| 1 |
elmex |
1.1 |
/* |
| 2 |
root |
1.29 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
pippijn |
1.19 |
* |
| 4 |
root |
1.30 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
root |
1.26 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
| 6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
| 7 |
pippijn |
1.19 |
* |
| 8 |
root |
1.29 |
* Deliantra is free software: you can redistribute it and/or modify |
| 9 |
root |
1.28 |
* it under the terms of the GNU General Public License as published by |
| 10 |
|
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* the Free Software Foundation, either version 3 of the License, or |
| 11 |
|
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* (at your option) any later version. |
| 12 |
pippijn |
1.19 |
* |
| 13 |
root |
1.28 |
* This program is distributed in the hope that it will be useful, |
| 14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
|
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* GNU General Public License for more details. |
| 17 |
pippijn |
1.19 |
* |
| 18 |
root |
1.28 |
* You should have received a copy of the GNU General Public License |
| 19 |
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 20 |
root |
1.26 |
* |
| 21 |
root |
1.29 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 22 |
pippijn |
1.19 |
*/ |
| 23 |
elmex |
1.1 |
|
| 24 |
|
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#include <global.h> |
| 25 |
root |
1.41 |
#include <cmath> |
| 26 |
elmex |
1.1 |
|
| 27 |
root |
1.51 |
#define SEE_IN_DARK_RADIUS 3 |
| 28 |
|
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|
| 29 |
root |
1.49 |
// los flags |
| 30 |
root |
1.41 |
enum { |
| 31 |
root |
1.49 |
FLG_XI = 0x01, // we have an x-parent |
| 32 |
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FLG_YI = 0x02, // we have an y-parent |
| 33 |
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FLG_BLOCKED = 0x04, // this space blocks the view |
| 34 |
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FLG_QUEUED = 0x80 // already queued in queue, or border |
| 35 |
root |
1.41 |
}; |
| 36 |
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|
| 37 |
|
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struct los_info |
| 38 |
|
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{ |
| 39 |
root |
1.49 |
uint8 flags; // FLG_xxx |
| 40 |
|
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uint8 culled; // culled from "tree" |
| 41 |
|
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uint8 visible; |
| 42 |
|
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uint8 pad0; |
| 43 |
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|
| 44 |
root |
1.43 |
sint8 xo, yo; // obscure angle |
| 45 |
|
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sint8 xe, ye; // angle deviation |
| 46 |
root |
1.41 |
}; |
| 47 |
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|
| 48 |
|
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// temporary storage for the los algorithm, |
| 49 |
|
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// one los_info for each lightable map space |
| 50 |
|
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static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
| 51 |
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|
| 52 |
|
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struct point |
| 53 |
|
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{ |
| 54 |
|
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sint8 x, y; |
| 55 |
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}; |
| 56 |
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|
| 57 |
|
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// minimum size, but must be a power of two |
| 58 |
|
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#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
| 59 |
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|
| 60 |
|
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// a queue of spaces to calculate |
| 61 |
|
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static point queue [QUEUE_LENGTH]; |
