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
513 check_wall (op, x, y);
514
515 /* do the los of the player. 3 (potential) cases */
516 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
517 blinded_sight (op);
518 else
519 expand_sight (op);
520
521 //TODO: no range-checking whatsoever :(
522 if (QUERY_FLAG (op, FLAG_XRAYS))
523 for (int x = -2; x <= 2; x++)
524 for (int y = -2; y <= 2; y++)
525 op->contr->blocked_los[dx + x][dy + y] = 0;
526 }
527
528 /* update all_map_los is like update_all_los below,
529 * but updates everyone on the map, no matter where they
530 * are. This generally should not be used, as a per
531 * specific map change doesn't make much sense when tiling
532 * is considered (lowering darkness would certainly be a
533 * strange effect if done on a tile map, as it makes
534 * the distinction between maps much more obvious to the
535 * players, which is should not be.
536 * Currently, this function is called from the
537 * change_map_light function
538 */
539 void
540 update_all_map_los (maptile *map)
541 {
542 for_all_players (pl)
543 if (pl->ob && pl->ob->map == map)
544 pl->do_los = 1;
545 }
546
547 /*
548 * This function makes sure that update_los() will be called for all
549 * players on the given map within the next frame.
550 * It is triggered by removal or inserting of objects which blocks
551 * the sight in the map.
552 * Modified by MSW 2001-07-12 to take a coordinate of the changed
553 * position, and to also take map tiling into account. This change
554 * means that just being on the same map is not sufficient - the
555 * space that changes must be withing your viewable area.
556 *
557 * map is the map that changed, x and y are the coordinates.
558 */
559 void
560 update_all_los (const maptile *map, int x, int y)
561 {
562 for_all_players (pl)
563 {
564 /* Player should not have a null map, but do this
565 * check as a safety
566 */
567 if (!pl->ob || !pl->ob->map || !pl->ns)
568 continue;
569
570 /* Same map is simple case - see if pl is close enough.
571 * Note in all cases, we did the check for same map first,
572 * and then see if the player is close enough and update
573 * los if that is the case. If the player is on the
574 * corresponding map, but not close enough, then the
575 * player can't be on another map that may be closer,
576 * so by setting it up this way, we trim processing
577 * some.
578 */
579 if (pl->ob->map == map)
580 {
581 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
582 pl->do_los = 1;
583 }
584
585 /* Now we check to see if player is on adjacent
586 * maps to the one that changed and also within
587 * view. The tile_maps[] could be null, but in that
588 * case it should never match the pl->ob->map, so
589 * we want ever try to dereference any of the data in it.
590 *
591 * The logic for 0 and 3 is to see how far the player is
592 * from the edge of the map (height/width) - pl->ob->(x,y)
593 * and to add current position on this map - that gives a
594 * distance.
595 * For 1 and 2, we check to see how far the given
596 * coordinate (x,y) is from the corresponding edge,
597 * and then add the players location, which gives
598 * a distance.
599 */
600 else if (pl->ob->map == map->tile_map[0])
601 {
602 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
603 pl->do_los = 1;
604 }
605 else if (pl->ob->map == map->tile_map[2])
606 {
607 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
608 pl->do_los = 1;
609 }
610 else if (pl->ob->map == map->tile_map[1])
611 {
612 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
613 pl->do_los = 1;
614 }
615 else if (pl->ob->map == map->tile_map[3])
616 {
617 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
618 pl->do_los = 1;
619 }
620 }
621 }
622
623 /*
624 * Debug-routine which dumps the array which specifies the visible
625 * area of a player. Triggered by the z key in DM mode.
626 */
627 void
628 print_los (object *op)
629 {
630 int x, y;
631 char buf[50], buf2[10];
632
633 strcpy (buf, " ");
634
635 for (x = 0; x < op->contr->ns->mapx; x++)
636 {
637 sprintf (buf2, "%2d", x);
638 strcat (buf, buf2);
639 }
640
641 new_draw_info (NDI_UNIQUE, 0, op, buf);
642
643 for (y = 0; y < op->contr->ns->mapy; y++)
644 {
645 sprintf (buf, "%2d:", y);
646
647 for (x = 0; x < op->contr->ns->mapx; x++)
648 {
649 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
650 strcat (buf, buf2);
651 }
652
653 new_draw_info (NDI_UNIQUE, 0, op, buf);
654 }
655 }
656
657 /*
658 * make_sure_seen: The object is supposed to be visible through walls, thus
659 * check if any players are nearby, and edit their LOS array.
660 */
661
662 void
663 make_sure_seen (const object *op)
664 {
665 for_all_players (pl)
666 if (pl->ob->map == op->map &&
667 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
668 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)
669 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
670 }
671
672 /*
673 * make_sure_not_seen: The object which is supposed to be visible through
674 * walls has just been removed from the map, so update the los of any
675 * players within its range
676 */
677
678 void
679 make_sure_not_seen (const object *op)
680 {
681 for_all_players (pl)
682 if (pl->ob->map == op->map &&
683 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
684 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)
685 pl->do_los = 1;
686 }