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elmex |
1.1 |
/* |
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pippijn |
1.19 |
* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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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 |
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* 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 |
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* 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@schmorp.de> |
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*/ |
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elmex |
1.1 |
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/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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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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/* 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 |
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* 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. |
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*/ |
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#define SPACE_BLOCK 0.5 |
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root |
1.4 |
typedef struct blstr |
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{ |
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int x[4], y[4]; |
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elmex |
1.1 |
int index; |
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} blocks; |
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blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
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root |
1.4 |
static void expand_lighted_sight (object *op); |
| 49 |
elmex |
1.1 |
|
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/* |
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* Used to initialise the array used by the LOS routines. |
| 52 |
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* What this sets if that x,y blocks the view of bx,by |
| 53 |
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* This then sets up a relation - for example, something |
| 54 |
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* 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. |
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*/ |
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root |
1.4 |
static void |
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set_block (int x, int y, int bx, int by) |
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{ |
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int index = block[x][y].index, i; |
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elmex |
1.1 |
|
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root |
1.4 |
/* Due to flipping, we may get duplicates - better safe than sorry. |
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*/ |
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for (i = 0; i < index; i++) |
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{ |
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if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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return; |
| 71 |
elmex |
1.1 |
} |
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root |
1.4 |
block[x][y].x[index] = bx; |
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block[x][y].y[index] = by; |
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block[x][y].index++; |
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elmex |
1.1 |
#ifdef LOS_DEBUG |
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root |
1.4 |
LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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elmex |
1.1 |
#endif |
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} |
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/* |
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* initialises the array used by the LOS routines. |
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*/ |
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/* since we are only doing the upper left quadrant, only |
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* these spaces could possibly get blocked, since these |
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* are the only ones further out that are still possibly in the |
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* sightline. |
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*/ |
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root |
1.4 |
void |
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init_block (void) |
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{ |
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int x, y, dx, dy, i; |
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static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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{ |
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-1, 0, -1}; |
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for (x = 0; x < MAP_CLIENT_X; x++) |
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for (y = 0; y < MAP_CLIENT_Y; y++) |
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{ |
| 102 |
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block[x][y].index = 0; |
