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 |
|
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* 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 |
|
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* 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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/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 |
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26 |
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#include <global.h> |
27 |
root |
1.41 |
#include <cmath> |
28 |
elmex |
1.1 |
|
29 |
root |
1.41 |
static void expand_lighted_sight (object *op); |
30 |
elmex |
1.1 |
|
31 |
root |
1.41 |
enum { |
32 |
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LOS_XI = 0x01, |
33 |
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LOS_YI = 0x02, |
34 |
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}; |
35 |
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|
36 |
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struct los_info |
37 |
|
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{ |
38 |
root |
1.43 |
sint8 xo, yo; // obscure angle |
39 |
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sint8 xe, ye; // angle deviation |
40 |
|
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uint8 culled; // culled from "tree" |
41 |
|
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uint8 queued; // already queued |
42 |
root |
1.41 |
uint8 visible; |
43 |
root |
1.43 |
uint8 flags; // LOS_XI/YI |
44 |
root |
1.41 |
}; |
45 |
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|
46 |
|
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// temporary storage for the los algorithm, |
47 |
|
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// one los_info for each lightable map space |
48 |
|
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static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
49 |
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|
50 |
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struct point |
51 |
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{ |
52 |
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sint8 x, y; |
53 |
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}; |
54 |
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55 |
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// minimum size, but must be a power of two |
56 |
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#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
57 |
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|
58 |
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// a queue of spaces to calculate |
59 |
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static point queue [QUEUE_LENGTH]; |
60 |
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static int q1, q2; // queue start, end |
61 |
elmex |
1.1 |
|
62 |
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/* |
63 |
root |
1.41 |
* Clears/initialises the los-array associated to the player |
64 |
|
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* controlling the object. |
65 |
elmex |
1.1 |
*/ |
66 |
root |
1.41 |
void |
67 |
root |
1.42 |
player::clear_los (sint8 value) |
68 |
root |
1.41 |
{ |
69 |
root |
1.42 |
memset (los, value, sizeof (los)); |
70 |
root |
1.41 |
} |
71 |
elmex |
1.1 |
|
72 |
root |
1.41 |
// enqueue a single mapspace, but only if it hasn't |
73 |
|
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// been enqueued yet. |
74 |
root |
1.4 |
static void |
75 |
root |
1.41 |
enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
76 |
root |
1.4 |
{ |
77 |
root |
1.41 |
sint8 x = LOS_X0 + dx; |
78 |
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sint8 y = LOS_Y0 + dy; |
79 |
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|
80 |
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if (x < 0 || x >= MAP_CLIENT_X) return; |
81 |
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if (y < 0 || y >= MAP_CLIENT_Y) return; |
82 |
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|
83 |
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los_info &l = los[x][y]; |
84 |
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|
85 |
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l.flags |= flags; |
86 |
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|
87 |
|
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if (l.queued) |
88 |
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return; |
89 |
elmex |
1.1 |
|
90 |
root |
1.41 |
l.queued = 1; |
91 |
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|
92 |
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queue[q1].x = dx; |