| 62 |
|
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static int q1, q2; // queue start, end |
| 63 |
elmex |
1.1 |
|
| 64 |
|
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/* |
| 65 |
root |
1.41 |
* Clears/initialises the los-array associated to the player |
| 66 |
|
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* controlling the object. |
| 67 |
elmex |
1.1 |
*/ |
| 68 |
root |
1.41 |
void |
| 69 |
root |
1.42 |
player::clear_los (sint8 value) |
| 70 |
root |
1.41 |
{ |
| 71 |
root |
1.42 |
memset (los, value, sizeof (los)); |
| 72 |
root |
1.41 |
} |
| 73 |
elmex |
1.1 |
|
| 74 |
root |
1.41 |
// enqueue a single mapspace, but only if it hasn't |
| 75 |
|
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// been enqueued yet. |
| 76 |
root |
1.4 |
static void |
| 77 |
root |
1.41 |
enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
| 78 |
root |
1.4 |
{ |
| 79 |
root |
1.41 |
sint8 x = LOS_X0 + dx; |
| 80 |
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sint8 y = LOS_Y0 + dy; |
| 81 |
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|
| 82 |
|
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los_info &l = los[x][y]; |
| 83 |
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|
| 84 |
|
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l.flags |= flags; |
| 85 |
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|
| 86 |
root |
1.49 |
if (l.flags & FLG_QUEUED) |
| 87 |
root |
1.41 |
return; |
| 88 |
elmex |
1.1 |
|
| 89 |
root |
1.49 |
l.flags |= FLG_QUEUED; |
| 90 |
root |
1.41 |
|
| 91 |
|
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queue[q1].x = dx; |
| 92 |
|
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queue[q1].y = dy; |
| 93 |
elmex |
1.1 |
|
| 94 |
root |
1.41 |
q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
| 95 |
elmex |
1.1 |
} |
| 96 |
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|
| 97 |
root |
1.41 |
// run the los algorithm |
| 98 |
|
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// this is a variant of a spiral los algorithm taken from |
| 99 |
|
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// http://www.geocities.com/temerra/los_rays.html |
| 100 |
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// which has been simplified and changed considerably, but |
| 101 |
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// still is basically the same algorithm. |
| 102 |
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static void |
| 103 |
root |
1.48 |
calculate_los (player *pl) |
| 104 |
root |
1.4 |
{ |
| 105 |
root |
1.49 |
{ |
| 106 |
root |
1.52 |
memset (los, 0, sizeof (los)); |
| 107 |
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|
| 108 |
root |
1.49 |
// we keep one line for ourselves, for the border flag |
| 109 |
|
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// so the client area is actually MAP_CLIENT_(X|Y) - 2 |
| 110 |
|
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int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
| 111 |
|
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int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
| 112 |
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|
| 113 |
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// create borders, the corners are not touched |
| 114 |
|
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for (int dx = -half_x; dx <= half_x; ++dx) |
| 115 |
|
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los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
| 116 |
|
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los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
| 117 |
|
|
|
| 118 |
|
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for (int dy = -half_y; dy <= half_y; ++dy) |
| 119 |
|
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los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
| 120 |
|
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los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
| 121 |
|
|
|
| 122 |
