1 |
|
2 |
/* |
3 |
* static char *rcsid_los_c = |
4 |
* "$Id: los.C,v 1.3 2006-09-03 00:18:40 root Exp $"; |
5 |
*/ |
6 |
|
7 |
/* |
8 |
CrossFire, A Multiplayer game for X-windows |
9 |
|
10 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
Copyright (C) 1992 Frank Tore Johansen |
12 |
|
13 |
This program is free software; you can redistribute it and/or modify |
14 |
it under the terms of the GNU General Public License as published by |
15 |
the Free Software Foundation; either version 2 of the License, or |
16 |
(at your option) any later version. |
17 |
|
18 |
This program is distributed in the hope that it will be useful, |
19 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
GNU General Public License for more details. |
22 |
|
23 |
You should have received a copy of the GNU General Public License |
24 |
along with this program; if not, write to the Free Software |
25 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
|
27 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
28 |
*/ |
29 |
|
30 |
/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
31 |
|
32 |
#include <global.h> |
33 |
#include <funcpoint.h> |
34 |
#include <math.h> |
35 |
|
36 |
|
37 |
/* Distance must be less than this for the object to be blocked. |
38 |
* An object is 1.0 wide, so if set to 0.5, it means the object |
39 |
* that blocks half the view (0.0 is complete block) will |
40 |
* block view in our tables. |
41 |
* .4 or less lets you see through walls. .5 is about right. |
42 |
*/ |
43 |
|
44 |
#define SPACE_BLOCK 0.5 |
45 |
|
46 |
typedef struct blstr |
47 |
{ |
48 |
int x[4], y[4]; |
49 |
int index; |
50 |
} blocks; |
51 |
|
52 |
blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
53 |
|
54 |
static void expand_lighted_sight (object *op); |
55 |
|
56 |
/* |
57 |
* Used to initialise the array used by the LOS routines. |
58 |
* What this sets if that x,y blocks the view of bx,by |
59 |
* This then sets up a relation - for example, something |
60 |
* at 5,4 blocks view at 5,3 which blocks view at 5,2 |
61 |
* etc. So when we check 5,4 and find it block, we have |
62 |
* the data to know that 5,3 and 5,2 and 5,1 should also |
63 |
* be blocked. |
64 |
*/ |
65 |
|
66 |
static void |
67 |
set_block (int x, int y, int bx, int by) |
68 |
{ |
69 |
int index = block[x][y].index, i; |
70 |
|
71 |
/* Due to flipping, we may get duplicates - better safe than sorry. |
72 |
*/ |
73 |
for (i = 0; i < index; i++) |
74 |
{ |
75 |
if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
76 |
return; |
77 |
} |
78 |
|
79 |
block[x][y].x[index] = bx; |
80 |
block[x][y].y[index] = by; |
81 |
block[x][y].index++; |
82 |
#ifdef LOS_DEBUG |
83 |
LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
84 |
#endif |
85 |
} |
86 |
|
87 |
/* |
88 |
* initialises the array used by the LOS routines. |
89 |
*/ |
90 |
|
91 |
/* since we are only doing the upper left quadrant, only |
92 |
* these spaces could possibly get blocked, since these |
93 |
* are the only ones further out that are still possibly in the |
94 |
* sightline. |
95 |
*/ |
96 |
|
97 |
void |
98 |
init_block (void) |
99 |
{ |
100 |
int x, y, dx, dy, i; |
101 |
static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
102 |
{ |
103 |
-1, 0, -1}; |
104 |
|
105 |
for (x = 0; x < MAP_CLIENT_X; x++) |
106 |
for (y = 0; y < MAP_CLIENT_Y; y++) |
107 |
{ |
108 |
block[x][y].index = 0; |
109 |
} |
110 |
|
111 |
|
112 |
/* The table should be symmetric, so only do the upper left |
113 |
* quadrant - makes the processing easier. |
114 |
*/ |
115 |
for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
116 |
{ |
117 |
for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
118 |
{ |
119 |
for (i = 0; i < 3; i++) |
120 |
{ |
121 |
dx = x + block_x[i]; |
122 |
dy = y + block_y[i]; |
123 |
|
124 |
/* center space never blocks */ |