93 |
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queue[q1].y = dy; |
94 |
elmex |
1.1 |
|
95 |
root |
1.41 |
q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
96 |
elmex |
1.1 |
} |
97 |
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|
98 |
root |
1.41 |
// run the los algorithm |
99 |
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// this is a variant of a spiral los algorithm taken from |
100 |
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// http://www.geocities.com/temerra/los_rays.html |
101 |
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// which has been simplified and changed considerably, but |
102 |
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// still is basically the same algorithm. |
103 |
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static void |
104 |
root |
1.48 |
calculate_los (player *pl) |
105 |
root |
1.4 |
{ |
106 |
root |
1.41 |
int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
107 |
root |
1.4 |
|
108 |
root |
1.41 |
memset (los, 0, sizeof (los)); |
109 |
root |
1.4 |
|
110 |
root |
1.41 |
q1 = 0; q2 = 0; // initialise queue, not strictly required |
111 |
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enqueue (0, 0); // enqueue center |
112 |
root |
1.4 |
|
113 |
root |
1.41 |
// treat the origin specially |
114 |
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los[LOS_X0][LOS_Y0].visible = 1; |
115 |
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pl->los[LOS_X0][LOS_Y0] = 0; |
116 |
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|
117 |
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// loop over all enqueued points until the queue is empty |
118 |
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// the order in which this is done ensures that we |
119 |
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// never touch a mapspace whose input spaces we haven't checked |
120 |
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// yet. |
121 |
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while (q1 != q2) |
122 |
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{ |
123 |
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sint8 dx = queue[q2].x; |
124 |
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sint8 dy = queue[q2].y; |
125 |
root |
1.4 |
|
126 |
root |
1.41 |
q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
127 |
root |
1.4 |
|
128 |
root |
1.41 |
sint8 x = LOS_X0 + dx; |
129 |
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sint8 y = LOS_Y0 + dy; |
130 |
elmex |
1.1 |
|
131 |
root |
1.41 |
//int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
132 |
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int distance = 0;//D |
133 |
root |
1.4 |
|
134 |
root |
1.41 |
los_info &l = los[x][y]; |
135 |
elmex |
1.1 |
|
136 |
root |
1.41 |
if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
137 |
|
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{ |
138 |
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l.culled = 1; |
139 |
elmex |
1.1 |
|
140 |
root |
1.41 |
// check contributing spaces, first horizontal |
141 |
|
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if (expect_true (l.flags & LOS_XI)) |
142 |
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{ |
143 |
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los_info *xi = &los[x - sign (dx)][y]; |
144 |
elmex |
1.1 |
|
145 |
root |
1.41 |
// don't cull unless obscured |
146 |
|
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l.culled &= !xi->visible; |
147 |
elmex |
1.1 |
|
148 |
root |
1.41 |
/* merge input space */ |
149 |
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if (expect_false (xi->xo || xi->yo)) |
150 |
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{ |
151 |
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// The X input can provide two main pieces of information: |
152 |
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// 1. Progressive X obscurity. |
153 |
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// 2. Recessive Y obscurity. |
154 |
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|
155 |
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// Progressive X obscurity, favouring recessive input angle |
156 |
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if (xi->xe > 0 && l.xo == 0) |
157 |
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{ |
158 |
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l.xe = xi->xe - xi->yo; |
159 |
|
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l.ye = xi->ye + xi->yo; |
160 |
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l.xo = xi->xo; |
161 |