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} |
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/* The table should be symmetric, so only do the upper left |
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* quadrant - makes the processing easier. |
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*/ |
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for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
| 110 |
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{ |
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for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
| 112 |
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{ |
| 113 |
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for (i = 0; i < 3; i++) |
| 114 |
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{ |
| 115 |
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dx = x + block_x[i]; |
| 116 |
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dy = y + block_y[i]; |
| 117 |
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| 118 |
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/* center space never blocks */ |
| 119 |
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if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
| 120 |
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continue; |
| 121 |
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| 122 |
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/* If its a straight line, its blocked */ |
| 123 |
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if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
| 124 |
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{ |
| 125 |
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/* For simplicity, we mirror the coordinates to block the other |
| 126 |
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* quadrants. |
| 127 |
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*/ |
| 128 |
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set_block (x, y, dx, dy); |
| 129 |
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if (x == MAP_CLIENT_X / 2) |
| 130 |
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{ |
| 131 |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
| 132 |
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} |
| 133 |
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else if (y == MAP_CLIENT_Y / 2) |
| 134 |
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{ |
| 135 |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
| 136 |
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} |
| 137 |
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} |
| 138 |
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else |
| 139 |
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{ |
| 140 |
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float d1, r, s, l; |
| 141 |
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| 142 |
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/* We use the algorihm that found out how close the point |
| 143 |
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* (x,y) is to the line from dx,dy to the center of the viewable |
| 144 |
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* area. l is the distance from x,y to the line. |
| 145 |
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* r is more a curiosity - it lets us know what direction (left/right) |
| 146 |
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* the line is off |
| 147 |
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*/ |
| 148 |
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| 149 |
root |
1.7 |
d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
| 150 |
root |
1.4 |
r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
| 151 |
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s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
| 152 |
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l = FABS (sqrt (d1) * s); |
| 153 |
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| 154 |
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if (l <= SPACE_BLOCK) |
| 155 |
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{ |
| 156 |
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/* For simplicity, we mirror the coordinates to block the other |
| 157 |
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* quadrants. |
| 158 |
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*/ |
| 159 |
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set_block (x, y, dx, dy); |
| 160 |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
| 161 |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
| 162 |
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set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
| 163 |
root |
1.2 |
} |
| 164 |
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} |
| 165 |
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} |
| 166 |
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} |
| 167 |
elmex |
1.1 |
} |
| 168 |
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} |
| 169 |
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| 170 |
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/* |
| 171 |
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* Used to initialise the array used by the LOS routines. |
| 172 |
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* x,y are indexes into the blocked[][] array. |
