server-1.12/common/los.c

678 lines
24 KiB
C

/*
* static char *rcsid_los_c =
* "$Id: los.c 11578 2009-02-23 22:02:27Z lalo $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/**
* @file los.c
* This handles the "line of sight" for players and monsters.
*/
/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
#include <global.h>
#include <math.h>
/**
* Distance must be less than this for the object to be blocked.
* An object is 1.0 wide, so if set to 0.5, it means the object
* that blocks half the view (0.0 is complete block) will
* block view in our tables.
* .4 or less lets you see through walls. .5 is about right.
*/
#define SPACE_BLOCK 0.5
typedef struct blstr {
int x[4], y[4];
int index;
} blocks;
static blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
static void expand_lighted_sight(object *op);
/**
* What this sets is that x,y blocks the view of bx,by
* This then sets up a relation - for example, something
* at 5,4 blocks view at 5,3 which blocks view at 5,2
* etc. So when we check 5,4 and find it blocks, we have
* the data to know that 5,3 and 5,2 and 5,1 should also
* be blocked.
* Used to initialise the array used by the LOS routines.
*
* @param x
* @param y
* coordinates that block.
* @param bx
* @param by
* coordinates that get blocked.
* @todo
* check index for overflow?
*/
static void set_block(int x, int y, int bx, int by) {
int index = block[x][y].index, i;
/* Due to flipping, we may get duplicates - better safe than sorry.
*/
for (i = 0; i < index; i++) {
if (block[x][y].x[i] == bx
&& block[x][y].y[i] == by)
return;
}
block[x][y].x[index] = bx;
block[x][y].y[index] = by;
block[x][y].index++;
#ifdef LOS_DEBUG
LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
#endif
}
/**
* initialises the array used by the LOS routines.
*
* Since we are only doing the upper left quadrant, only
* these spaces could possibly get blocked, since these
* are the only ones further out that are still possibly in the
* sightline.
*/
void init_block(void) {
int x, y, dx, dy, i;
static const int block_x[3] = {
-1, -1, 0
}, block_y[3] = {
-1, 0, -1
};
for (x = 0; x < MAP_CLIENT_X; x++)
for (y = 0; y < MAP_CLIENT_Y; y++) {
block[x][y].index = 0;
}
/* The table should be symmetric, so only do the upper left
* quadrant - makes the processing easier.
*/
for (x = 1; x <= MAP_CLIENT_X/2; x++) {
for (y = 1; y <= MAP_CLIENT_Y/2; y++) {
for (i = 0; i < 3; i++) {
dx = x+block_x[i];
dy = y+block_y[i];
/* center space never blocks */
if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2)
continue;
/* If its a straight line, its blocked */
if ((dx == x && x == MAP_CLIENT_X/2)
|| (dy == y && y == MAP_CLIENT_Y/2)) {
/* For simplicity, we mirror the coordinates to block the other
* quadrants.
*/
set_block(x, y, dx, dy);
if (x == MAP_CLIENT_X/2) {
set_block(x, MAP_CLIENT_Y-y-1, dx, MAP_CLIENT_Y-dy-1);
} else if (y == MAP_CLIENT_Y/2) {
set_block(MAP_CLIENT_X-x-1, y, MAP_CLIENT_X-dx-1, dy);
}
} else {
float d1, r, s, l;
/* We use the algorihm that found out how close the point
* (x,y) is to the line from dx,dy to the center of the viewable
* area. l is the distance from x,y to the line.
* r is more a curiosity - it lets us know what direction (left/right)
* the line is off
*/
d1 = (float)(pow(MAP_CLIENT_X/2-dx, 2)+pow(MAP_CLIENT_Y/2-dy, 2));
r = (float)((dy-y)*(dy-MAP_CLIENT_Y/2)-(dx-x)*(MAP_CLIENT_X/2-dx))/d1;
s = (float)((dy-y)*(MAP_CLIENT_X/2-dx)-(dx-x)*(MAP_CLIENT_Y/2-dy))/d1;
l = FABS(sqrt(d1)*s);
if (l <= SPACE_BLOCK) {
/* For simplicity, we mirror the coordinates to block the other
* quadrants.