|
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// now reset the los area and also add blocked flags |
| 123 |
|
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// which supposedly is faster than doing it inside the |
| 124 |
|
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// spiral path algorithm below, except when very little |
| 125 |
|
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// area is visible, in which case it is slower, evening |
| 126 |
|
|
// out los calculation times between large and small los maps. |
| 127 |
|
|
// apply_lights also iterates over this area, maybe these |
| 128 |
|
|
// two passes could be combined somehow. |
| 129 |
root |
1.52 |
unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
| 130 |
|
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{ |
| 131 |
|
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los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
| 132 |
|
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l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
| 133 |
|
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} |
| 134 |
root |
1.49 |
} |
| 135 |
root |
1.4 |
|
| 136 |
root |
1.41 |
q1 = 0; q2 = 0; // initialise queue, not strictly required |
| 137 |
|
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enqueue (0, 0); // enqueue center |
| 138 |
root |
1.4 |
|
| 139 |
root |
1.41 |
// treat the origin specially |
| 140 |
|
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los[LOS_X0][LOS_Y0].visible = 1; |
| 141 |
|
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pl->los[LOS_X0][LOS_Y0] = 0; |
| 142 |
|
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|
| 143 |
|
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// loop over all enqueued points until the queue is empty |
| 144 |
|
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// the order in which this is done ensures that we |
| 145 |
|
|
// never touch a mapspace whose input spaces we haven't checked |
| 146 |
|
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// yet. |
| 147 |
|
|
while (q1 != q2) |
| 148 |
|
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{ |
| 149 |
|
|
sint8 dx = queue[q2].x; |
| 150 |
|
|
sint8 dy = queue[q2].y; |
| 151 |
root |
1.4 |
|
| 152 |
root |
1.41 |
q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
| 153 |
root |
1.4 |
|
| 154 |
root |
1.41 |
sint8 x = LOS_X0 + dx; |
| 155 |
|
|
sint8 y = LOS_Y0 + dy; |
| 156 |
elmex |
1.1 |
|
| 157 |
root |
1.41 |
los_info &l = los[x][y]; |
| 158 |
elmex |
1.1 |
|
| 159 |
root |
1.49 |
if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
| 160 |
root |
1.41 |
{ |
| 161 |
|
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l.culled = 1; |
| 162 |
root |
1.49 |
l.xo = l.yo = l.xe = l.ye = 0; |
| 163 |
elmex |
1.1 |
|
| 164 |
root |
1.41 |
// check contributing spaces, first horizontal |
| 165 |
root |
1.49 |
if (expect_true (l.flags & FLG_XI)) |
| 166 |
root |
1.41 |
{ |
| 167 |
|
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los_info *xi = &los[x - sign (dx)][y]; |
| 168 |
elmex |
1.1 |
|
| 169 |
root |
1.41 |
// don't cull unless obscured |
| 170 |
|
|
l.culled &= !xi->visible; |
| 171 |
elmex |
1.1 |
|
| 172 |
root |
1.41 |
/* merge input space */ |
| 173 |
|
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if (expect_false (xi->xo || xi->yo)) |
| 174 |
|
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{ |
| 175 |
|
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// The X input can provide two main pieces of information: |
| 176 |
|
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// 1. Progressive X obscurity. |
| 177 |
|
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// 2. Recessive Y obscurity. |
| 178 |
|
|
|
| 179 |
|
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// Progressive X obscurity, favouring recessive input angle |
| 180 |
|
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if (xi->xe > 0 && l.xo == 0) |
| 181 |
|
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{ |
| 182 |
|
|
l.xe = xi->xe - xi->yo; |
| 183 |
|