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l.yo = xi->yo; |
162 |
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} |
163 |
root |
1.4 |
|
164 |
root |
1.41 |
// Recessive Y obscurity |
165 |
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if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
166 |
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{ |
167 |
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l.ye = xi->yo + xi->ye; |
168 |
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l.xe = xi->xe - xi->yo; |
169 |
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l.xo = xi->xo; |
170 |
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l.yo = xi->yo; |
171 |
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} |
172 |
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} |
173 |
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} |
174 |
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|
175 |
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// check contributing spaces, last vertical, identical structure |
176 |
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if (expect_true (l.flags & LOS_YI)) |
177 |
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{ |
178 |
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los_info *yi = &los[x][y - sign (dy)]; |
179 |
elmex |
1.1 |
|
180 |
root |
1.41 |
// don't cull unless obscured |
181 |
|
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l.culled &= !yi->visible; |
182 |
elmex |
1.1 |
|
183 |
root |
1.41 |
/* merge input space */ |
184 |
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if (expect_false (yi->yo || yi->xo)) |
185 |
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{ |
186 |
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// The Y input can provide two main pieces of information: |
187 |
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// 1. Progressive Y obscurity. |
188 |
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// 2. Recessive X obscurity. |
189 |
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|
190 |
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// Progressive Y obscurity, favouring recessive input angle |
191 |
|
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if (yi->ye > 0 && l.yo == 0) |
192 |
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{ |
193 |
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l.ye = yi->ye - yi->xo; |
194 |
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l.xe = yi->xe + yi->xo; |
195 |
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l.yo = yi->yo; |
196 |
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l.xo = yi->xo; |
197 |
|
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} |
198 |
elmex |
1.1 |
|
199 |
root |
1.41 |
// Recessive X obscurity |
200 |
|
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if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
201 |
|
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{ |
202 |
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l.xe = yi->xo + yi->xe; |
203 |
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l.ye = yi->ye - yi->xo; |
204 |
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l.yo = yi->yo; |
205 |
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l.xo = yi->xo; |
206 |
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} |
207 |
|
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} |
208 |
|
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} |
209 |
elmex |
1.1 |
|
210 |
root |
1.41 |
// check whether this space blocks the view |
211 |
root |
1.48 |
maptile *m = pl->observe->map; |
212 |
|
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sint16 nx = pl->observe->x + dx; |
213 |
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sint16 ny = pl->observe->y + dy; |
214 |
elmex |
1.1 |
|
215 |
root |
1.41 |
if (expect_true (!xy_normalise (m, nx, ny)) |
216 |
|
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|| expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
217 |
|
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{ |
218 |
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l.xo = l.xe = abs (dx); |
219 |
|
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l.yo = l.ye = abs (dy); |
220 |
elmex |
1.1 |
|
221 |
root |
1.41 |
// we obscure dependents, but might be visible |
222 |
|
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// copy the los from the square towards the player, |
223 |
|
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// so outward diagonal corners are lit. |
224 |
|
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pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
225 |
|