*/
set_block(x, y, dx, dy);
set_block(MAP_CLIENT_X-x-1, y, MAP_CLIENT_X-dx-1, dy);
set_block(x, MAP_CLIENT_Y-y-1, dx, MAP_CLIENT_Y-dy-1);
set_block(MAP_CLIENT_X-x-1, MAP_CLIENT_Y-y-1, MAP_CLIENT_X-dx-1, MAP_CLIENT_Y-dy-1);
}
}
}
}
}
}
/**
* This recursively sets the blocked line of sight view.
* From the blocked[][] array, we know for example
* that if some particular space is blocked, it blocks
* the view of the spaces 'behind' it, and those blocked
* spaces behind it may block other spaces, etc.
* In this way, the chain of visibility is set.
* Used to initialise the array used by the LOS routines.
*
* @param op
* player for which we're computing.
* @param x
* @param y
* indexes into the blocked[][] array.
*/
static void set_wall(object *op, int x, int y) {
int i;
for (i = 0; i < block[x][y].index; i++) {
int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
/* ax, ay are the values as adjusted to be in the
* socket look structure.
*/
ax = dx-(MAP_CLIENT_X-op->contr->socket.mapx)/2;
ay = dy-(MAP_CLIENT_Y-op->contr->socket.mapy)/2;
if (ax < 0 || ax >= op->contr->socket.mapx
|| ay < 0 || ay >= op->contr->socket.mapy)
continue;
/* we need to adjust to the fact that the socket
* code wants the los to start from the 0,0
* and not be relative to middle of los array.
*/
op->contr->blocked_los[ax][ay] = 100;
set_wall(op, dx, dy);
}
}
/**
* Used to initialise the array used by the LOS routines.
* @param op
* player's object
* @param x
* @param y
* Values based on MAP_CLIENT_X and Y that index the blocked[][] arrays.
*
* @todo
* use player *instead of object *to show it must be a player?
*/
static void check_wall(object *op, int x, int y) {
int ax, ay;
if (!block[x][y].index)
return;
/* ax, ay are coordinates as indexed into the look window */
ax = x-(MAP_CLIENT_X-op->contr->socket.mapx)/2;
ay = y-(MAP_CLIENT_Y-op->contr->socket.mapy)/2;
/* If the converted coordinates are outside the viewable
* area for the client, return now.
*/
if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy)
return;
/* If this space is already blocked, prune the processing - presumably
* whatever has set this space to be blocked has done the work and already
* done the dependency chain.
*/
if (op->contr->blocked_los[ax][ay] == 100)
return;
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))
set_wall(op, x, y);
}
/**
* Clears/initialises the los-array associated to the player
* controlling the object.
*
* @param op
* player's object.
*
* @todo
* use player *instead of object *to show it must be a player?
*/
void clear_los(object *op) {
/* This is safer than using the socket->mapx, mapy because
* we index the blocked_los as a 2 way array, so clearing
* the first z spaces may not not cover the spaces we are
* actually going to use
*/
(void)memset((void *)op->contr->blocked_los, 0, MAP_CLIENT_X*MAP_CLIENT_Y);
}
/**
* Goes through the array of what the given player is
* able to see, and expands the visible area a bit, so the player will,
* to a certain degree, be able to see into corners.
* This is somewhat suboptimal, would be better to improve the formula.
*
* @param op
* player's object to process.
*
* @todo
* use player *instead of object *to show it must be a player? */
static void expand_sight(object *op) {
int i, x, y, dx, dy;
for (x = 1; x < op->contr->socket.mapx-1; x++) /* loop over inner squares */
for (y = 1; y < op->contr->socket.mapy-1; y++) {
if (!op->contr->blocked_los[x][y]
&& !(get_map_flags(op->map, NULL,
op->x-op->contr->socket.mapx/2+x,
op->y-op->contr->socket.mapy/2+y,
NULL, NULL)&(P_BLOCKSVIEW|P_OUT_OF_MAP))) {
for (i = 1; i <= 8; i += 1) { /* mark all directions */
dx = x+freearr_x[i];
dy = y+freearr_y[i];
if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
op->contr->blocked_los[dx][dy] = -1;
}
}
}
if (MAP_DARKNESS(op->map) > 0) /* player is on a dark map */
expand_lighted_sight(op);
/* clear mark squares */
for (x = 0; x < op->contr->socket.mapx; x++)
for (y = 0; y < op->contr->socket.mapy; y++)
if (op->contr->blocked_los[x][y] < 0)
op->contr->blocked_los[x][y] = 0;
}
/**
* Checks if op has a light source.