125 |
if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
126 |
continue; |
127 |
|
128 |
/* If its a straight line, its blocked */ |
129 |
if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
130 |
{ |
131 |
/* For simplicity, we mirror the coordinates to block the other |
132 |
* quadrants. |
133 |
*/ |
134 |
set_block (x, y, dx, dy); |
135 |
if (x == MAP_CLIENT_X / 2) |
136 |
{ |
137 |
set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
138 |
} |
139 |
else if (y == MAP_CLIENT_Y / 2) |
140 |
{ |
141 |
set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
142 |
} |
143 |
} |
144 |
else |
145 |
{ |
146 |
float d1, r, s, l; |
147 |
|
148 |
/* We use the algorihm that found out how close the point |
149 |
* (x,y) is to the line from dx,dy to the center of the viewable |
150 |
* area. l is the distance from x,y to the line. |
151 |
* r is more a curiosity - it lets us know what direction (left/right) |
152 |
* the line is off |
153 |
*/ |
154 |
|
155 |
d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); |
156 |
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
157 |
s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
158 |
l = FABS (sqrt (d1) * s); |
159 |
|
160 |
if (l <= SPACE_BLOCK) |
161 |
{ |
162 |
/* For simplicity, we mirror the coordinates to block the other |
163 |
* quadrants. |
164 |
*/ |
165 |
set_block (x, y, dx, dy); |
166 |
set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
167 |
set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
168 |
set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
169 |
} |
170 |
} |
171 |
} |
172 |
} |
173 |
} |
174 |
} |
175 |
|
176 |
/* |
177 |
* Used to initialise the array used by the LOS routines. |
178 |
* x,y are indexes into the blocked[][] array. |
179 |
* This recursively sets the blocked line of sight view. |
180 |
* From the blocked[][] array, we know for example |
181 |
* that if some particular space is blocked, it blocks |
182 |
* the view of the spaces 'behind' it, and those blocked |
183 |
* spaces behind it may block other spaces, etc. |
184 |
* In this way, the chain of visibility is set. |
185 |
*/ |
186 |
|
187 |
static void |
188 |
set_wall (object *op, int x, int y) |
189 |
{ |
190 |
int i; |
191 |
|
192 |
for (i = 0; i < block[x][y].index; i++) |
193 |
{ |
194 |
int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
195 |
|
196 |
/* ax, ay are the values as adjusted to be in the |
197 |
* socket look structure. |
198 |
*/ |
199 |
ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
200 |
ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
201 |
|
202 |
if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) |
203 |
continue; |
204 |
#if 0 |
205 |
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
206 |
#endif |
207 |
/* we need to adjust to the fact that the socket |
208 |
* code wants the los to start from the 0,0 |
209 |
* and not be relative to middle of los array. |
210 |
*/ |
211 |
op->contr->blocked_los[ax][ay] = 100; |
212 |
set_wall (op, dx, dy); |
213 |
} |
214 |
} |
215 |
|
216 |
/* |
217 |
* Used to initialise the array used by the LOS routines. |
218 |
* op is the object, x and y values based on MAP_CLIENT_X and Y. |
219 |
* this is because they index the blocked[][] arrays. |
220 |
*/ |
221 |
|
222 |
static void |
223 |
check_wall (object *op, int x, int y) |
224 |
{ |
225 |
int ax, ay; |
226 |
|
227 |
if (!block[x][y].index) |
228 |
return; |
229 |
|
230 |
/* ax, ay are coordinates as indexed into the look window */ |
231 |
ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; |
232 |
ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; |
233 |
|
234 |
/* If the converted coordinates are outside the viewable |
235 |
* area for the client, return now. |
236 |
*/ |
237 |
if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) |