|
l.ye = xi->ye + xi->yo; |
| 184 |
|
|
l.xo = xi->xo; |
| 185 |
|
|
l.yo = xi->yo; |
| 186 |
|
|
} |
| 187 |
root |
1.4 |
|
| 188 |
root |
1.41 |
// Recessive Y obscurity |
| 189 |
|
|
if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
| 190 |
|
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{ |
| 191 |
|
|
l.ye = xi->yo + xi->ye; |
| 192 |
|
|
l.xe = xi->xe - xi->yo; |
| 193 |
|
|
l.xo = xi->xo; |
| 194 |
|
|
l.yo = xi->yo; |
| 195 |
|
|
} |
| 196 |
|
|
} |
| 197 |
|
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} |
| 198 |
|
|
|
| 199 |
|
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// check contributing spaces, last vertical, identical structure |
| 200 |
root |
1.49 |
if (expect_true (l.flags & FLG_YI)) |
| 201 |
root |
1.41 |
{ |
| 202 |
|
|
los_info *yi = &los[x][y - sign (dy)]; |
| 203 |
elmex |
1.1 |
|
| 204 |
root |
1.41 |
// don't cull unless obscured |
| 205 |
|
|
l.culled &= !yi->visible; |
| 206 |
elmex |
1.1 |
|
| 207 |
root |
1.41 |
/* merge input space */ |
| 208 |
|
|
if (expect_false (yi->yo || yi->xo)) |
| 209 |
|
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{ |
| 210 |
|
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// The Y input can provide two main pieces of information: |
| 211 |
|
|
// 1. Progressive Y obscurity. |
| 212 |
|
|
// 2. Recessive X obscurity. |
| 213 |
|
|
|
| 214 |
|
|
// Progressive Y obscurity, favouring recessive input angle |
| 215 |
|
|
if (yi->ye > 0 && l.yo == 0) |
| 216 |
|
|
{ |
| 217 |
|
|
l.ye = yi->ye - yi->xo; |
| 218 |
|
|
l.xe = yi->xe + yi->xo; |
| 219 |
|
|
l.yo = yi->yo; |
| 220 |
|
|
l.xo = yi->xo; |
| 221 |
|
|
} |
| 222 |
elmex |
1.1 |
|
| 223 |
root |
1.41 |
// Recessive X obscurity |
| 224 |
|
|
if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
| 225 |
|
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{ |
| 226 |
|
|
l.xe = yi->xo + yi->xe; |
| 227 |
|
|
l.ye = yi->ye - yi->xo; |
| 228 |
|
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l.yo = yi->yo; |
| 229 |
|
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l.xo = yi->xo; |
| 230 |
|
|
} |
| 231 |
|
|
} |
| 232 |
|
|
} |
| 233 |
elmex |
1.1 |
|
| 234 |
root |
1.49 |
if (l.flags & FLG_BLOCKED) |
| 235 |
root |
1.41 |
{ |
| 236 |
|
|
l.xo = l.xe = abs (dx); |
| 237 |
|
|
l.yo = l.ye = abs (dy); |
| 238 |
elmex |
1.1 |
|
| 239 |
root |
1.41 |
// we obscure dependents, but might be visible |
| 240 |
|
|
// copy the los from the square towards the player, |
| 241 |
|
|
// so outward diagonal corners are lit. |
| 242 |
|
|
pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
| 243 |
root |
1.49 |
|
| 244 |
root |
1.41 |
l.visible = false; |
| 245 |
|
|
} |
| 246 |
|
|
else |
| 247 |
|
|
{ |
| 248 |
|
|
// we are not blocked, so calculate visibility, by checking |
| 249 |
|
|
// whether we are inside or outside the shadow |
| 250 |
|
|
l.visible = (l.xe <= 0 || l.xe > l.xo) |
| 251 |
|
|
&& (l.ye <= 0 || l.ye > l.yo); |
| 252 |
|
|
|
| 253 |
|
|
pl->los[x][y] = l.culled ? LOS_BLOCKED |
| 254 |
root |
1.49 |
: l.visible ? 0 |
| 255 |
root |
1.41 |
: 3; |
| 256 |
root |
1.37 |
} |
| 257 |
root |
1.41 |
|
| 258 |
root |
1.37 |
} |
| 259 |
root |
1.4 |
|
| 260 |
root |
1.41 |
// Expands by the unit length in each component's current direction. |
| 261 |
|
|
// If a component has no direction, then it is expanded in both of its |
| 262 |
|
|
// positive and negative directions. |
| 263 |
|
|
if (!l.culled) |
| 264 |
|
|
{ |
| 265 |
root |
1.49 |
if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
| 266 |
|
|
if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
| 267 |
|
|
if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
| 268 |
|
|
if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
| 269 |
root |
1.41 |
} |
| 270 |
|
|
} |
| 271 |
elmex |
1.1 |
} |
| 272 |
|
|
|
| 273 |
|
|
/* returns true if op carries one or more lights |
| 274 |
|
|
* This is a trivial function now days, but it used to |
| 275 |
|
|
* be a bit longer. Probably better for callers to just |
| 276 |
|
|
* check the op->glow_radius instead of calling this. |
| 277 |
|
|
*/ |
| 278 |