| 173 |
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* This recursively sets the blocked line of sight view. |
| 174 |
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* From the blocked[][] array, we know for example |
| 175 |
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* that if some particular space is blocked, it blocks |
| 176 |
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* the view of the spaces 'behind' it, and those blocked |
| 177 |
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* spaces behind it may block other spaces, etc. |
| 178 |
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* In this way, the chain of visibility is set. |
| 179 |
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*/ |
| 180 |
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| 181 |
root |
1.4 |
static void |
| 182 |
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set_wall (object *op, int x, int y) |
| 183 |
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{ |
| 184 |
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int i; |
| 185 |
elmex |
1.1 |
|
| 186 |
root |
1.4 |
for (i = 0; i < block[x][y].index; i++) |
| 187 |
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{ |
| 188 |
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int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
| 189 |
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| 190 |
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/* ax, ay are the values as adjusted to be in the |
| 191 |
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* socket look structure. |
| 192 |
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*/ |
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root |
1.10 |
ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
| 194 |
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ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
| 195 |
elmex |
1.1 |
|
| 196 |
root |
1.10 |
if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
| 197 |
root |
1.4 |
continue; |
| 198 |
elmex |
1.1 |
#if 0 |
| 199 |
root |
1.4 |
LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
| 200 |
elmex |
1.1 |
#endif |
| 201 |
root |
1.4 |
/* we need to adjust to the fact that the socket |
| 202 |
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* code wants the los to start from the 0,0 |
| 203 |
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* and not be relative to middle of los array. |
| 204 |
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*/ |
| 205 |
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op->contr->blocked_los[ax][ay] = 100; |
| 206 |
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set_wall (op, dx, dy); |
| 207 |
elmex |
1.1 |
} |
| 208 |
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} |
| 209 |
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| 210 |
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/* |
| 211 |
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* Used to initialise the array used by the LOS routines. |
| 212 |
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* op is the object, x and y values based on MAP_CLIENT_X and Y. |
| 213 |
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* this is because they index the blocked[][] arrays. |
| 214 |
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*/ |
| 215 |
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| 216 |
root |
1.4 |
static void |
| 217 |
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check_wall (object *op, int x, int y) |
| 218 |
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{ |
| 219 |
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int ax, ay; |
| 220 |
elmex |
1.1 |
|
| 221 |
root |
1.4 |
if (!block[x][y].index) |
| 222 |
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return; |
| 223 |
elmex |
1.1 |
|
| 224 |
root |
1.4 |
/* ax, ay are coordinates as indexed into the look window */ |
| 225 |
root |
1.10 |
ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
| 226 |
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ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
| 227 |
root |
1.4 |
|
| 228 |
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/* If the converted coordinates are outside the viewable |
| 229 |
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* area for the client, return now. |
| 230 |
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*/ |
| 231 |
root |
1.10 |
if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
| 232 |
root |
1.4 |
return; |
| 233 |
elmex |
1.1 |
|
| 234 |
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#if 0 |
| 235 |
root |
1.4 |
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
| 236 |
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ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
| 237 |
elmex |
1.1 |
#endif |
| 238 |
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| 239 |
root |
1.4 |
/* If this space is already blocked, prune the processing - presumably |
| 240 |
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* whatever has set this space to be blocked has done the work and already |
| 241 |
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* done the dependency chain. |
| 242 |
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*/ |
| 243 |
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if (op->contr->blocked_los[ax][ay] == 100) |