*
* @param op
* object being checked.
* @return
* true if op carries one or more lights
*
* @note
* This is a trivial function now days, but it used to
* be a bit longer. Probably better for callers to just
* check the op->glow_radius instead of calling this.
*/
int has_carried_lights(const object *op) {
/* op may glow! */
if (op->glow_radius > 0)
return 1;
return 0;
}
/**
* Propagate the light information.
*
* @param op
* player's object for which to compute the light values.
*/
static void expand_lighted_sight(object *op) {
int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
mapstruct *m = op->map;
sint16 nx, ny;
darklevel = MAP_DARKNESS(m);
/* If the player can see in the dark, lower the darklevel for him */
if (QUERY_FLAG(op, FLAG_SEE_IN_DARK))
darklevel -= 2;
/* add light, by finding all (non-null) nearby light sources, then
* mark those squares specially. If the darklevel<1, there is no
* reason to do this, so we skip this function
*/
if (darklevel < 1)
return;
/* Do a sanity check. If not valid, some code below may do odd
* things.
*/
if (darklevel > MAX_DARKNESS) {
LOG(llevError, "Map darkness for %s on %s is too high (%d)\n", op->name, op->map->path, darklevel);
darklevel = MAX_DARKNESS;
}
/* First, limit player furthest (unlighted) vision */
for (x = 0; x < op->contr->socket.mapx; x++)
for (y = 0; y < op->contr->socket.mapy; y++)
if (op->contr->blocked_los[x][y] != 100)
op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
/* the spaces[] darkness value contains the information we need.
* Only process the area of interest.
* the basex, basey values represent the position in the op->contr->blocked_los
* array. Its easier to just increment them here (and start with the right
* value) than to recalculate them down below.
*/
for (x = (op->x-op->contr->socket.mapx/2-MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
x <= (op->x+op->contr->socket.mapx/2+MAX_LIGHT_RADII); x++, basex++) {
for (y = (op->y-op->contr->socket.mapy/2-MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
y <= (op->y+op->contr->socket.mapy/2+MAX_LIGHT_RADII); y++, basey++) {
m = op->map;
nx = x;
ny = y;
mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
if (mflags&P_OUT_OF_MAP)
continue;
/* This space is providing light, so we need to brighten up the
* spaces around here.
*/
light = GET_MAP_LIGHT(m, nx, ny);
if (light != 0) {
for (ax = basex-light; ax <= basex+light; ax++) {
if (ax < 0 || ax >= op->contr->socket.mapx)
continue;
for (ay = basey-light; ay <= basey+light; ay++) {
if (ay < 0 || ay >= op->contr->socket.mapy)
continue;
/* If the space is fully blocked, do nothing. Otherwise, we
* brighten the space. The further the light is away from the
* source (basex-x), the less effect it has. Though light used
* to dim in a square manner, it now dims in a circular manner
* using the the pythagorean theorem. glow_radius still
* represents the radius
*/
if (op->contr->blocked_los[ax][ay] != 100) {
x1 = abs(basex-ax)*abs(basex-ax);
y1 = abs(basey-ay)*abs(basey-ay);
if (light > 0)
op->contr->blocked_los[ax][ay] -= MAX((light-isqrt(x1+y1)), 0);
if (light < 0)
op->contr->blocked_los[ax][ay] -= MIN((light+isqrt(x1+y1)), 0);
}
} /* for ay */
} /* for ax */
} /* if this space is providing light */
} /* for y */
} /* for x */
/* Outdoor should never really be completely pitch black dark like
* a dungeon, so let the player at least see a little around themselves
*/
if (op->map->outdoor && darklevel > (MAX_DARKNESS-3)) {
if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3))
op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS-3;
for (x = -1; x <= 1; x++)
for (y = -1; y <= 1; y++) {
if (op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] > (MAX_DARKNESS-2))
op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] = MAX_DARKNESS-2;
}
}
/* grant some vision to the player, based on the darklevel */
for (x = darklevel-MAX_DARKNESS; x < MAX_DARKNESS+1-darklevel; x++)
for (y = darklevel-MAX_DARKNESS; y < MAX_DARKNESS+1-darklevel; y++)
if (!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] == 100))
op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] -= MAX(0, 6-darklevel-MAX(abs(x), abs(y)));
}
/**
* Sets all veiwable squares to blocked except
* for the one the central one that the player occupies. A little
* odd that you can see yourself (and what your standing on), but
* really need for any reasonable game play.
