678 lines
24 KiB
C
678 lines
24 KiB
C
/*
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* static char *rcsid_los_c =
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* "$Id: los.c 11578 2009-02-23 22:02:27Z lalo $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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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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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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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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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/**
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* @file los.c
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* This handles the "line of sight" for players and monsters.
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*/
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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 <math.h>
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/**
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* Distance must be less than this for the object to be blocked.
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* An object is 1.0 wide, so if set to 0.5, it means the object
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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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typedef struct blstr {
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int x[4], y[4];
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int index;
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} blocks;
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static blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
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static void expand_lighted_sight(object *op);
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/**
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* What this sets is that x,y blocks the view of bx,by
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* This then sets up a relation - for example, something
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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 blocks, 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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* Used to initialise the array used by the LOS routines.
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*
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* @param x
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* @param y
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* coordinates that block.
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* @param bx
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* @param by
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* coordinates that get blocked.
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* @todo
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* check index for overflow?
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*/
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static void set_block(int x, int y, int bx, int by) {
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int index = block[x][y].index, i;
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/* 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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if (block[x][y].x[i] == bx
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&& block[x][y].y[i] == by)
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return;
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}
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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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#ifdef LOS_DEBUG
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LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
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#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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void init_block(void) {
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int x, y, dx, dy, i;
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static const int block_x[3] = {
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-1, -1, 0
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}, block_y[3] = {
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-1, 0, -1
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};
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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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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++) {
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for (y = 1; y <= MAP_CLIENT_Y/2; y++) {
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for (i = 0; i < 3; i++) {
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dx = x+block_x[i];
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dy = y+block_y[i];
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/* center space never blocks */
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if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2)
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continue;
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/* If its a straight line, its blocked */
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if ((dx == x && x == MAP_CLIENT_X/2)
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|| (dy == y && y == MAP_CLIENT_Y/2)) {
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/* For simplicity, we mirror the coordinates to block the other
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* quadrants.
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*/
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set_block(x, y, dx, dy);
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if (x == MAP_CLIENT_X/2) {
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set_block(x, MAP_CLIENT_Y-y-1, dx, MAP_CLIENT_Y-dy-1);
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} else if (y == MAP_CLIENT_Y/2) {
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set_block(MAP_CLIENT_X-x-1, y, MAP_CLIENT_X-dx-1, dy);
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}
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} else {
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float d1, r, s, l;
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/* We use the algorihm that found out how close the point
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* (x,y) is to the line from dx,dy to the center of the viewable
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* area. l is the distance from x,y to the line.
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* r is more a curiosity - it lets us know what direction (left/right)
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* the line is off
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*/
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d1 = (float)(pow(MAP_CLIENT_X/2-dx, 2)+pow(MAP_CLIENT_Y/2-dy, 2));
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r = (float)((dy-y)*(dy-MAP_CLIENT_Y/2)-(dx-x)*(MAP_CLIENT_X/2-dx))/d1;
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s = (float)((dy-y)*(MAP_CLIENT_X/2-dx)-(dx-x)*(MAP_CLIENT_Y/2-dy))/d1;
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l = FABS(sqrt(d1)*s);
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if (l <= SPACE_BLOCK) {
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/* For simplicity, we mirror the coordinates to block the other
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* quadrants.
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*/
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set_block(x, y, dx, dy);
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set_block(MAP_CLIENT_X-x-1, y, MAP_CLIENT_X-dx-1, dy);
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set_block(x, MAP_CLIENT_Y-y-1, dx, MAP_CLIENT_Y-dy-1);
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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);
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}
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}
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}
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}
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}
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}
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/**
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* This recursively sets the blocked line of sight view.
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* From the blocked[][] array, we know for example
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* that if some particular space is blocked, it blocks
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* the view of the spaces 'behind' it, and those blocked
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* spaces behind it may block other spaces, etc.
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* In this way, the chain of visibility is set.
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* Used to initialise the array used by the LOS routines.
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*
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* @param op
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* player for which we're computing.
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* @param x
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* @param y
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* indexes into the blocked[][] array.
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*/
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static void set_wall(object *op, int x, int y) {
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int i;
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for (i = 0; i < block[x][y].index; i++) {
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int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
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/* ax, ay are the values as adjusted to be in the
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* socket look structure.