root |
1.4 |
int |
| 279 |
|
|
has_carried_lights (const object *op) |
| 280 |
|
|
{ |
| 281 |
|
|
/* op may glow! */ |
| 282 |
|
|
if (op->glow_radius > 0) |
| 283 |
|
|
return 1; |
| 284 |
|
|
|
| 285 |
|
|
return 0; |
| 286 |
|
|
} |
| 287 |
|
|
|
| 288 |
root |
1.32 |
/* radius, distance => lightness adjust */ |
| 289 |
root |
1.44 |
static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
| 290 |
root |
1.51 |
static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; |
| 291 |
root |
1.32 |
|
| 292 |
root |
1.44 |
static struct los_init |
| 293 |
root |
1.32 |
{ |
| 294 |
root |
1.44 |
los_init () |
| 295 |
root |
1.32 |
{ |
| 296 |
root |
1.49 |
assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
| 297 |
|
|
!(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
| 298 |
|
|
|
| 299 |
root |
1.45 |
/* for lights */ |
| 300 |
root |
1.32 |
for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
| 301 |
root |
1.35 |
for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
| 302 |
root |
1.32 |
{ |
| 303 |
|
|
// max intensity |
| 304 |
root |
1.36 |
int intensity = min (LOS_MAX, abs (radius) + 1); |
| 305 |
root |
1.32 |
|
| 306 |
|
|
// actual intensity |
| 307 |
|
|
intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
| 308 |
|
|
|
| 309 |
root |
1.44 |
light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
| 310 |
root |
1.35 |
? min (3, intensity) |
| 311 |
root |
1.36 |
: LOS_MAX - intensity; |
| 312 |
root |
1.32 |
} |
| 313 |
root |
1.45 |
|
| 314 |
|
|
/* for general vision */ |
| 315 |
root |
1.51 |
for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) |
| 316 |
|
|
for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) |
| 317 |
|
|
vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
| 318 |
root |
1.32 |
} |
| 319 |
root |
1.44 |
} los_init; |
| 320 |
root |
1.32 |
|
| 321 |
root |
1.39 |
sint8 |
| 322 |
|
|
los_brighten (sint8 b, sint8 l) |
| 323 |
|
|
{ |
| 324 |
|
|
return b == LOS_BLOCKED ? b : min (b, l); |
| 325 |
|
|
} |
| 326 |
|
|
|
| 327 |
|
|
sint8 |
| 328 |
|
|
los_darken (sint8 b, sint8 l) |
| 329 |
|
|
{ |
| 330 |
|
|
return max (b, l); |
| 331 |
|
|
} |
| 332 |
|
|
|
| 333 |
|
|
template<sint8 change_it (sint8, sint8)> |
| 334 |
|
|
static void |
| 335 |
root |
1.48 |
apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
| 336 |
root |
1.39 |
{ |
| 337 |
root |
1.41 |
// min or max the circular area around basex, basey |
| 338 |
|
|
dx += LOS_X0; |
| 339 |
|
|
dy += LOS_Y0; |
| 340 |
|
|
|
| 341 |
root |
1.48 |
int hx = pl->ns->mapx / 2; |
| 342 |
|
|
int hy = pl->ns->mapy / 2; |
| 343 |
root |
1.41 |
|
| 344 |
|
|
int ax0 = max (LOS_X0 - hx, dx - light); |
| 345 |
|
|
int ay0 = max (LOS_Y0 - hy, dy - light); |
| 346 |
|
|
int ax1 = min (dx + light, LOS_X0 + hx); |
| 347 |
|
|
int ay1 = min (dy + light, LOS_Y0 + hy); |
| 348 |
root |
1.39 |
|
| 349 |
|
|
for (int ax = ax0; ax <= ax1; ax++) |
| 350 |
|
|
for (int ay = ay0; ay <= ay1; ay++) |
| 351 |
root |
1.41 |
pl->los[ax][ay] = |
| 352 |
root |
1.44 |
change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
| 353 |
root |
1.39 |
} |
| 354 |
|
|
|
| 355 |
|
|
/* add light, by finding all (non-null) nearby light sources, then |
| 356 |
|
|
* mark those squares specially. |
| 357 |
|
|
*/ |
| 358 |
root |
1.4 |
static void |
| 359 |
root |
1.48 |
apply_lights (player *pl) |
| 360 |
root |
1.4 |
{ |
| 361 |
root |
1.48 |
object *op = pl->observe; |
| 362 |
|
|
int darklevel = op->map->darklevel (); |
| 363 |
root |
1.4 |
|
| 364 |
root |
1.48 |
int half_x = pl->ns->mapx / 2; |
| 365 |
|
|
int half_y = pl->ns->mapy / 2; |
| 366 |
root |
1.32 |
|
| 367 |
|
|
int pass2 = 0; // negative lights have an extra pass |
| 368 |
|
|
|
| 369 |
root |
1.52 |
maprect *rects = pl->observe->map->split_to_tiles ( |
| 370 |
|
|
pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
| 371 |
|
|
pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
| 372 |
|
|
pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
| 373 |
|
|
pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
| 374 |
|
|
); |
| 375 |
|
|
|
| 376 |
root |
1.48 |