| 244 |
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return; |
| 245 |
elmex |
1.1 |
|
| 246 |
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| 247 |
root |
1.4 |
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)) |
| 248 |
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set_wall (op, x, y); |
| 249 |
elmex |
1.1 |
} |
| 250 |
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| 251 |
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/* |
| 252 |
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* Clears/initialises the los-array associated to the player |
| 253 |
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* controlling the object. |
| 254 |
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*/ |
| 255 |
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| 256 |
root |
1.4 |
void |
| 257 |
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clear_los (object *op) |
| 258 |
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{ |
| 259 |
root |
1.10 |
/* This is safer than using the ns->mapx, mapy because |
| 260 |
root |
1.4 |
* we index the blocked_los as a 2 way array, so clearing |
| 261 |
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* the first z spaces may not not cover the spaces we are |
| 262 |
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* actually going to use |
| 263 |
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*/ |
| 264 |
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(void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
| 265 |
elmex |
1.1 |
} |
| 266 |
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| 267 |
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/* |
| 268 |
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* expand_sight goes through the array of what the given player is |
| 269 |
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* able to see, and expands the visible area a bit, so the player will, |
| 270 |
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* to a certain degree, be able to see into corners. |
| 271 |
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* This is somewhat suboptimal, would be better to improve the formula. |
| 272 |
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*/ |
| 273 |
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| 274 |
root |
1.4 |
static void |
| 275 |
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expand_sight (object *op) |
| 276 |
elmex |
1.1 |
{ |
| 277 |
root |
1.4 |
int i, x, y, dx, dy; |
| 278 |
elmex |
1.1 |
|
| 279 |
root |
1.10 |
for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
| 280 |
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for (y = 1; y < op->contr->ns->mapy - 1; y++) |
| 281 |
root |
1.4 |
{ |
| 282 |
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if (!op->contr->blocked_los[x][y] && |
| 283 |
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!(get_map_flags (op->map, NULL, |
| 284 |
root |
1.10 |
op->x - op->contr->ns->mapx / 2 + x, |
| 285 |
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op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
| 286 |
root |
1.4 |
{ |
| 287 |
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| 288 |
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for (i = 1; i <= 8; i += 1) |
| 289 |
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{ /* mark all directions */ |
| 290 |
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dx = x + freearr_x[i]; |
| 291 |
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dy = y + freearr_y[i]; |
| 292 |
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if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
| 293 |
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op->contr->blocked_los[dx][dy] = -1; |
| 294 |
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} |
| 295 |
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} |
| 296 |
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} |
| 297 |
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| 298 |
root |
1.14 |
if (op->map->darkness > 0) /* player is on a dark map */ |
| 299 |
root |
1.4 |
expand_lighted_sight (op); |
| 300 |
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| 301 |
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/* clear mark squares */ |
| 302 |
root |
1.10 |
for (x = 0; x < op->contr->ns->mapx; x++) |
| 303 |
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for (y = 0; y < op->contr->ns->mapy; y++) |
| 304 |
root |
1.4 |
if (op->contr->blocked_los[x][y] < 0) |
| 305 |
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op->contr->blocked_los[x][y] = 0; |
| 306 |
elmex |
1.1 |
} |
| 307 |
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|
| 308 |
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/* returns true if op carries one or more lights |
| 309 |
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* This is a trivial function now days, but it used to |
| 310 |
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* be a bit longer. Probably better for callers to just |
| 311 |
|
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* check the op->glow_radius instead of calling this. |
| 312 |
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*/ |
| 313 |
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| 314 |
root |
1.4 |
int |
| 315 |
|
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has_carried_lights (const object *op) |