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*/
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ax = dx-(MAP_CLIENT_X-op->contr->socket.mapx)/2;
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ay = dy-(MAP_CLIENT_Y-op->contr->socket.mapy)/2;
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if (ax < 0 || ax >= op->contr->socket.mapx
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|| ay < 0 || ay >= op->contr->socket.mapy)
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continue;
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/* we need to adjust to the fact that the socket
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* code wants the los to start from the 0,0
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* and not be relative to middle of los array.
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*/
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op->contr->blocked_los[ax][ay] = 100;
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set_wall(op, dx, dy);
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}
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}
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/**
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* Used to initialise the array used by the LOS routines.
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* @param op
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* player's object
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* @param x
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* @param y
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* Values based on MAP_CLIENT_X and Y that index the blocked[][] arrays.
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*
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* @todo
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* use player *instead of object *to show it must be a player?
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*/
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static void check_wall(object *op, int x, int y) {
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int ax, ay;
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if (!block[x][y].index)
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return;
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/* ax, ay are coordinates as indexed into the look window */
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ax = x-(MAP_CLIENT_X-op->contr->socket.mapx)/2;
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ay = y-(MAP_CLIENT_Y-op->contr->socket.mapy)/2;
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/* If the converted coordinates are outside the viewable
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* area for the client, return now.
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*/
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if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy)
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return;
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/* If this space is already blocked, prune the processing - presumably
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* whatever has set this space to be blocked has done the work and already
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* done the dependency chain.
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*/
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if (op->contr->blocked_los[ax][ay] == 100)
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return;
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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))
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set_wall(op, x, y);
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}
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/**
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* Clears/initialises the los-array associated to the player
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* controlling the object.
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*
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* @param op
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* player's object.
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*
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* @todo
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* use player *instead of object *to show it must be a player?
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*/
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void clear_los(object *op) {
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/* This is safer than using the socket->mapx, mapy because
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* we index the blocked_los as a 2 way array, so clearing
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* the first z spaces may not not cover the spaces we are
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* actually going to use
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*/
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(void)memset((void *)op->contr->blocked_los, 0, MAP_CLIENT_X*MAP_CLIENT_Y);
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}
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/**
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* Goes through the array of what the given player is
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* able to see, and expands the visible area a bit, so the player will,
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* to a certain degree, be able to see into corners.
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* This is somewhat suboptimal, would be better to improve the formula.
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*
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* @param op
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* player's object to process.
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*
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* @todo
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* use player *instead of object *to show it must be a player? */
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static void expand_sight(object *op) {
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int i, x, y, dx, dy;
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for (x = 1; x < op->contr->socket.mapx-1; x++) /* loop over inner squares */
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for (y = 1; y < op->contr->socket.mapy-1; y++) {
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if (!op->contr->blocked_los[x][y]
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&& !(get_map_flags(op->map, NULL,
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op->x-op->contr->socket.mapx/2+x,
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op->y-op->contr->socket.mapy/2+y,
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NULL, NULL)&(P_BLOCKSVIEW|P_OUT_OF_MAP))) {
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for (i = 1; i <= 8; i += 1) { /* mark all directions */
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dx = x+freearr_x[i];
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dy = y+freearr_y[i];
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if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
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op->contr->blocked_los[dx][dy] = -1;
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}
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}
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}
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if (MAP_DARKNESS(op->map) > 0) /* player is on a dark map */
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expand_lighted_sight(op);
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/* clear mark squares */
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for (x = 0; x < op->contr->socket.mapx; x++)
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for (y = 0; y < op->contr->socket.mapy; y++)
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if (op->contr->blocked_los[x][y] < 0)
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op->contr->blocked_los[x][y] = 0;
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}
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/**
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* Checks if op has a light source.
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*
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* @param op
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* object being checked.
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* @return
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* true if op carries one or more lights
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*
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* @note
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* This is a trivial function now days, but it used to
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* be a bit longer. Probably better for callers to just
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* check the op->glow_radius instead of calling this.
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*/
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int has_carried_lights(const object *op) {
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/* op may glow! */
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if (op->glow_radius > 0)
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return 1;
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return 0;
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}
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/**
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* Propagate the light information.
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*
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* @param op
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* player's object for which to compute the light values.