if (!darklevel) |
| 377 |
root |
1.39 |
pass2 = 1; |
| 378 |
|
|
else |
| 379 |
|
|
{ |
| 380 |
|
|
/* first, make everything totally dark */ |
| 381 |
root |
1.41 |
for (int dx = -half_x; dx <= half_x; dx++) |
| 382 |
|
|
for (int dy = -half_x; dy <= half_y; dy++) |
| 383 |
root |
1.49 |
max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
| 384 |
root |
1.39 |
|
| 385 |
|
|
/* |
| 386 |
|
|
* Only process the area of interest. |
| 387 |
root |
1.41 |
* the basex, basey values represent the position in the op->contr->los |
| 388 |
|
|
* array. Its easier to just increment them here (and start with the right |
| 389 |
root |
1.39 |
* value) than to recalculate them down below. |
| 390 |
|
|
*/ |
| 391 |
root |
1.52 |
for (maprect *r = rects; r->m; ++r) |
| 392 |
|
|
rect_mapwalk (r, 0, 0) |
| 393 |
root |
1.39 |
{ |
| 394 |
|
|
mapspace &ms = m->at (nx, ny); |
| 395 |
|
|
ms.update (); |
| 396 |
|
|
sint8 light = ms.light; |
| 397 |
|
|
|
| 398 |
|
|
if (expect_false (light)) |
| 399 |
|
|
if (light < 0) |
| 400 |
|
|
pass2 = 1; |
| 401 |
|
|
else |
| 402 |
root |
1.52 |
apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
| 403 |
root |
1.39 |
} |
| 404 |
|
|
|
| 405 |
|
|
/* grant some vision to the player, based on the darklevel */ |
| 406 |
root |
1.32 |
{ |
| 407 |
root |
1.45 |
int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
| 408 |
root |
1.39 |
|
| 409 |
root |
1.51 |
/* If the player can see in the dark, lower the darklevel for him */ |
| 410 |
|
|
if (op->flag [FLAG_SEE_IN_DARK]) |
| 411 |
|
|
light += SEE_IN_DARK_RADIUS; |
| 412 |
|
|
|
| 413 |
root |
1.48 |
apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
| 414 |
root |
1.32 |
} |
| 415 |
root |
1.39 |
} |
| 416 |
root |
1.4 |
|
| 417 |
root |
1.38 |
// possibly do 2nd pass for rare negative glow radii |
| 418 |
root |
1.39 |
// for effect, those are always considered to be stronger than anything else |
| 419 |
|
|
// but they can't darken a place completely |
| 420 |
|
|
if (pass2) |
| 421 |
root |
1.52 |
for (maprect *r = rects; r->m; ++r) |
| 422 |
|
|
rect_mapwalk (r, 0, 0) |
| 423 |
|
|
{ |
| 424 |
|
|
mapspace &ms = m->at (nx, ny); |
| 425 |
|
|
ms.update (); |
| 426 |
|
|
sint8 light = ms.light; |
| 427 |
|
|
|
| 428 |
|
|
if (expect_false (light < 0)) |
| 429 |
|
|
apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
| 430 |
|
|
} |
| 431 |
elmex |
1.1 |
} |
| 432 |
|
|
|
| 433 |
root |
1.31 |
/* blinded_sight() - sets all viewable squares to blocked except |
| 434 |
elmex |
1.1 |
* for the one the central one that the player occupies. A little |
| 435 |
|
|
* odd that you can see yourself (and what your standing on), but |
| 436 |
|
|
* really need for any reasonable game play. |
| 437 |
|
|
*/ |
| 438 |
root |
1.4 |
static void |
| 439 |
root |
1.48 |
blinded_sight (player *pl) |
| 440 |
root |
1.4 |
{ |
| 441 |
root |
1.48 |
pl->los[LOS_X0][LOS_Y0] = 1; |
| 442 |
elmex |
1.1 |
} |
| 443 |
|
|
|
| 444 |
|
|
/* |
| 445 |
|
|
* update_los() recalculates the array which specifies what is |
| 446 |
|
|
* visible for the given player-object. |
| 447 |
|
|
*/ |
| 448 |
root |
1.4 |
void |
| 449 |
root |
1.48 |
player::update_los () |
| 450 |
root |
1.4 |
{ |
| 451 |
root |
1.48 |
if (ob->flag [FLAG_REMOVED])//D really needed? |
| 452 |
root |
1.4 |
return; |
| 453 |
elmex |
1.1 |
|
| 454 |
root |
1.48 |
if (ob->flag [FLAG_WIZLOOK]) |
| 455 |
root |
1.49 |
clear_los (0); |
| 456 |
root |
1.48 |
else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
| 457 |
root |
1.49 |
{ |
| 458 |
|
|
clear_los (); |
| 459 |
|
|
blinded_sight (this); |
| 460 |
|
|
} |
| 461 |
root |
1.4 |
else |
| 462 |
root |
1.41 |
{ |
| 463 |
root |
1.49 |
clear_los (); |
| 464 |
root |
1.48 |
calculate_los (this); |
| 465 |
|
|
apply_lights (this); |
| 466 |
root |
1.41 |
} |
| 467 |
root |
1.4 |
|
| 468 |
root |
1.48 |
if (observe->flag [FLAG_XRAYS]) |
| 469 |
root |
1.41 |
for (int dx = -2; dx <= 2; dx++) |
| 470 |
|
|
for (int dy = -2; dy <= 2; dy++) |
| 471 |
root |
1.49 |
min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
| 472 |
elmex |
1.1 |
} |
| 473 |