| 316 |
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{ |
| 317 |
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/* op may glow! */ |
| 318 |
|
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if (op->glow_radius > 0) |
| 319 |
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return 1; |
| 320 |
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| 321 |
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return 0; |
| 322 |
|
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} |
| 323 |
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| 324 |
|
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static void |
| 325 |
|
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expand_lighted_sight (object *op) |
| 326 |
|
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{ |
| 327 |
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int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
| 328 |
root |
1.6 |
maptile *m = op->map; |
| 329 |
root |
1.4 |
sint16 nx, ny; |
| 330 |
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|
| 331 |
root |
1.14 |
darklevel = m->darkness; |
| 332 |
root |
1.4 |
|
| 333 |
|
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/* If the player can see in the dark, lower the darklevel for him */ |
| 334 |
|
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if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
| 335 |
|
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darklevel -= 2; |
| 336 |
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| 337 |
|
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/* add light, by finding all (non-null) nearby light sources, then |
| 338 |
|
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* mark those squares specially. If the darklevel<1, there is no |
| 339 |
|
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* reason to do this, so we skip this function |
| 340 |
|
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*/ |
| 341 |
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| 342 |
|
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if (darklevel < 1) |
| 343 |
|
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return; |
| 344 |
|
|
|
| 345 |
|
|
/* Do a sanity check. If not valid, some code below may do odd |
| 346 |
|
|
* things. |
| 347 |
|
|
*/ |
| 348 |
|
|
if (darklevel > MAX_DARKNESS) |
| 349 |
|
|
{ |
| 350 |
root |
1.15 |
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
| 351 |
root |
1.4 |
darklevel = MAX_DARKNESS; |
| 352 |
elmex |
1.1 |
} |
| 353 |
|
|
|
| 354 |
root |
1.4 |
/* First, limit player furthest (unlighted) vision */ |
| 355 |
root |
1.10 |
for (x = 0; x < op->contr->ns->mapx; x++) |
| 356 |
|
|
for (y = 0; y < op->contr->ns->mapy; y++) |
| 357 |
root |
1.4 |
if (op->contr->blocked_los[x][y] != 100) |
| 358 |
|
|
op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
| 359 |
|
|
|
| 360 |
|
|
/* the spaces[] darkness value contains the information we need. |
| 361 |
|
|
* Only process the area of interest. |
| 362 |
|
|
* the basex, basey values represent the position in the op->contr->blocked_los |
| 363 |
|
|
* array. Its easier to just increment them here (and start with the right |
| 364 |
|
|
* value) than to recalculate them down below. |
| 365 |
|
|
*/ |
| 366 |
root |
1.10 |
for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
| 367 |
|
|
x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
| 368 |
root |
1.4 |
{ |
| 369 |
|
|
|
| 370 |
root |
1.10 |
for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
| 371 |
|
|
y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
| 372 |
root |
1.4 |
{ |
| 373 |
|
|
m = op->map; |
| 374 |
|
|
nx = x; |
| 375 |
|
|
ny = y; |
| 376 |
|
|
|
| 377 |
|
|
mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
| 378 |
|
|
|
| 379 |
|
|
if (mflags & P_OUT_OF_MAP) |
| 380 |
|
|
continue; |
| 381 |
|
|
|
| 382 |
|
|
/* This space is providing light, so we need to brighten up the |
| 383 |
|
|
* spaces around here. |
| 384 |
|
|
*/ |
| 385 |
|
|
light = GET_MAP_LIGHT (m, nx, ny); |
| 386 |
|
|
if (light != 0) |
| 387 |
|
|
{ |
| 388 |
elmex |
1.1 |
#if 0 |
| 389 |
root |
1.4 |
LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
| 390 |
elmex |
1.1 |
#endif |
| 391 |
root |
1.4 |
for (ax = basex - light; ax <= basex + light; ax++) |
| 392 |
|
|
{ |
| 393 |
root |
1.10 |
if (ax < 0 || ax >= op->contr->ns->mapx) |
| 394 |
root |
1.4 |
continue; |
| 395 |
root |
1.18 |
|
| 396 |
root |
1.4 |
for (ay = basey - light; ay <= basey + light; ay++) |
| 397 |
|
|
{ |
| 398 |
root |
1.10 |
if (ay < 0 || ay >= op->contr->ns->mapy) |
| 399 |
root |
1.4 |
continue; |
| 400 |
|
|
|
| 401 |
|
|
/* If the space is fully blocked, do nothing. Otherwise, we |
| 402 |
|
|
* brighten the space. The further the light is away from the |
| 403 |
|
|
* source (basex-x), the less effect it has. Though light used |
| 404 |
|
|
* to dim in a square manner, it now dims in a circular manner |
| 405 |
|
|
* using the the pythagorean theorem. glow_radius still |
| 406 |
|
|
* represents the radius |
| 407 |
|
|
*/ |
| 408 |
|
|
if (op->contr->blocked_los[ax][ay] != 100) |
| 409 |
|
|
{ |
| 410 |
|
|
x1 = abs (basex - ax) * abs (basex - ax); |
| 411 |
|
|
y1 = abs (basey - ay) * abs (basey - ay); |
| 412 |
root |
1.18 |
|
| 413 |
|
|
if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
| 414 |
|
|
if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
| 415 |
