ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/los.C
Revision: 1.37
Committed: Thu Dec 18 02:49:22 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +31 -44 lines
Log Message:
indent

File Contents

# 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 #define SPACE_BLOCK 0.5
36
37 typedef struct blstr
38 {
39 int x[4], y[4];
40 int index;
41 } blocks;
42
43 // 31/32 == a speed hack
44 // we would like to use 32 for speed, but the code loops endlessly
45 // then, reason not yet identified, so only make the array use 32,
46 // not the define's.
47 blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
48
49 static void expand_lighted_sight (object *op);
50
51 /*
52 * Used to initialise the array used by the LOS routines.
53 * What this sets if that x,y blocks the view of bx,by
54 * This then sets up a relation - for example, something
55 * at 5,4 blocks view at 5,3 which blocks view at 5,2
56 * etc. So when we check 5,4 and find it block, we have
57 * the data to know that 5,3 and 5,2 and 5,1 should also
58 * be blocked.
59 */
60
61 static void
62 set_block (int x, int y, int bx, int by)
63 {
64 int index = block[x][y].index, i;
65
66 /* Due to flipping, we may get duplicates - better safe than sorry.
67 */
68 for (i = 0; i < index; i++)
69 {
70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
71 return;
72 }
73
74 block[x][y].x[index] = bx;
75 block[x][y].y[index] = by;
76 block[x][y].index++;
77 #ifdef LOS_DEBUG
78 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
79 #endif
80 }
81
82 /*
83 * initialises the array used by the LOS routines.
84 */
85
86 /* since we are only doing the upper left quadrant, only
87 * these spaces could possibly get blocked, since these
88 * are the only ones further out that are still possibly in the
89 * sightline.
90 */
91 void
92 init_block (void)
93 {
94 static int block_x[3] = { -1, -1, 0 },
95 block_y[3] = { -1, 0, -1 };
96
97 for (int x = 0; x < MAP_CLIENT_X; x++)
98 for (int y = 0; y < MAP_CLIENT_Y; y++)
99 block[x][y].index = 0;
100
101 /* The table should be symmetric, so only do the upper left
102 * quadrant - makes the processing easier.
103 */
104 for (int x = 1; x <= MAP_CLIENT_X / 2; x++)
105 {
106 for (int y = 1; y <= MAP_CLIENT_Y / 2; y++)
107 {
108 for (int i = 0; i < 3; i++)
109 {
110 int dx = x + block_x[i];
111 int dy = y + block_y[i];
112
113 /* center space never blocks */
114 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
115 continue;
116
117 /* If its a straight line, its blocked */
118 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
119 {
120 /* For simplicity, we mirror the coordinates to block the other
121 * quadrants.
122 */
123 set_block (x, y, dx, dy);
124 if (x == MAP_CLIENT_X / 2)
125 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
126 else if (y == MAP_CLIENT_Y / 2)
127 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
128 }
129 else
130 {
131 float d1, r, s, l;
132
133 /* We use the algorithm that found out how close the point
134 * (x,y) is to the line from dx,dy to the center of the viewable
135 * area. l is the distance from x,y to the line.
136 * r is more a curiosity - it lets us know what direction (left/right)
137 * the line is off
138 */
139
140 d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f));
141 r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
142 s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
143 l = fabs (sqrtf (d1) * s);
144
145 if (l <= SPACE_BLOCK)
146 {
147 /* For simplicity, we mirror the coordinates to block the other
148 * quadrants.
149 */
150 set_block (x, y, dx, dy);
151 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
152 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
153 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
154 }
155 }
156 }
157 }
158 }
159 }
160
161 /*
162 * Used to initialise the array used by the LOS routines.
163 * x,y are indexes into the blocked[][] array.
164 * This recursively sets the blocked line of sight view.
165 * From the blocked[][] array, we know for example
166 * that if some particular space is blocked, it blocks
167 * the view of the spaces 'behind' it, and those blocked
168 * spaces behind it may block other spaces, etc.
169 * In this way, the chain of visibility is set.
170 */
171 static void
172 set_wall (object *op, int x, int y)
173 {
174 for (int i = 0; i < block[x][y].index; i++)
175 {
176 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
177
178 /* ax, ay are the values as adjusted to be in the
179 * socket look structure.