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l.visible = false; |
226 |
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} |
227 |
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else |
228 |
|
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{ |
229 |
|
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// we are not blocked, so calculate visibility, by checking |
230 |
|
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// whether we are inside or outside the shadow |
231 |
|
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l.visible = (l.xe <= 0 || l.xe > l.xo) |
232 |
|
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&& (l.ye <= 0 || l.ye > l.yo); |
233 |
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|
234 |
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pl->los[x][y] = l.culled ? LOS_BLOCKED |
235 |
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: l.visible ? max (0, 2 - max_radius + distance) |
236 |
|
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: 3; |
237 |
root |
1.37 |
} |
238 |
root |
1.41 |
|
239 |
root |
1.37 |
} |
240 |
root |
1.4 |
|
241 |
root |
1.41 |
// Expands by the unit length in each component's current direction. |
242 |
|
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// If a component has no direction, then it is expanded in both of its |
243 |
|
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// positive and negative directions. |
244 |
|
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if (!l.culled) |
245 |
|
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{ |
246 |
|
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if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
247 |
|
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if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
248 |
|
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if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
249 |
|
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if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
250 |
|
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} |
251 |
|
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} |
252 |
elmex |
1.1 |
} |
253 |
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|
254 |
|
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/* returns true if op carries one or more lights |
255 |
|
|
* This is a trivial function now days, but it used to |
256 |
|
|
* be a bit longer. Probably better for callers to just |
257 |
|
|
* check the op->glow_radius instead of calling this. |
258 |
|
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*/ |
259 |
root |
1.4 |
int |
260 |
|
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has_carried_lights (const object *op) |
261 |
|
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{ |
262 |
|
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/* op may glow! */ |
263 |
|
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if (op->glow_radius > 0) |
264 |
|
|
return 1; |
265 |
|
|
|
266 |
|
|
return 0; |
267 |
|
|
} |
268 |
|
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|
269 |
root |
1.32 |
/* radius, distance => lightness adjust */ |
270 |
root |
1.44 |
static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
271 |
root |
1.45 |
static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
272 |
root |
1.32 |
|
273 |
root |
1.44 |
static struct los_init |
274 |
root |
1.32 |
{ |
275 |
root |
1.44 |
los_init () |
276 |
root |
1.32 |
{ |
277 |
root |
1.45 |
/* for lights */ |
278 |
root |
1.32 |
for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
279 |
root |
1.35 |
for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
280 |
root |
1.32 |
{ |
281 |
|
|
// max intensity |
282 |
root |
1.36 |
int intensity = min (LOS_MAX, abs (radius) + 1); |
283 |
root |
1.32 |
|
284 |
|
|
// actual intensity |
285 |
|
|
intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
286 |
|
|
|
287 |
root |
1.44 |
light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
288 |
root |
1.35 |
? min (3, intensity) |
289 |
root |
1.36 |
: LOS_MAX - intensity; |
290 |
root |
1.32 |
} |
291 |
root |
1.45 |
|
292 |
|
|
/* for general vision */ |
293 |
|
|
for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
294 |
|
|
for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
295 |
|
|
{ |
296 |
|
|
vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
297 |
|
|
} |
298 |
root |
1.32 |
} |
299 |
root |
1.44 |
} los_init; |
300 |
root |
1.32 |
|
301 |
root |
1.39 |
sint8 |
302 |
|
|
los_brighten (sint8 b, sint8 l) |
303 |
|
|
{ |
304 |
|
|
return b == LOS_BLOCKED ? b : min (b, l); |
305 |
|
|
} |
306 |
|
|
|
307 |
|
|
sint8 |