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*/
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static void expand_lighted_sight(object *op) {
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int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
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mapstruct *m = op->map;
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sint16 nx, ny;
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darklevel = MAP_DARKNESS(m);
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/* If the player can see in the dark, lower the darklevel for him */
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if (QUERY_FLAG(op, FLAG_SEE_IN_DARK))
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darklevel -= 2;
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/* add light, by finding all (non-null) nearby light sources, then
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* mark those squares specially. If the darklevel<1, there is no
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* reason to do this, so we skip this function
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*/
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if (darklevel < 1)
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return;
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/* Do a sanity check. If not valid, some code below may do odd
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* things.
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*/
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if (darklevel > MAX_DARKNESS) {
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LOG(llevError, "Map darkness for %s on %s is too high (%d)\n", op->name, op->map->path, darklevel);
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darklevel = MAX_DARKNESS;
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}
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/* First, limit player furthest (unlighted) vision */
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for (x = 0; x < op->contr->socket.mapx; x++)
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for (y = 0; y < op->contr->socket.mapy; y++)
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if (op->contr->blocked_los[x][y] != 100)
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op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
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/* the spaces[] darkness value contains the information we need.
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* Only process the area of interest.
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* the basex, basey values represent the position in the op->contr->blocked_los
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* array. Its easier to just increment them here (and start with the right
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* value) than to recalculate them down below.
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*/
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for (x = (op->x-op->contr->socket.mapx/2-MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
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x <= (op->x+op->contr->socket.mapx/2+MAX_LIGHT_RADII); x++, basex++) {
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for (y = (op->y-op->contr->socket.mapy/2-MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
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y <= (op->y+op->contr->socket.mapy/2+MAX_LIGHT_RADII); y++, basey++) {
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m = op->map;
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nx = x;
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ny = y;
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mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
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if (mflags&P_OUT_OF_MAP)
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continue;
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/* This space is providing light, so we need to brighten up the
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* spaces around here.
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*/
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light = GET_MAP_LIGHT(m, nx, ny);
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if (light != 0) {
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for (ax = basex-light; ax <= basex+light; ax++) {
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if (ax < 0 || ax >= op->contr->socket.mapx)
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continue;
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for (ay = basey-light; ay <= basey+light; ay++) {
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if (ay < 0 || ay >= op->contr->socket.mapy)
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continue;
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/* If the space is fully blocked, do nothing. Otherwise, we
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* brighten the space. The further the light is away from the
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* source (basex-x), the less effect it has. Though light used
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* to dim in a square manner, it now dims in a circular manner
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* using the the pythagorean theorem. glow_radius still
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* represents the radius
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*/
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if (op->contr->blocked_los[ax][ay] != 100) {
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x1 = abs(basex-ax)*abs(basex-ax);
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y1 = abs(basey-ay)*abs(basey-ay);
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if (light > 0)
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op->contr->blocked_los[ax][ay] -= MAX((light-isqrt(x1+y1)), 0);
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if (light < 0)
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op->contr->blocked_los[ax][ay] -= MIN((light+isqrt(x1+y1)), 0);
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}
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} /* for ay */
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} /* for ax */
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} /* if this space is providing light */
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} /* for y */
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} /* for x */
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/* Outdoor should never really be completely pitch black dark like
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* a dungeon, so let the player at least see a little around themselves
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*/
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if (op->map->outdoor && darklevel > (MAX_DARKNESS-3)) {
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if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3))
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op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS-3;
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for (x = -1; x <= 1; x++)
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for (y = -1; y <= 1; y++) {
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if (op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] > (MAX_DARKNESS-2))
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op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] = MAX_DARKNESS-2;
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}
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}
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/* grant some vision to the player, based on the darklevel */
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for (x = darklevel-MAX_DARKNESS; x < MAX_DARKNESS+1-darklevel; x++)
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for (y = darklevel-MAX_DARKNESS; y < MAX_DARKNESS+1-darklevel; y++)
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if (!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] == 100))
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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)));
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}
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/**
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* Sets all veiwable squares to blocked except
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* for the one the central one that the player occupies. A little
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* odd that you can see yourself (and what your standing on), but
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* really need for any reasonable game play.
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*
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* @param op
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* player's object for which to reset los. Must have a valid contr.
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*/
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static void blinded_sight(object *op) {
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int x, y;
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for (x = 0; x < op->contr->socket.mapx; x++)
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for (y = 0; y < op->contr->socket.mapy; y++)
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op->contr->blocked_los[x][y] = 100;
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op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = 0;
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}
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/**
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* Recalculates the array which specifies what is
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* visible for the given player-object.
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*
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* @param op
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* player's object for which to compute.
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*/
|
|
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;
|
|
}
|