*
* @param op
* player's object for which to reset los. Must have a valid contr.
*/
static void blinded_sight(object *op) {
int x, y;
for (x = 0; x < op->contr->socket.mapx; x++)
for (y = 0; y < op->contr->socket.mapy; y++)
op->contr->blocked_los[x][y] = 100;
op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = 0;
}
/**
* Recalculates the array which specifies what is
* visible for the given player-object.
*
* @param op
* player's object for which to compute.
*/
void update_los(object *op) {
int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y;
if (QUERY_FLAG(op, FLAG_REMOVED))
return;
clear_los(op);
if (QUERY_FLAG(op, FLAG_WIZ) /* || XRAYS(op) */)
return;
/* For larger maps, this is more efficient than the old way which
* used the chaining of the block array. Since many space views could
* be blocked by different spaces in front, this mean that a lot of spaces
* could be examined multile times, as each path would be looked at.
*/
for (x = (MAP_CLIENT_X-op->contr->socket.mapx)/2+1; x < (MAP_CLIENT_X+op->contr->socket.mapx)/2-1; x++)
for (y = (MAP_CLIENT_Y-op->contr->socket.mapy)/2+1; y < (MAP_CLIENT_Y+op->contr->socket.mapy)/2-1; y++)
check_wall(op, x, y);
/* do the los of the player. 3 (potential) cases */
if (QUERY_FLAG(op, FLAG_BLIND)) /* player is blind */
blinded_sight(op);
else
expand_sight(op);
if (QUERY_FLAG(op, FLAG_XRAYS)) {
int x, y;
for (x = -2; x <= 2; x++)
for (y = -2; y <= 2; y++)
op->contr->blocked_los[dx+x][dy+y] = 0;
}
}
/**
* update all_map_los is like update_all_los() below,
* but updates everyone on the map, no matter where they
* are. This generally should not be used, as a per
* specific map change doesn't make much sense when tiling
* is considered (lowering darkness would certainly be a
* strange effect if done on a tile map, as it makes
* the distinction between maps much more obvious to the
* players, which is should not be.
* Currently, this function is called from the
* change_map_light function
*
* @param map
* map on which affected players are.
*/
void update_all_map_los(mapstruct *map) {
player *pl;
for (pl = first_player; pl != NULL; pl = pl->next) {
if (pl->ob->map == map)
pl->do_los = 1;
}
}
/**
* This function makes sure that update_los() will be called for all
* players on the given map within the next frame.
* It is triggered by removal or inserting of objects which blocks
* the sight in the map.
* Modified by MSW 2001-07-12 to take a coordinate of the changed
* position, and to also take map tiling into account. This change
* means that just being on the same map is not sufficient - the
* space that changes must be withing your viewable area.
*
* @param map
* map that changed.
* @param x
* @param y
* coordinates of the change.
*
* @todo
* check if this couldn't be simplified, especially tiling (isn't there a function somewhere that could help?)
*/
void update_all_los(const mapstruct *map, int x, int y) {
player *pl;
for (pl = first_player; pl != NULL; pl = pl->next) {
/* Player should not have a null map, but do this
* check as a safety
*/
if (!pl->ob->map)
continue;
/* Same map is simple case - see if pl is close enough.
* Note in all cases, we did the check for same map first,
* and then see if the player is close enough and update
* los if that is the case. If the player is on the
* corresponding map, but not close enough, then the
* player can't be on another map that may be closer,
* so by setting it up this way, we trim processing
* some.
*/
if (pl->ob->map == map) {
if ((abs(pl->ob->x-x) <= pl->socket.mapx/2)
&& (abs(pl->ob->y-y) <= pl->socket.mapy/2))
pl->do_los = 1;
}
/* Now we check to see if player is on adjacent
* maps to the one that changed and also within
* view. The tile_maps[] could be null, but in that
* case it should never match the pl->ob->map, so
* we want ever try to dereference any of the data in it.