308 |
|
|
los_darken (sint8 b, sint8 l) |
309 |
|
|
{ |
310 |
|
|
return max (b, l); |
311 |
|
|
} |
312 |
|
|
|
313 |
|
|
template<sint8 change_it (sint8, sint8)> |
314 |
|
|
static void |
315 |
root |
1.48 |
apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
316 |
root |
1.39 |
{ |
317 |
root |
1.41 |
// min or max the circular area around basex, basey |
318 |
|
|
dx += LOS_X0; |
319 |
|
|
dy += LOS_Y0; |
320 |
|
|
|
321 |
root |
1.48 |
int hx = pl->ns->mapx / 2; |
322 |
|
|
int hy = pl->ns->mapy / 2; |
323 |
root |
1.41 |
|
324 |
|
|
int ax0 = max (LOS_X0 - hx, dx - light); |
325 |
|
|
int ay0 = max (LOS_Y0 - hy, dy - light); |
326 |
|
|
int ax1 = min (dx + light, LOS_X0 + hx); |
327 |
|
|
int ay1 = min (dy + light, LOS_Y0 + hy); |
328 |
root |
1.39 |
|
329 |
|
|
for (int ax = ax0; ax <= ax1; ax++) |
330 |
|
|
for (int ay = ay0; ay <= ay1; ay++) |
331 |
root |
1.41 |
pl->los[ax][ay] = |
332 |
root |
1.44 |
change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
333 |
root |
1.39 |
} |
334 |
|
|
|
335 |
|
|
/* add light, by finding all (non-null) nearby light sources, then |
336 |
|
|
* mark those squares specially. |
337 |
|
|
*/ |
338 |
root |
1.4 |
static void |
339 |
root |
1.48 |
apply_lights (player *pl) |
340 |
root |
1.4 |
{ |
341 |
root |
1.48 |
object *op = pl->observe; |
342 |
|
|
int darklevel = op->map->darklevel (); |
343 |
root |
1.4 |
|
344 |
|
|
/* If the player can see in the dark, lower the darklevel for him */ |
345 |
root |
1.48 |
if (op->flag [FLAG_SEE_IN_DARK]) |
346 |
|
|
darklevel = max (0, darklevel - 2); |
347 |
elmex |
1.1 |
|
348 |
root |
1.48 |
int half_x = pl->ns->mapx / 2; |
349 |
|
|
int half_y = pl->ns->mapy / 2; |
350 |
root |
1.32 |
|
351 |
|
|
int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
352 |
|
|
int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
353 |
|
|
int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
354 |
|
|
int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
355 |
|
|
|
356 |
|
|
int pass2 = 0; // negative lights have an extra pass |
357 |
|
|
|
358 |
root |
1.48 |
if (!darklevel) |
359 |
root |
1.39 |
pass2 = 1; |
360 |
|
|
else |
361 |
|
|
{ |
362 |
|
|
/* first, make everything totally dark */ |
363 |
root |
1.41 |
for (int dx = -half_x; dx <= half_x; dx++) |
364 |
|
|
for (int dy = -half_x; dy <= half_y; dy++) |
365 |
root |
1.48 |
if (pl->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
366 |
|
|
pl->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
367 |
root |
1.39 |
|
368 |
|
|
/* |
369 |
|
|
* Only process the area of interest. |
370 |
root |
1.41 |
* the basex, basey values represent the position in the op->contr->los |
371 |
|
|
* array. Its easier to just increment them here (and start with the right |
372 |
root |
1.39 |
* value) than to recalculate them down below. |
373 |
|
|
*/ |
374 |
root |
1.41 |
for (int x = min_x; x <= max_x; x++) |
375 |
|
|
for (int y = min_y; y <= max_y; y++) |
376 |
root |
1.39 |
{ |
377 |
root |
1.48 |
maptile *m = pl->observe->map; |
378 |
root |
1.39 |
sint16 nx = x; |
379 |
|
|
sint16 ny = y; |
380 |
|
|
|
381 |
|
|
if (!xy_normalise (m, nx, ny)) |
382 |
|
|
continue; |
383 |
|
|
|
384 |
|
|
mapspace &ms = m->at (nx, ny); |
385 |
|
|
ms.update (); |
386 |
|
|
sint8 light = ms.light; |
387 |
|
|
|
388 |
|
|
if (expect_false (light)) |
389 |
|
|
if (light < 0) |
390 |
|
|
pass2 = 1; |
391 |
|
|
else |
392 |
root |
1.48 |
apply_light<los_brighten> (pl, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
393 |
root |
1.39 |
} |
394 |
|
|
|
395 |
|
|
/* grant some vision to the player, based on the darklevel */ |
396 |
root |
1.32 |
{ |
397 |
root |
1.45 |
int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
398 |
root |
1.39 |
|
399 |
root |
1.48 |
apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
400 |
root |
1.32 |
} |
401 |
root |
1.39 |
} |
402 |
root |
1.4 |
|
403 |
root |
1.38 |
// possibly do 2nd pass for rare negative glow radii |
404 |
root |
1.39 |
// for effect, those are always considered to be stronger than anything else |
405 |
|
|
// but they can't darken a place completely |
406 |
|
|
if (pass2) |
407 |
root |
1.41 |
for (int x = min_x; x <= max_x; x++) |
408 |
|
|
for (int y = min_y; y <= max_y; y++) |
409 |
root |
1.4 |
{ |
410 |
root |
1.48 |
maptile *m = pl->observe->map; |
411 |
root |
1.32 |
sint16 nx = x; |
412 |
|
|
sint16 ny = y; |
413 |
root |
1.4 |
|
414 |
root |
1.32 |
if (!xy_normalise (m, nx, ny)) |
415 |
|
|
continue; |
416 |
root |
1.4 |
|
417 |
root |
1.32 |
mapspace &ms = m->at (nx, ny); |
418 |
|
|
ms.update (); |
419 |
|
|
sint8 light = ms.light; |
420 |
root |
1.4 |
|
421 |
root |
1.32 |
if (expect_false (light < 0)) |
422 |
root |
1.48 |
