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