|
|
|
| 474 |
|
|
/* update all_map_los is like update_all_los below, |
| 475 |
|
|
* but updates everyone on the map, no matter where they |
| 476 |
root |
1.12 |
* are. This generally should not be used, as a per |
| 477 |
elmex |
1.1 |
* specific map change doesn't make much sense when tiling |
| 478 |
|
|
* is considered (lowering darkness would certainly be a |
| 479 |
|
|
* strange effect if done on a tile map, as it makes |
| 480 |
|
|
* the distinction between maps much more obvious to the |
| 481 |
|
|
* players, which is should not be. |
| 482 |
|
|
* Currently, this function is called from the |
| 483 |
|
|
* change_map_light function |
| 484 |
|
|
*/ |
| 485 |
root |
1.4 |
void |
| 486 |
root |
1.6 |
update_all_map_los (maptile *map) |
| 487 |
root |
1.4 |
{ |
| 488 |
root |
1.46 |
for_all_players_on_map (pl, map) |
| 489 |
|
|
pl->do_los = 1; |
| 490 |
elmex |
1.1 |
} |
| 491 |
|
|
|
| 492 |
|
|
/* |
| 493 |
|
|
* This function makes sure that update_los() will be called for all |
| 494 |
|
|
* players on the given map within the next frame. |
| 495 |
|
|
* It is triggered by removal or inserting of objects which blocks |
| 496 |
|
|
* the sight in the map. |
| 497 |
|
|
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
| 498 |
|
|
* position, and to also take map tiling into account. This change |
| 499 |
|
|
* means that just being on the same map is not sufficient - the |
| 500 |
|
|
* space that changes must be withing your viewable area. |
| 501 |
|
|
* |
| 502 |
|
|
* map is the map that changed, x and y are the coordinates. |
| 503 |
|
|
*/ |
| 504 |
root |
1.4 |
void |
| 505 |
root |
1.6 |
update_all_los (const maptile *map, int x, int y) |
| 506 |
root |
1.4 |
{ |
| 507 |
root |
1.53 |
// no need to do anything if we don't have darkness |
| 508 |
|
|
if (map->darklevel () <= 0) |
| 509 |
|
|
return; |
| 510 |
|
|
|
| 511 |
root |
1.46 |
map->at (x, y).invalidate (); |
| 512 |
|
|
|
| 513 |
root |
1.11 |
for_all_players (pl) |
| 514 |
root |
1.4 |
{ |
| 515 |
|
|
/* Player should not have a null map, but do this |
| 516 |
|
|
* check as a safety |
| 517 |
|
|
*/ |
| 518 |
root |
1.12 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
| 519 |
root |
1.4 |
continue; |
| 520 |
|
|
|
| 521 |
|
|
/* Same map is simple case - see if pl is close enough. |
| 522 |
|
|
* Note in all cases, we did the check for same map first, |
| 523 |
|
|
* and then see if the player is close enough and update |
| 524 |
|
|
* los if that is the case. If the player is on the |
| 525 |
|
|
* corresponding map, but not close enough, then the |
| 526 |
|
|
* player can't be on another map that may be closer, |
| 527 |
|
|
* so by setting it up this way, we trim processing |
| 528 |
|
|
* some. |
| 529 |
|
|
*/ |
| 530 |
|
|
if (pl->ob->map == map) |
| 531 |
root |
1.53 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
| 532 |
|
|
pl->do_los = 1; |
| 533 |
root |
1.12 |
|
| 534 |
root |
1.4 |
/* Now we check to see if player is on adjacent |
| 535 |
|
|
* maps to the one that changed and also within |
| 536 |
|
|
* view. The tile_maps[] could be null, but in that |
| 537 |
|
|
* case it should never match the pl->ob->map, so |
| 538 |
|
|
* we want ever try to dereference any of the data in it. |
| 539 |
root |
1.12 |
* |
| 540 |
|
|
* The logic for 0 and 3 is to see how far the player is |
| 541 |
root |
1.4 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
| 542 |
|
|
* and to add current position on this map - that gives a |
| 543 |
|
|
* distance. |
| 544 |
|
|
* For 1 and 2, we check to see how far the given |
| 545 |
|
|
* coordinate (x,y) is from the corresponding edge, |
| 546 |
|
|
* and then add the players location, which gives |
| 547 |
|
|
* a distance. |
| 548 |
|
|
*/ |
| 549 |
|
|
else if (pl->ob->map == map->tile_map[0]) |
| 550 |
|
|
{ |
| 551 |
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)) |
| 552 |
root |
1.4 |
pl->do_los = 1; |
| 553 |
root |
1.2 |
} |
| 554 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[2]) |
| 555 |
|
|
{ |
| 556 |
root |
1.13 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