238 |
return; |
239 |
|
240 |
#if 0 |
241 |
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
242 |
ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
243 |
#endif |
244 |
|
245 |
/* If this space is already blocked, prune the processing - presumably |
246 |
* whatever has set this space to be blocked has done the work and already |
247 |
* done the dependency chain. |
248 |
*/ |
249 |
if (op->contr->blocked_los[ax][ay] == 100) |
250 |
return; |
251 |
|
252 |
|
253 |
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)) |
254 |
set_wall (op, x, y); |
255 |
} |
256 |
|
257 |
/* |
258 |
* Clears/initialises the los-array associated to the player |
259 |
* controlling the object. |
260 |
*/ |
261 |
|
262 |
void |
263 |
clear_los (object *op) |
264 |
{ |
265 |
/* This is safer than using the socket->mapx, mapy because |
266 |
* we index the blocked_los as a 2 way array, so clearing |
267 |
* the first z spaces may not not cover the spaces we are |
268 |
* actually going to use |
269 |
*/ |
270 |
(void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
271 |
} |
272 |
|
273 |
/* |
274 |
* expand_sight goes through the array of what the given player is |
275 |
* able to see, and expands the visible area a bit, so the player will, |
276 |
* to a certain degree, be able to see into corners. |
277 |
* This is somewhat suboptimal, would be better to improve the formula. |
278 |
*/ |
279 |
|
280 |
static void |
281 |
expand_sight (object *op) |
282 |
{ |
283 |
int i, x, y, dx, dy; |
284 |
|
285 |
for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ |
286 |
for (y = 1; y < op->contr->socket.mapy - 1; y++) |
287 |
{ |
288 |
if (!op->contr->blocked_los[x][y] && |
289 |
!(get_map_flags (op->map, NULL, |
290 |
op->x - op->contr->socket.mapx / 2 + x, |
291 |
op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
292 |
{ |
293 |
|
294 |
for (i = 1; i <= 8; i += 1) |
295 |
{ /* mark all directions */ |
296 |
dx = x + freearr_x[i]; |
297 |
dy = y + freearr_y[i]; |
298 |
if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
299 |
op->contr->blocked_los[dx][dy] = -1; |
300 |
} |
301 |
} |
302 |
} |
303 |
|
304 |
if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ |
305 |
expand_lighted_sight (op); |
306 |
|
307 |
|
308 |
/* clear mark squares */ |
309 |
for (x = 0; x < op->contr->socket.mapx; x++) |
310 |
for (y = 0; y < op->contr->socket.mapy; y++) |
311 |
if (op->contr->blocked_los[x][y] < 0) |
312 |
op->contr->blocked_los[x][y] = 0; |
313 |
} |
314 |
|
315 |
|
316 |
|
317 |
|
318 |
/* returns true if op carries one or more lights |
319 |
* This is a trivial function now days, but it used to |
320 |
* be a bit longer. Probably better for callers to just |
321 |
* check the op->glow_radius instead of calling this. |
322 |
*/ |
323 |
|
324 |
int |
325 |
has_carried_lights (const object *op) |
326 |
{ |
327 |
/* op may glow! */ |
328 |
if (op->glow_radius > 0) |
329 |
return 1; |
330 |
|
331 |
return 0; |
332 |
} |
333 |
|
334 |
static void |
335 |
expand_lighted_sight (object *op) |
336 |
{ |
337 |
int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
338 |
mapstruct *m = op->map; |
339 |
sint16 nx, ny; |
340 |
|
341 |
darklevel = MAP_DARKNESS (m); |
342 |
|
343 |
/* If the player can see in the dark, lower the darklevel for him */ |
344 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
345 |
darklevel -= 2; |
346 |
|
347 |
/* add light, by finding all (non-null) nearby light sources, then |
348 |
* mark those squares specially. If the darklevel<1, there is no |
349 |
* reason to do this, so we skip this function |
350 |
*/ |
351 |
|
352 |
if (darklevel < 1) |
353 |
return; |
354 |
|
355 |
/* Do a sanity check. If not valid, some code below may do odd |
356 |
* things. |
357 |
*/ |
358 |
if (darklevel > MAX_DARKNESS) |