*/
/* The logic for 0 and 3 is to see how far the player is
* from the edge of the map (height/width) - pl->ob->(x,y)
* and to add current position on this map - that gives a
* distance.
* For 1 and 2, we check to see how far the given
* coordinate (x,y) is from the corresponding edge,
* and then add the players location, which gives
* a distance.
*/
else if (pl->ob->map == map->tile_map[0]) {
if ((abs(pl->ob->x-x) <= pl->socket.mapx/2)
&& (abs(y+MAP_HEIGHT(map->tile_map[0])-pl->ob->y) <= pl->socket.mapy/2))
pl->do_los = 1;
} else if (pl->ob->map == map->tile_map[2]) {
if ((abs(pl->ob->x-x) <= pl->socket.mapx/2)
&& (abs(pl->ob->y+MAP_HEIGHT(map)-y) <= pl->socket.mapy/2))
pl->do_los = 1;
} else if (pl->ob->map == map->tile_map[1]) {
if ((abs(pl->ob->x+MAP_WIDTH(map)-x) <= pl->socket.mapx/2)
&& (abs(pl->ob->y-y) <= pl->socket.mapy/2))
pl->do_los = 1;
} else if (pl->ob->map == map->tile_map[3]) {
if ((abs(x+MAP_WIDTH(map->tile_map[3])-pl->ob->x) <= pl->socket.mapx/2)
&& (abs(pl->ob->y-y) <= pl->socket.mapy/2))
pl->do_los = 1;
}
}
}
/**
* Debug-routine which dumps the array which specifies the visible
* area of a player. Triggered by the DM command printlos.
*
* @param op
* DM asking for information.
*
* @todo
* change the command to view another player's LOS?
*/
void print_los(object *op) {
int x, y;
char buf[MAP_CLIENT_X*2+20], buf2[10];
snprintf(buf, sizeof(buf), "[fixed] ");
for (x = 0; x < op->contr->socket.mapx; x++) {
snprintf(buf2, sizeof(buf2), "%2d", x);
strncat(buf, buf2, sizeof(buf)-strlen(buf)-1);
}
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, buf, NULL);
for (y = 0; y < op->contr->socket.mapy; y++) {
snprintf(buf, sizeof(buf), "[fixed]%2d:", y);
for (x = 0; x < op->contr->socket.mapx; x++) {
snprintf(buf2, sizeof(buf2), " %1d", op->contr->blocked_los[x][y] == 100 ? 1 : 0);
strncat(buf, buf2, sizeof(buf)-strlen(buf)-1);
}
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, buf, NULL);
}
}
/**
* The object is supposed to be visible through walls, thus
* check if any players are nearby, and edit their LOS array.
*
* @param op
* object that should be visible.
*
* @todo
* what about tiled maps?
*/
void make_sure_seen(const object *op) {
player *pl;
for (pl = first_player; pl; pl = pl->next)
if (pl->ob->map == op->map
&& pl->ob->y-pl->socket.mapy/2 <= op->y
&& pl->ob->y+pl->socket.mapy/2 >= op->y
&& pl->ob->x-pl->socket.mapx/2 <= op->x
&& pl->ob->x+pl->socket.mapx/2 >= op->x)
pl->blocked_los[pl->socket.mapx/2+op->x-pl->ob->x][pl->socket.mapy/2+op->y-pl->ob->y] = 0;
}
/**
* The object which is supposed to be visible through
* walls has just been removed from the map, so update the los of any
* players within its range
*
* @param op
* object that disappears.
*
* @todo
* what about tiled maps?
*/
void make_sure_not_seen(const object *op) {
player *pl;
for (pl = first_player; pl; pl = pl->next)
if (pl->ob->map == op->map
&& pl->ob->y-pl->socket.mapy/2 <= op->y
&& pl->ob->y+pl->socket.mapy/2 >= op->y
&& pl->ob->x-pl->socket.mapx/2 <= op->x
&& pl->ob->x+pl->socket.mapx/2 >= op->x)
pl->do_los = 1;
}