180 */
181 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
182 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
183
184 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
185 continue;
186 #if 0
187 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
188 #endif
189 /* we need to adjust to the fact that the socket
190 * code wants the los to start from the 0,0
191 * and not be relative to middle of los array.
192 */
193 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
194 set_wall (op, dx, dy);
195 }
196 }
197
198 /*
199 * Used to initialise the array used by the LOS routines.
200 * op is the object, x and y values based on MAP_CLIENT_X and Y.
201 * this is because they index the blocked[][] arrays.
202 */
203 static void
204 check_wall (object *op, int x, int y)
205 {
206 int ax, ay;
207
208 if (!block[x][y].index)
209 return;
210
211 /* ax, ay are coordinates as indexed into the look window */
212 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
213 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
214
215 /* If the converted coordinates are outside the viewable
216 * area for the client, return now.
217 */
218 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
219 return;
220
221 #if 0
222 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
223 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
224 #endif
225
226 /* If this space is already blocked, prune the processing - presumably
227 * whatever has set this space to be blocked has done the work and already
228 * done the dependency chain.
229 */
230 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
231 return;
232
233 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))
234 set_wall (op, x, y);
235 }
236
237 /*
238 * Clears/initialises the los-array associated to the player
239 * controlling the object.
240 */
241
242 void
243 clear_los (player *pl)
244 {
245 /* This is safer than using the ns->mapx, mapy because
246 * we index the blocked_los as a 2 way array, so clearing
247 * the first z spaces may not not cover the spaces we are
248 * actually going to use
249 */
250 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
251 }
252
253 /*
254 * expand_sight goes through the array of what the given player is
255 * able to see, and expands the visible area a bit, so the player will,
256 * to a certain degree, be able to see into corners.
257 * This is somewhat suboptimal, would be better to improve the formula.
258 */
259 static void
260 expand_sight (object *op)
261 {
262 for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
263 for (int y = 1; y < op->contr->ns->mapy - 1; y++)
264 if (!op->contr->blocked_los[x][y] &&
265 !(get_map_flags (op->map, NULL,
266 op->x - op->contr->ns->mapx / 2 + x,
267 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
268 {
269 for (int i = 1; i <= 8; i += 1)
270 { /* mark all directions */
271 int dx = x + freearr_x[i];
272 int dy = y + freearr_y[i];
273
274 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
275 op->contr->blocked_los[dx][dy] = -1;
276 }
277 }
278
279 if (op->map->darkness > 0) /* player is on a dark map */
280 expand_lighted_sight (op);
281
282 /* clear mark squares */
283 for (int x = 0; x < op->contr->ns->mapx; x++)
284 for (int y = 0; y < op->contr->ns->mapy; y++)
285 if (op->contr->blocked_los[x][y] < 0)
286 op->contr->blocked_los[x][y] = 0;
287 }
288
289 /* returns true if op carries one or more lights
290 * This is a trivial function now days, but it used to
291 * be a bit longer. Probably better for callers to just
292 * check the op->glow_radius instead of calling this.
293 */
294 int
295 has_carried_lights (const object *op)
296 {
297 /* op may glow! */
298 if (op->glow_radius > 0)
299 return 1;
300
301 return 0;
302 }
303
304 /* radius, distance => lightness adjust */
305 static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
306
307 static struct darkness_init
308 {
309 darkness_init ()
310 {
311 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
312 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
313 {
314 // max intensity
315 int intensity = min (LOS_MAX, abs (radius) + 1);
316
317 // actual intensity
318 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
319
320 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
321 ? min (3, intensity)
322 : LOS_MAX - intensity;
323 }
324 }
325 } darkness_init;
326
327 static void
328 expand_lighted_sight (object *op)
329 {
330 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
331 maptile *m = op->map;
332 sint16 nx, ny;
333
334 darklevel = m->darkness;
335
336 /* If the player can see in the dark, lower the darklevel for him */
337 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
338 darklevel -= LOS_MAX / 2;
339
340 /* add light, by finding all (non-null) nearby light sources, then
341 * mark those squares specially. If the darklevel<1, there is no
342 * reason to do this, so we skip this function
343 */
344
345 if (darklevel < 1)
346 return;
347
348 /* Do a sanity check. If not valid, some code below may do odd
349 * things.