359 |
{ |
360 |
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); |
361 |
darklevel = MAX_DARKNESS; |
362 |
} |
363 |
|
364 |
/* First, limit player furthest (unlighted) vision */ |
365 |
for (x = 0; x < op->contr->socket.mapx; x++) |
366 |
for (y = 0; y < op->contr->socket.mapy; y++) |
367 |
if (op->contr->blocked_los[x][y] != 100) |
368 |
op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
369 |
|
370 |
/* the spaces[] darkness value contains the information we need. |
371 |
* Only process the area of interest. |
372 |
* the basex, basey values represent the position in the op->contr->blocked_los |
373 |
* array. Its easier to just increment them here (and start with the right |
374 |
* value) than to recalculate them down below. |
375 |
*/ |
376 |
for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
377 |
x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
378 |
{ |
379 |
|
380 |
for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
381 |
y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
382 |
{ |
383 |
m = op->map; |
384 |
nx = x; |
385 |
ny = y; |
386 |
|
387 |
mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
388 |
|
389 |
if (mflags & P_OUT_OF_MAP) |
390 |
continue; |
391 |
|
392 |
/* This space is providing light, so we need to brighten up the |
393 |
* spaces around here. |
394 |
*/ |
395 |
light = GET_MAP_LIGHT (m, nx, ny); |
396 |
if (light != 0) |
397 |
{ |
398 |
#if 0 |
399 |
LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
400 |
#endif |
401 |
for (ax = basex - light; ax <= basex + light; ax++) |
402 |
{ |
403 |
if (ax < 0 || ax >= op->contr->socket.mapx) |
404 |
continue; |
405 |
for (ay = basey - light; ay <= basey + light; ay++) |
406 |
{ |
407 |
if (ay < 0 || ay >= op->contr->socket.mapy) |
408 |
continue; |
409 |
|
410 |
/* If the space is fully blocked, do nothing. Otherwise, we |
411 |
* brighten the space. The further the light is away from the |
412 |
* source (basex-x), the less effect it has. Though light used |
413 |
* to dim in a square manner, it now dims in a circular manner |
414 |
* using the the pythagorean theorem. glow_radius still |
415 |
* represents the radius |
416 |
*/ |
417 |
if (op->contr->blocked_los[ax][ay] != 100) |
418 |
{ |
419 |
x1 = abs (basex - ax) * abs (basex - ax); |
420 |
y1 = abs (basey - ay) * abs (basey - ay); |
421 |
if (light > 0) |
422 |
op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
423 |
if (light < 0) |
424 |
op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
425 |
} |
426 |
} /* for ay */ |
427 |
} /* for ax */ |
428 |
} /* if this space is providing light */ |
429 |
} /* for y */ |
430 |
} /* for x */ |
431 |
|
432 |
/* Outdoor should never really be completely pitch black dark like |
433 |
* a dungeon, so let the player at least see a little around themselves |
434 |
*/ |
435 |
if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
436 |
{ |
437 |
if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) |
438 |
op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; |
439 |
|
440 |
for (x = -1; x <= 1; x++) |
441 |
for (y = -1; y <= 1; y++) |
442 |
{ |
443 |
if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) |
444 |
op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2; |
445 |
} |
446 |
} |
447 |
/* grant some vision to the player, based on the darklevel */ |
448 |
for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
449 |
for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
450 |
if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100)) |
451 |
op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= |
452 |
MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
453 |
} |
454 |
|
455 |
/* blinded_sight() - sets all veiwable squares to blocked except |
456 |
* for the one the central one that the player occupies. A little |