root |
1.4 |
} |
| 416 |
root |
1.18 |
} |
| 417 |
|
|
} |
| 418 |
|
|
} |
| 419 |
|
|
} |
| 420 |
|
|
} |
| 421 |
root |
1.4 |
|
| 422 |
|
|
/* Outdoor should never really be completely pitch black dark like |
| 423 |
|
|
* a dungeon, so let the player at least see a little around themselves |
| 424 |
|
|
*/ |
| 425 |
|
|
if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
| 426 |
|
|
{ |
| 427 |
root |
1.10 |
if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
| 428 |
|
|
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
| 429 |
root |
1.4 |
|
| 430 |
|
|
for (x = -1; x <= 1; x++) |
| 431 |
|
|
for (y = -1; y <= 1; y++) |
| 432 |
|
|
{ |
| 433 |
root |
1.10 |
if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
| 434 |
|
|
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
| 435 |
root |
1.4 |
} |
| 436 |
elmex |
1.1 |
} |
| 437 |
root |
1.18 |
|
| 438 |
root |
1.4 |
/* grant some vision to the player, based on the darklevel */ |
| 439 |
|
|
for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
| 440 |
|
|
for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
| 441 |
root |
1.10 |
if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
| 442 |
|
|
op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
| 443 |
root |
1.4 |
MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
| 444 |
elmex |
1.1 |
} |
| 445 |
|
|
|
| 446 |
|
|
/* blinded_sight() - sets all veiwable squares to blocked except |
| 447 |
|
|
* for the one the central one that the player occupies. A little |
| 448 |
|
|
* odd that you can see yourself (and what your standing on), but |
| 449 |
|
|
* really need for any reasonable game play. |
| 450 |
|
|
*/ |
| 451 |
root |
1.4 |
static void |
| 452 |
|
|
blinded_sight (object *op) |
| 453 |
|
|
{ |
| 454 |
|
|
int x, y; |
| 455 |
elmex |
1.1 |
|
| 456 |
root |
1.10 |
for (x = 0; x < op->contr->ns->mapx; x++) |
| 457 |
|
|
for (y = 0; y < op->contr->ns->mapy; y++) |
| 458 |
root |
1.4 |
op->contr->blocked_los[x][y] = 100; |
| 459 |
elmex |
1.1 |
|
| 460 |
root |
1.10 |
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
| 461 |
elmex |
1.1 |
} |
| 462 |
|
|
|
| 463 |
|
|
/* |
| 464 |
|
|
* update_los() recalculates the array which specifies what is |
| 465 |
|
|
* visible for the given player-object. |
| 466 |
|
|
*/ |
| 467 |
|
|
|
| 468 |
root |
1.4 |
void |
| 469 |
|
|
update_los (object *op) |
| 470 |
|
|
{ |
| 471 |
root |
1.10 |
int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
| 472 |
elmex |
1.1 |
|
| 473 |
root |
1.4 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
| 474 |
|
|
return; |
| 475 |
elmex |
1.1 |
|
| 476 |
root |
1.4 |
clear_los (op); |
| 477 |
|
|
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
| 478 |
|
|
return; |
| 479 |
|
|
|
| 480 |
|
|
/* For larger maps, this is more efficient than the old way which |
| 481 |
|
|
* used the chaining of the block array. Since many space views could |
| 482 |
|
|
* be blocked by different spaces in front, this mean that a lot of spaces |
| 483 |
|
|
* could be examined multile times, as each path would be looked at. |
| 484 |
|
|
*/ |
| 485 |
root |
1.10 |
for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
| 486 |
|
|
for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
| 487 |
root |
1.4 |
check_wall (op, x, y); |
| 488 |
|
|
|
| 489 |
|
|
/* do the los of the player. 3 (potential) cases */ |
| 490 |
|
|
if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
| 491 |
|
|
blinded_sight (op); |
| 492 |
|
|
else |
| 493 |
|
|
expand_sight (op); |
| 494 |
|
|
|
| 495 |
|
|
if (QUERY_FLAG (op, FLAG_XRAYS)) |
| 496 |
|
|
{ |
| 497 |
|
|
int x, y; |
| 498 |
|
|
|
| 499 |
|
|
for (x = -2; x <= 2; x++) |
| 500 |
|
|
for (y = -2; y <= 2; y++) |
| 501 |
|
|
op->contr->blocked_los[dx + x][dy + y] = 0; |
| 502 |
elmex |
1.1 |
} |
| 503 |
|
|
} |
| 504 |
|
|
|
| 505 |
|
|
/* update all_map_los is like update_all_los below, |
| 506 |
|
|
* but updates everyone on the map, no matter where they |
| 507 |
root |
1.12 |
* are. This generally should not be used, as a per |
| 508 |
elmex |
1.1 |
* specific map change doesn't make much sense when tiling |
| 509 |
|
|
* is considered (lowering darkness would certainly be a |
| 510 |
|
|
* strange effect if done on a tile map, as it makes |
| 511 |
|
|
* the distinction between maps much more obvious to the |
| 512 |
|
|
* players, which is should not be. |
| 513 |
|
|
* Currently, this function is called from the |
| 514 |
|
|
* change_map_light function |
| 515 |
|
|
*/ |
| 516 |
root |
1.4 |
void |
| 517 |
root |
1.6 |
update_all_map_los (maptile *map) |
| 518 |
root |
1.4 |
{ |
| 519 |
root |
1.11 |
for_all_players (pl) |
| 520 |
root |
1.12 |
if (pl->ob && pl->ob->map == map) |
| 521 |
root |
1.11 |
pl->do_los = 1; |
| 522 |
elmex |
1.1 |
} |
| 523 |
|
|
|
| 524 |
|
|
/* |
| 525 |
|
|
* This function makes sure that update_los() will be called for all |
| 526 |
|
|
* players on the given map within the next frame. |
| 527 |
|
|
* It is triggered by removal or inserting of objects which blocks |
| 528 |
|
|
* the sight in the map. |
| 529 |
|
|
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
| 530 |
|
|
* position, and to also take map tiling into account. This change |
| 531 |
|
|
* means that just being on the same map is not sufficient - the |
| 532 |
|
|
* space that changes must be withing your viewable area. |
| 533 |
|
|
* |
| 534 |
|
|
* map is the map that changed, x and y are the coordinates. |