350 */
351 if (darklevel > MAX_DARKNESS)
352 {
353 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
354 darklevel = MAX_DARKNESS;
355 }
356
357 /* first, make everything totally dark */
358 for (x = 0; x < op->contr->ns->mapx; x++)
359 for (y = 0; y < op->contr->ns->mapy; y++)
360 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
361 op->contr->blocked_los[x][y] = LOS_MAX;
362
363 int half_x = op->contr->ns->mapx / 2;
364 int half_y = op->contr->ns->mapy / 2;
365
366 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
367 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
368 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
369 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
370
371 int pass2 = 0; // negative lights have an extra pass
372
373 /*
374 * Only process the area of interest.
375 * the basex, basey values represent the position in the op->contr->blocked_los
376 * array. Its easier to just increment them here (and start with the right
377 * value) than to recalculate them down below.
378 */
379 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
380 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
381 {
382 maptile *m = op->map;
383 sint16 nx = x;
384 sint16 ny = y;
385
386 if (!xy_normalise (m, nx, ny))
387 continue;
388
389 mapspace &ms = m->at (nx, ny);
390 ms.update ();
391 sint8 light = ms.light;
392
393 if (expect_false (light))
394 if (light < 0)
395 pass2 = 1;
396 else
397 {
398 /* This space is providing light, so we need to brighten up the
399 * spaces around here.
400 */
401 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
402
403 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
404 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
405 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
406 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
407 }
408 }
409
410 // psosibly do 2nd pass for rare negative glow radii
411 if (expect_false (pass2))
412 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
413 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
414 {
415 maptile *m = op->map;
416 sint16 nx = x;
417 sint16 ny = y;
418
419 if (!xy_normalise (m, nx, ny))
420 continue;
421
422 mapspace &ms = m->at (nx, ny);
423 ms.update ();
424 sint8 light = ms.light;
425
426 if (expect_false (light < 0))
427 {
428 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
429
430 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
431 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
432 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
433 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
434 }
435 }
436
437 /* Outdoor should never really be completely pitch black dark like
438 * a dungeon, so let the player at least see a little around themselves
439 */
440 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
441 {
442 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3))
443 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3;
444
445 for (x = -1; x <= 1; x++)
446 for (y = -1; y <= 1; y++)
447 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2))
448 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2;
449 }
450
451 /* grant some vision to the player, based on the darklevel */
452 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
453 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
454 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED))
455 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
456 max (0, 6 - darklevel - max (abs (x), abs (y)));
457 }
458
459 /* blinded_sight() - sets all viewable squares to blocked except
460 * for the one the central one that the player occupies. A little
461 * odd that you can see yourself (and what your standing on), but
462 * really need for any reasonable game play.
463 */
464 static void
465 blinded_sight (object *op)
466 {
467 int x, y;
468
469 for (x = 0; x < op->contr->ns->mapx; x++)
470 for (y = 0; y < op->contr->ns->mapy; y++)
471 op->contr->blocked_los[x][y] = LOS_BLOCKED;
472
473 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
474 }
475
476 /*
477 * update_los() recalculates the array which specifies what is
478 * visible for the given player-object.
479 */
480 void
481 update_los (object *op)
482 {
483 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
484
485 if (QUERY_FLAG (op, FLAG_REMOVED))
486 return;
487
488 clear_los (op->contr);
489
490 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
491 return;
492
493 /* For larger maps, this is more efficient than the old way which
494 * used the chaining of the block array. Since many space views could
495 * be blocked by different spaces in front, this mean that a lot of spaces
496 * could be examined multile times, as each path would be looked at.
497 */
498 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
499 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
500 check_wall (op, x, y);
501
502 /* do the los of the player. 3 (potential) cases */
503 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
504 blinded_sight (op);
505 else
506 expand_sight (op);
507
508 //TODO: no range-checking whatsoever :(
509 if (QUERY_FLAG (op, FLAG_XRAYS))
510 for (int x = -2; x <= 2; x++)
511 for (int y = -2; y <= 2; y++)
512 op->contr->blocked_los[dx + x][dy + y] = 0;
513 }
514
515 /* update all_map_los is like update_all_los below,
516 * but updates everyone on the map, no matter where they
517 * are. This generally should not be used, as a per
518 * specific map change doesn't make much sense when tiling
519 * is considered (lowering darkness would certainly be a
520 * strange effect if done on a tile map, as it makes
521 * the distinction between maps much more obvious to the
522 * players, which is should not be.