457 |
* odd that you can see yourself (and what your standing on), but |
458 |
* really need for any reasonable game play. |
459 |
*/ |
460 |
|
461 |
static void |
462 |
blinded_sight (object *op) |
463 |
{ |
464 |
int x, y; |
465 |
|
466 |
for (x = 0; x < op->contr->socket.mapx; x++) |
467 |
for (y = 0; y < op->contr->socket.mapy; y++) |
468 |
op->contr->blocked_los[x][y] = 100; |
469 |
|
470 |
op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; |
471 |
} |
472 |
|
473 |
/* |
474 |
* update_los() recalculates the array which specifies what is |
475 |
* visible for the given player-object. |
476 |
*/ |
477 |
|
478 |
void |
479 |
update_los (object *op) |
480 |
{ |
481 |
int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; |
482 |
|
483 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
484 |
return; |
485 |
|
486 |
clear_los (op); |
487 |
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
488 |
return; |
489 |
|
490 |
/* For larger maps, this is more efficient than the old way which |
491 |
* used the chaining of the block array. Since many space views could |
492 |
* be blocked by different spaces in front, this mean that a lot of spaces |
493 |
* could be examined multile times, as each path would be looked at. |
494 |
*/ |
495 |
for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) |
496 |
for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) |
497 |
check_wall (op, x, y); |
498 |
|
499 |
|
500 |
/* do the los of the player. 3 (potential) cases */ |
501 |
if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
502 |
blinded_sight (op); |
503 |
else |
504 |
expand_sight (op); |
505 |
|
506 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
507 |
{ |
508 |
int x, y; |
509 |
|
510 |
for (x = -2; x <= 2; x++) |
511 |
for (y = -2; y <= 2; y++) |
512 |
op->contr->blocked_los[dx + x][dy + y] = 0; |
513 |
} |
514 |
} |
515 |
|
516 |
/* update all_map_los is like update_all_los below, |
517 |
* but updates everyone on the map, no matter where they |
518 |
* are. This generally should not be used, as a per |
519 |
* specific map change doesn't make much sense when tiling |
520 |
* is considered (lowering darkness would certainly be a |
521 |
* strange effect if done on a tile map, as it makes |
522 |
* the distinction between maps much more obvious to the |
523 |
* players, which is should not be. |
524 |
* Currently, this function is called from the |
525 |
* change_map_light function |
526 |
*/ |
527 |
void |
528 |
update_all_map_los (mapstruct *map) |
529 |
{ |
530 |
player *pl; |
531 |
|
532 |
for (pl = first_player; pl != NULL; pl = pl->next) |
533 |
{ |
534 |
if (pl->ob->map == map) |
535 |
pl->do_los = 1; |
536 |
} |
537 |
} |
538 |
|
539 |
|
540 |
/* |
541 |
* This function makes sure that update_los() will be called for all |
542 |
* players on the given map within the next frame. |
543 |
* It is triggered by removal or inserting of objects which blocks |
544 |
* the sight in the map. |
545 |
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
546 |
* position, and to also take map tiling into account. This change |
547 |
* means that just being on the same map is not sufficient - the |
548 |
* space that changes must be withing your viewable area. |
549 |
* |
550 |
* map is the map that changed, x and y are the coordinates. |
551 |
*/ |
552 |
|
553 |
void |
554 |
update_all_los (const mapstruct *map, int x, int y) |
555 |
{ |
556 |
player *pl; |
557 |
|
558 |
for (pl = first_player; pl != NULL; pl = pl->next) |
559 |
{ |
560 |
/* Player should not have a null map, but do this |
561 |
* check as a safety |
562 |
*/ |
563 |
if (!pl->ob->map) |
564 |
continue; |
565 |
|
566 |
/* Same map is simple case - see if pl is close enough. |
567 |
* Note in all cases, we did the check for same map first, |