| 535 |
|
|
*/ |
| 536 |
root |
1.4 |
void |
| 537 |
root |
1.6 |
update_all_los (const maptile *map, int x, int y) |
| 538 |
root |
1.4 |
{ |
| 539 |
root |
1.11 |
for_all_players (pl) |
| 540 |
root |
1.4 |
{ |
| 541 |
|
|
/* Player should not have a null map, but do this |
| 542 |
|
|
* check as a safety |
| 543 |
|
|
*/ |
| 544 |
root |
1.12 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
| 545 |
root |
1.4 |
continue; |
| 546 |
|
|
|
| 547 |
|
|
/* Same map is simple case - see if pl is close enough. |
| 548 |
|
|
* Note in all cases, we did the check for same map first, |
| 549 |
|
|
* and then see if the player is close enough and update |
| 550 |
|
|
* los if that is the case. If the player is on the |
| 551 |
|
|
* corresponding map, but not close enough, then the |
| 552 |
|
|
* player can't be on another map that may be closer, |
| 553 |
|
|
* so by setting it up this way, we trim processing |
| 554 |
|
|
* some. |
| 555 |
|
|
*/ |
| 556 |
|
|
if (pl->ob->map == map) |
| 557 |
|
|
{ |
| 558 |
root |
1.10 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
| 559 |
root |
1.4 |
pl->do_los = 1; |
| 560 |
root |
1.2 |
} |
| 561 |
root |
1.12 |
|
| 562 |
root |
1.4 |
/* Now we check to see if player is on adjacent |
| 563 |
|
|
* maps to the one that changed and also within |
| 564 |
|
|
* view. The tile_maps[] could be null, but in that |
| 565 |
|
|
* case it should never match the pl->ob->map, so |
| 566 |
|
|
* we want ever try to dereference any of the data in it. |
| 567 |
root |
1.12 |
* |
| 568 |
|
|
* The logic for 0 and 3 is to see how far the player is |
| 569 |
root |
1.4 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
| 570 |
|
|
* and to add current position on this map - that gives a |
| 571 |
|
|
* distance. |
| 572 |
|
|
* For 1 and 2, we check to see how far the given |
| 573 |
|
|
* coordinate (x,y) is from the corresponding edge, |
| 574 |
|
|
* and then add the players location, which gives |
| 575 |
|
|
* a distance. |
| 576 |
|
|
*/ |
| 577 |
|
|
else if (pl->ob->map == map->tile_map[0]) |
| 578 |
|
|
{ |
| 579 |
root |
1.13 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
| 580 |
root |
1.4 |
pl->do_los = 1; |
| 581 |
root |
1.2 |
} |
| 582 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[2]) |
| 583 |
|
|
{ |
| 584 |
root |
1.13 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
| 585 |
root |
1.4 |
pl->do_los = 1; |
| 586 |
root |
1.2 |
} |
| 587 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[1]) |
| 588 |
|
|
{ |
| 589 |
root |
1.13 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
| 590 |
root |
1.4 |
pl->do_los = 1; |
| 591 |
root |
1.2 |
} |
| 592 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[3]) |
| 593 |
|
|
{ |
| 594 |
root |
1.13 |
if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
| 595 |
root |
1.4 |
pl->do_los = 1; |
| 596 |
root |
1.2 |
} |
| 597 |
elmex |
1.1 |
} |
| 598 |
|
|
} |
| 599 |
|
|
|
| 600 |
|
|
/* |
| 601 |
|
|
* Debug-routine which dumps the array which specifies the visible |
| 602 |
|
|
* area of a player. Triggered by the z key in DM mode. |
| 603 |
|
|
*/ |
| 604 |
root |
1.4 |
void |
| 605 |
|
|
print_los (object *op) |
| 606 |
|
|
{ |
| 607 |
|
|
int x, y; |
| 608 |
|
|
char buf[50], buf2[10]; |
| 609 |
|
|
|
| 610 |
|
|
strcpy (buf, " "); |
| 611 |
root |
1.11 |
|
| 612 |
root |
1.10 |
for (x = 0; x < op->contr->ns->mapx; x++) |
| 613 |
root |
1.4 |
{ |
| 614 |
|
|
sprintf (buf2, "%2d", x); |
| 615 |
|
|
strcat (buf, buf2); |
| 616 |
elmex |
1.1 |
} |
| 617 |
root |
1.11 |
|
| 618 |
root |
1.4 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
| 619 |
root |
1.11 |
|
| 620 |
root |
1.10 |
for (y = 0; y < op->contr->ns->mapy; y++) |
| 621 |
root |
1.4 |
{ |
| 622 |
|
|
sprintf (buf, "%2d:", y); |
| 623 |
root |
1.11 |
|
| 624 |
root |
1.10 |
for (x = 0; x < op->contr->ns->mapx; x++) |
| 625 |
root |
1.4 |
{ |
| 626 |
|
|
sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
| 627 |
|
|
strcat (buf, buf2); |
| 628 |
root |
1.2 |
} |
| 629 |
root |
1.11 |
|
| 630 |
root |
1.4 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
| 631 |
elmex |
1.1 |
} |
| 632 |
|
|
} |
| 633 |
|
|
|
| 634 |
|
|
/* |
| 635 |
|
|
* make_sure_seen: The object is supposed to be visible through walls, thus |
| 636 |
|
|
* check if any players are nearby, and edit their LOS array. |
| 637 |
|
|
*/ |
| 638 |
|
|
|
| 639 |
root |
1.4 |
void |
| 640 |
|
|
make_sure_seen (const object *op) |
| 641 |
|
|
{ |
| 642 |
root |
1.11 |
for_all_players (pl) |
| 643 |
root |
1.4 |
if (pl->ob->map == op->map && |
| 644 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
| 645 |
|
|
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) |
| 646 |
|
|
pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
| 647 |
elmex |
1.1 |
} |
| 648 |
|
|
|
| 649 |
|
|
/* |
| 650 |
|
|
* make_sure_not_seen: The object which is supposed to be visible through |
| 651 |
|
|
* walls has just been removed from the map, so update the los of any |
| 652 |
|
|
* players within its range |
| 653 |
|
|
*/ |
| 654 |
|
|
|
| 655 |
root |
1.4 |
void |
| 656 |
|
|
make_sure_not_seen (const object *op) |
| 657 |
|
|
{ |
| 658 |
root |
1.11 |
for_all_players (pl) |
| 659 |
root |
1.4 |
if (pl->ob->map == op->map && |
| 660 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
| 661 |
|
|
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) |
| 662 |
root |
1.4 |
pl->do_los = 1; |
| 663 |
elmex |
1.1 |
} |