apply_light<los_darken> (pl, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
423 |
root |
1.18 |
} |
424 |
elmex |
1.1 |
} |
425 |
|
|
|
426 |
root |
1.31 |
/* blinded_sight() - sets all viewable squares to blocked except |
427 |
elmex |
1.1 |
* for the one the central one that the player occupies. A little |
428 |
|
|
* odd that you can see yourself (and what your standing on), but |
429 |
|
|
* really need for any reasonable game play. |
430 |
|
|
*/ |
431 |
root |
1.4 |
static void |
432 |
root |
1.48 |
blinded_sight (player *pl) |
433 |
root |
1.4 |
{ |
434 |
root |
1.48 |
pl->los[LOS_X0][LOS_Y0] = 1; |
435 |
elmex |
1.1 |
} |
436 |
|
|
|
437 |
|
|
/* |
438 |
|
|
* update_los() recalculates the array which specifies what is |
439 |
|
|
* visible for the given player-object. |
440 |
|
|
*/ |
441 |
root |
1.4 |
void |
442 |
root |
1.48 |
player::update_los () |
443 |
root |
1.4 |
{ |
444 |
root |
1.48 |
if (ob->flag [FLAG_REMOVED])//D really needed? |
445 |
root |
1.4 |
return; |
446 |
elmex |
1.1 |
|
447 |
root |
1.48 |
clear_los (); |
448 |
root |
1.27 |
|
449 |
root |
1.48 |
if (ob->flag [FLAG_WIZLOOK]) |
450 |
|
|
memset (los, 0, sizeof (los)); |
451 |
|
|
else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
452 |
|
|
blinded_sight (this); |
453 |
root |
1.4 |
else |
454 |
root |
1.41 |
{ |
455 |
root |
1.48 |
calculate_los (this); |
456 |
|
|
apply_lights (this); |
457 |
root |
1.41 |
} |
458 |
root |
1.4 |
|
459 |
root |
1.48 |
if (observe->flag [FLAG_XRAYS]) |
460 |
root |
1.41 |
for (int dx = -2; dx <= 2; dx++) |
461 |
|
|
for (int dy = -2; dy <= 2; dy++) |
462 |
root |
1.48 |
min_it (los[dx + LOS_X0][dy + LOS_X0], 1); |
463 |
elmex |
1.1 |
} |
464 |
|
|
|
465 |
|
|
/* update all_map_los is like update_all_los below, |
466 |
|
|
* but updates everyone on the map, no matter where they |
467 |
root |
1.12 |
* are. This generally should not be used, as a per |
468 |
elmex |
1.1 |
* specific map change doesn't make much sense when tiling |
469 |
|
|
* is considered (lowering darkness would certainly be a |
470 |
|
|
* strange effect if done on a tile map, as it makes |
471 |
|
|
* the distinction between maps much more obvious to the |
472 |
|
|
* players, which is should not be. |
473 |
|
|
* Currently, this function is called from the |
474 |
|
|
* change_map_light function |
475 |
|
|
*/ |
476 |
root |
1.4 |
void |
477 |
root |
1.6 |
update_all_map_los (maptile *map) |
478 |
root |
1.4 |
{ |
479 |
root |
1.46 |
for_all_players_on_map (pl, map) |
480 |
|
|
pl->do_los = 1; |
481 |
elmex |
1.1 |
} |
482 |
|
|
|
483 |
|
|
/* |
484 |
|
|
* This function makes sure that update_los() will be called for all |
485 |
|
|
* players on the given map within the next frame. |
486 |
|
|
* It is triggered by removal or inserting of objects which blocks |
487 |
|
|
* the sight in the map. |
488 |
|
|
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
489 |
|
|
* position, and to also take map tiling into account. This change |
490 |
|
|
* means that just being on the same map is not sufficient - the |
491 |
|
|
* space that changes must be withing your viewable area. |
492 |
|
|
* |
493 |
|
|
* map is the map that changed, x and y are the coordinates. |
494 |
|
|
*/ |
495 |
root |
1.4 |
void |
496 |
root |
1.6 |
update_all_los (const maptile *map, int x, int y) |
497 |
root |
1.4 |
{ |
498 |
root |
1.46 |
map->at (x, y).invalidate (); |
499 |
|
|
|
500 |
root |
1.11 |
for_all_players (pl) |
501 |
root |
1.4 |
{ |
502 |
|
|
/* Player should not have a null map, but do this |
503 |
|
|
* check as a safety |
504 |
|
|
*/ |
505 |
root |
1.12 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
506 |
root |
1.4 |
continue; |
507 |
|
|
|
508 |
|
|
/* Same map is simple case - see if pl is close enough. |
509 |
|
|
* Note in all cases, we did the check for same map first, |
510 |
|
|
* and then see if the player is close enough and update |
511 |
|
|
* los if that is the case. If the player is on the |
512 |
|
|
* corresponding map, but not close enough, then the |
513 |
|
|
* player can't be on another map that may be closer, |
514 |
|
|
* so by setting it up this way, we trim processing |
515 |
|
|
* some. |
516 |
|
|
*/ |
517 |
|
|
if (pl->ob->map == map) |
518 |
|
|
{ |
519 |
root |
1.10 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
520 |
root |
1.4 |
pl->do_los = 1; |
521 |
root |
1.2 |
} |
522 |
root |
1.12 |
|
523 |
root |
1.4 |
/* Now we check to see if player is on adjacent |
524 |
|
|
* maps to the one that changed and also within |
525 |
|
|
* view. The tile_maps[] could be null, but in that |
526 |
|
|
* case it should never match the pl->ob->map, so |
527 |
|
|
* we want ever try to dereference any of the data in it. |