568 |
* and then see if the player is close enough and update |
569 |
* los if that is the case. If the player is on the |
570 |
* corresponding map, but not close enough, then the |
571 |
* player can't be on another map that may be closer, |
572 |
* so by setting it up this way, we trim processing |
573 |
* some. |
574 |
*/ |
575 |
if (pl->ob->map == map) |
576 |
{ |
577 |
if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
578 |
pl->do_los = 1; |
579 |
} |
580 |
/* Now we check to see if player is on adjacent |
581 |
* maps to the one that changed and also within |
582 |
* view. The tile_maps[] could be null, but in that |
583 |
* case it should never match the pl->ob->map, so |
584 |
* we want ever try to dereference any of the data in it. |
585 |
*/ |
586 |
|
587 |
/* The logic for 0 and 3 is to see how far the player is |
588 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
589 |
* and to add current position on this map - that gives a |
590 |
* distance. |
591 |
* For 1 and 2, we check to see how far the given |
592 |
* coordinate (x,y) is from the corresponding edge, |
593 |
* and then add the players location, which gives |
594 |
* a distance. |
595 |
*/ |
596 |
else if (pl->ob->map == map->tile_map[0]) |
597 |
{ |
598 |
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)) |
599 |
pl->do_los = 1; |
600 |
} |
601 |
else if (pl->ob->map == map->tile_map[2]) |
602 |
{ |
603 |
if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) |
604 |
pl->do_los = 1; |
605 |
} |
606 |
else if (pl->ob->map == map->tile_map[1]) |
607 |
{ |
608 |
if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) |
609 |
pl->do_los = 1; |
610 |
} |
611 |
else if (pl->ob->map == map->tile_map[3]) |
612 |
{ |
613 |
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)) |
614 |
pl->do_los = 1; |
615 |
} |
616 |
} |
617 |
} |
618 |
|
619 |
/* |
620 |
* Debug-routine which dumps the array which specifies the visible |
621 |
* area of a player. Triggered by the z key in DM mode. |
622 |
*/ |
623 |
|
624 |
void |
625 |
print_los (object *op) |
626 |
{ |
627 |
int x, y; |
628 |
char buf[50], buf2[10]; |
629 |
|
630 |
strcpy (buf, " "); |
631 |
for (x = 0; x < op->contr->socket.mapx; x++) |
632 |
{ |
633 |
sprintf (buf2, "%2d", x); |
634 |
strcat (buf, buf2); |
635 |
} |
636 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
637 |
for (y = 0; y < op->contr->socket.mapy; y++) |
638 |
{ |
639 |
sprintf (buf, "%2d:", y); |
640 |
for (x = 0; x < op->contr->socket.mapx; x++) |
641 |
{ |
642 |
sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
643 |
strcat (buf, buf2); |
644 |
} |
645 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
646 |
} |
647 |
} |
648 |
|
649 |
/* |
650 |
* make_sure_seen: The object is supposed to be visible through walls, thus |
651 |
* check if any players are nearby, and edit their LOS array. |
652 |
*/ |
653 |
|
654 |
void |
655 |
make_sure_seen (const object *op) |
656 |
{ |
657 |
player *pl; |
658 |
|
659 |
for (pl = first_player; pl; pl = pl->next) |
660 |
if (pl->ob->map == op->map && |
661 |
pl->ob->y - pl->socket.mapy / 2 <= op->y && |
662 |
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) |
663 |
pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; |
664 |
} |
665 |
|
666 |
/* |
667 |
* make_sure_not_seen: The object which is supposed to be visible through |
668 |
* walls has just been removed from the map, so update the los of any |
669 |
* players within its range |
670 |
*/ |
671 |
|
672 |
void |
673 |
make_sure_not_seen (const object *op) |
674 |
{ |
675 |
player *pl; |
676 |
|
677 |
for (pl = first_player; pl; pl = pl->next) |
678 |
if (pl->ob->map == op->map && |
679 |
pl->ob->y - pl->socket.mapy / 2 <= op->y && |
680 |
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) |
681 |
pl->do_los = 1; |
682 |
} |