523 * Currently, this function is called from the
524 * change_map_light function
525 */
526 void
527 update_all_map_los (maptile *map)
528 {
529 for_all_players (pl)
530 if (pl->ob && pl->ob->map == map)
531 pl->do_los = 1;
532 }
533
534 /*
535 * This function makes sure that update_los() will be called for all
536 * players on the given map within the next frame.
537 * It is triggered by removal or inserting of objects which blocks
538 * the sight in the map.
539 * Modified by MSW 2001-07-12 to take a coordinate of the changed
540 * position, and to also take map tiling into account. This change
541 * means that just being on the same map is not sufficient - the
542 * space that changes must be withing your viewable area.
543 *
544 * map is the map that changed, x and y are the coordinates.
545 */
546 void
547 update_all_los (const maptile *map, int x, int y)
548 {
549 for_all_players (pl)
550 {
551 /* Player should not have a null map, but do this
552 * check as a safety
553 */
554 if (!pl->ob || !pl->ob->map || !pl->ns)
555 continue;
556
557 /* Same map is simple case - see if pl is close enough.
558 * Note in all cases, we did the check for same map first,
559 * and then see if the player is close enough and update
560 * los if that is the case. If the player is on the
561 * corresponding map, but not close enough, then the
562 * player can't be on another map that may be closer,
563 * so by setting it up this way, we trim processing
564 * some.
565 */
566 if (pl->ob->map == map)
567 {
568 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
569 pl->do_los = 1;
570 }
571
572 /* Now we check to see if player is on adjacent
573 * maps to the one that changed and also within
574 * view. The tile_maps[] could be null, but in that
575 * case it should never match the pl->ob->map, so
576 * we want ever try to dereference any of the data in it.
577 *
578 * The logic for 0 and 3 is to see how far the player is
579 * from the edge of the map (height/width) - pl->ob->(x,y)
580 * and to add current position on this map - that gives a
581 * distance.
582 * For 1 and 2, we check to see how far the given
583 * coordinate (x,y) is from the corresponding edge,
584 * and then add the players location, which gives
585 * a distance.
586 */
587 else if (pl->ob->map == map->tile_map[0])
588 {
589 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
590 pl->do_los = 1;
591 }
592 else if (pl->ob->map == map->tile_map[2])
593 {
594 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
595 pl->do_los = 1;
596 }
597 else if (pl->ob->map == map->tile_map[1])
598 {
599 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
600 pl->do_los = 1;
601 }
602 else if (pl->ob->map == map->tile_map[3])
603 {
604 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
605 pl->do_los = 1;
606 }
607 }
608 }
609
610 /*
611 * Debug-routine which dumps the array which specifies the visible
612 * area of a player. Triggered by the z key in DM mode.
613 */
614 void
615 print_los (object *op)
616 {
617 int x, y;
618 char buf[50], buf2[10];
619
620 strcpy (buf, " ");
621
622 for (x = 0; x < op->contr->ns->mapx; x++)
623 {
624 sprintf (buf2, "%2d", x);
625 strcat (buf, buf2);
626 }
627
628 new_draw_info (NDI_UNIQUE, 0, op, buf);
629
630 for (y = 0; y < op->contr->ns->mapy; y++)
631 {
632 sprintf (buf, "%2d:", y);
633
634 for (x = 0; x < op->contr->ns->mapx; x++)
635 {
636 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
637 strcat (buf, buf2);
638 }
639
640 new_draw_info (NDI_UNIQUE, 0, op, buf);
641 }
642 }
643
644 /*
645 * make_sure_seen: The object is supposed to be visible through walls, thus
646 * check if any players are nearby, and edit their LOS array.
647 */
648
649 void
650 make_sure_seen (const object *op)
651 {
652 for_all_players (pl)
653 if (pl->ob->map == op->map &&
654 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
655 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)
656 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
657 }
658
659 /*
660 * make_sure_not_seen: The object which is supposed to be visible through
661 * walls has just been removed from the map, so update the los of any
662 * players within its range
663 */
664
665 void
666 make_sure_not_seen (const object *op)
667 {
668 for_all_players (pl)
669 if (pl->ob->map == op->map &&
670 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
671 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)
672 pl->do_los = 1;
673 }