528 |
root |
1.12 |
* |
529 |
|
|
* The logic for 0 and 3 is to see how far the player is |
530 |
root |
1.4 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
531 |
|
|
* and to add current position on this map - that gives a |
532 |
|
|
* distance. |
533 |
|
|
* For 1 and 2, we check to see how far the given |
534 |
|
|
* coordinate (x,y) is from the corresponding edge, |
535 |
|
|
* and then add the players location, which gives |
536 |
|
|
* a distance. |
537 |
|
|
*/ |
538 |
|
|
else if (pl->ob->map == map->tile_map[0]) |
539 |
|
|
{ |
540 |
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)) |
541 |
root |
1.4 |
pl->do_los = 1; |
542 |
root |
1.2 |
} |
543 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[2]) |
544 |
|
|
{ |
545 |
root |
1.13 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
546 |
root |
1.4 |
pl->do_los = 1; |
547 |
root |
1.2 |
} |
548 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[1]) |
549 |
|
|
{ |
550 |
root |
1.13 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
551 |
root |
1.4 |
pl->do_los = 1; |
552 |
root |
1.2 |
} |
553 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[3]) |
554 |
|
|
{ |
555 |
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)) |
556 |
root |
1.4 |
pl->do_los = 1; |
557 |
root |
1.2 |
} |
558 |
elmex |
1.1 |
} |
559 |
|
|
} |
560 |
|
|
|
561 |
root |
1.48 |
static const int season_darkness[5][HOURS_PER_DAY] = { |
562 |
|
|
/*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 */ |
563 |
|
|
{ 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 }, |
564 |
|
|
{ 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 }, |
565 |
|
|
{ 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 }, |
566 |
|
|
{ 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 }, |
567 |
|
|
{ 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 } |
568 |
root |
1.47 |
}; |
569 |
|
|
|
570 |
root |
1.48 |
/* |
571 |
|
|
* Tell players the time and compute the darkness level for all maps in the game. |
572 |
|
|
* MUST be called exactly once per hour. |
573 |
|
|
*/ |
574 |
root |
1.47 |
void |
575 |
root |
1.48 |
maptile::adjust_daylight () |
576 |
root |
1.47 |
{ |
577 |
|
|
timeofday_t tod; |
578 |
|
|
|
579 |
|
|
get_tod (&tod); |
580 |
|
|
|
581 |
root |
1.48 |
// log the time to log-1 every hour, and to chat every day |
582 |
|
|
{ |
583 |
|
|
char todbuf[512]; |
584 |
root |
1.47 |
|
585 |
root |
1.48 |
format_tod (todbuf, sizeof (todbuf), &tod); |
586 |
root |
1.47 |
|
587 |
root |
1.48 |
for_all_players (pl) |
588 |
|
|
pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
589 |
|
|
} |
590 |
root |
1.47 |
|
591 |
|
|
/* If the light level isn't changing, no reason to do all |
592 |
|
|
* the work below. |
593 |
|
|
*/ |
594 |
root |
1.48 |
sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
595 |
|
|
|
596 |
|
|
if (new_darkness == maptile::outdoor_darkness) |
597 |
root |
1.47 |
return; |
598 |
|
|
|
599 |
root |
1.48 |
new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
600 |
|
|
new_darkness > maptile::outdoor_darkness |
601 |
|
|
? "It becomes darker." |
602 |
|
|
: "It becomes brighter."); |
603 |
root |
1.47 |
|
604 |
root |
1.48 |
maptile::outdoor_darkness = new_darkness; |
605 |
root |
1.47 |
|
606 |
root |
1.48 |
// we simply update the los for all players, which is unnecessarily |
607 |
|
|
// costly, but should do for the moment. |
608 |
|
|
for_all_players (pl) |
609 |
|
|
pl->do_los = 1; |
610 |
root |
1.47 |
} |
611 |
|
|
|
612 |
elmex |
1.1 |
/* |
613 |
|
|
* make_sure_seen: The object is supposed to be visible through walls, thus |
614 |
|
|
* check if any players are nearby, and edit their LOS array. |
615 |
|
|
*/ |
616 |
root |
1.4 |
void |
617 |
|
|
make_sure_seen (const object *op) |
618 |
|
|
{ |
619 |
root |
1.11 |
for_all_players (pl) |
620 |
root |
1.4 |
if (pl->ob->map == op->map && |
621 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
622 |
|
|
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) |
623 |
root |
1.41 |
pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
624 |
elmex |
1.1 |
} |
625 |
|
|
|
626 |
|
|
/* |
627 |
|
|
* make_sure_not_seen: The object which is supposed to be visible through |
628 |
|
|
* walls has just been removed from the map, so update the los of any |
629 |
|
|
* players within its range |
630 |
|
|
*/ |
631 |
root |
1.4 |
void |
632 |
|
|
make_sure_not_seen (const object *op) |
633 |
|
|
{ |
634 |
root |
1.11 |
for_all_players (pl) |
635 |
root |
1.4 |
if (pl->ob->map == op->map && |
636 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
637 |
|
|
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) |
638 |
root |
1.4 |
pl->do_los = 1; |
639 |
elmex |
1.1 |
} |