| 557 |
root |
1.4 |
pl->do_los = 1; |
| 558 |
root |
1.2 |
} |
| 559 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[1]) |
| 560 |
|
|
{ |
| 561 |
root |
1.13 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
| 562 |
root |
1.4 |
pl->do_los = 1; |
| 563 |
root |
1.2 |
} |
| 564 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[3]) |
| 565 |
|
|
{ |
| 566 |
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)) |
| 567 |
root |
1.4 |
pl->do_los = 1; |
| 568 |
root |
1.2 |
} |
| 569 |
elmex |
1.1 |
} |
| 570 |
|
|
} |
| 571 |
|
|
|
| 572 |
root |
1.48 |
static const int season_darkness[5][HOURS_PER_DAY] = { |
| 573 |
|
|
/*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ |
| 574 |
|
|
{ 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 }, |
| 575 |
|
|
{ 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 }, |
| 576 |
|
|
{ 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 }, |
| 577 |
|
|
{ 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 }, |
| 578 |
|
|
{ 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 } |
| 579 |
root |
1.47 |
}; |
| 580 |
|
|
|
| 581 |
root |
1.48 |
/* |
| 582 |
|
|
* Tell players the time and compute the darkness level for all maps in the game. |
| 583 |
|
|
* MUST be called exactly once per hour. |
| 584 |
|
|
*/ |
| 585 |
root |
1.47 |
void |
| 586 |
root |
1.48 |
maptile::adjust_daylight () |
| 587 |
root |
1.47 |
{ |
| 588 |
|
|
timeofday_t tod; |
| 589 |
|
|
|
| 590 |
|
|
get_tod (&tod); |
| 591 |
|
|
|
| 592 |
root |
1.48 |
// log the time to log-1 every hour, and to chat every day |
| 593 |
|
|
{ |
| 594 |
|
|
char todbuf[512]; |
| 595 |
root |
1.47 |
|
| 596 |
root |
1.48 |
format_tod (todbuf, sizeof (todbuf), &tod); |
| 597 |
root |
1.47 |
|
| 598 |
root |
1.48 |
for_all_players (pl) |
| 599 |
|
|
pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
| 600 |
|
|
} |
| 601 |
root |
1.47 |
|
| 602 |
|
|
/* If the light level isn't changing, no reason to do all |
| 603 |
|
|
* the work below. |
| 604 |
|
|
*/ |
| 605 |
root |
1.48 |
sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
| 606 |
|
|
|
| 607 |
|
|
if (new_darkness == maptile::outdoor_darkness) |
| 608 |
root |
1.47 |
return; |
| 609 |
|
|
|
| 610 |
root |
1.48 |
new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
| 611 |
|
|
new_darkness > maptile::outdoor_darkness |
| 612 |
|
|
? "It becomes darker." |
| 613 |
|
|
: "It becomes brighter."); |
| 614 |
root |
1.47 |
|
| 615 |
root |
1.48 |
maptile::outdoor_darkness = new_darkness; |
| 616 |
root |
1.47 |
|
| 617 |
root |
1.48 |
// we simply update the los for all players, which is unnecessarily |
| 618 |
|
|
// costly, but should do for the moment. |
| 619 |
|
|
for_all_players (pl) |
| 620 |
|
|
pl->do_los = 1; |
| 621 |
root |
1.47 |
} |
| 622 |
|
|
|
| 623 |
elmex |
1.1 |
/* |
| 624 |
|
|
* make_sure_seen: The object is supposed to be visible through walls, thus |
| 625 |
|
|
* check if any players are nearby, and edit their LOS array. |
| 626 |
|
|
*/ |
| 627 |
root |
1.4 |
void |
| 628 |
|
|
make_sure_seen (const object *op) |
| 629 |
|
|
{ |
| 630 |
root |
1.11 |
for_all_players (pl) |
| 631 |
root |
1.4 |
if (pl->ob->map == op->map && |
| 632 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
| 633 |
|
|
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) |
| 634 |
root |
1.49 |
pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
| 635 |
elmex |
1.1 |
} |
| 636 |
|
|
|
| 637 |
|
|
/* |
| 638 |
|
|
* make_sure_not_seen: The object which is supposed to be visible through |
| 639 |
|
|
* walls has just been removed from the map, so update the los of any |
| 640 |
|
|
* players within its range |
| 641 |
|
|
*/ |
| 642 |
root |
1.4 |
void |
| 643 |
|
|
make_sure_not_seen (const object *op) |
| 644 |
|
|
{ |
| 645 |
root |
1.11 |
for_all_players (pl) |
| 646 |
root |
1.4 |
if (pl->ob->map == op->map && |
| 647 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
| 648 |
|
|
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) |
| 649 |
root |
1.4 |
pl->do_los = 1; |
| 650 |
elmex |
1.1 |
} |
| 651 |
root |
1.52 |
|