1 |
elmex |
1.1 |
/* |
2 |
root |
1.29 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.19 |
* |
4 |
root |
1.60 |
* Copyright (©) 2005,2006,2007,2008,2009 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 |
|
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
root |
1.26 |
* |
21 |
root |
1.29 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
pippijn |
1.19 |
*/ |
23 |
elmex |
1.1 |
|
24 |
|
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#include <global.h> |
25 |
root |
1.41 |
#include <cmath> |
26 |
elmex |
1.1 |
|
27 |
root |
1.56 |
#define SEE_IN_DARK_RADIUS 2 |
28 |
root |
1.57 |
#define MAX_VISION 10 // maximum visible radius |
29 |
root |
1.51 |
|
30 |
root |
1.49 |
// los flags |
31 |
root |
1.41 |
enum { |
32 |
root |
1.49 |
FLG_XI = 0x01, // we have an x-parent |
33 |
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FLG_YI = 0x02, // we have an y-parent |
34 |
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FLG_BLOCKED = 0x04, // this space blocks the view |
35 |
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FLG_QUEUED = 0x80 // already queued in queue, or border |
36 |
root |
1.41 |
}; |
37 |
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|
38 |
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struct los_info |
39 |
|
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{ |
40 |
root |
1.49 |
uint8 flags; // FLG_xxx |
41 |
|
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uint8 culled; // culled from "tree" |
42 |
|
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uint8 visible; |
43 |
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uint8 pad0; |
44 |
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|
45 |
root |
1.43 |
sint8 xo, yo; // obscure angle |
46 |
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sint8 xe, ye; // angle deviation |
47 |
root |
1.41 |
}; |
48 |
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|
49 |
|
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// temporary storage for the los algorithm, |
50 |
|
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// one los_info for each lightable map space |
51 |
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static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
52 |
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|
53 |
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struct point |
54 |
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{ |
55 |
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sint8 x, y; |
56 |
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}; |
57 |
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58 |
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// minimum size, but must be a power of two |
59 |
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#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
60 |
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|
61 |
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// a queue of spaces to calculate |
62 |
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static point queue [QUEUE_LENGTH]; |
63 |
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static int q1, q2; // queue start, end |
64 |
elmex |
1.1 |
|
65 |
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/* |
66 |
root |
1.41 |
* Clears/initialises the los-array associated to the player |
67 |
|
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* controlling the object. |
68 |
elmex |
1.1 |
*/ |
69 |
root |
1.41 |
void |
70 |
root |
1.42 |
player::clear_los (sint8 value) |
71 |
root |
1.41 |
{ |
72 |
root |
1.42 |
memset (los, value, sizeof (los)); |
73 |
root |
1.41 |
} |
74 |
elmex |
1.1 |
|
75 |
root |
1.41 |
// enqueue a single mapspace, but only if it hasn't |
76 |
|
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// been enqueued yet. |
77 |
root |
1.4 |
static void |
78 |
root |
1.41 |
enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
79 |
root |
1.4 |
{ |
80 |
root |
1.41 |
sint8 x = LOS_X0 + dx; |
81 |
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sint8 y = LOS_Y0 + dy; |
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 |
root |
1.49 |
if (l.flags & FLG_QUEUED) |
88 |
root |
1.41 |
return; |
89 |
elmex |
1.1 |
|
90 |
root |
1.49 |
l.flags |= FLG_QUEUED; |
91 |
root |
1.41 |
|
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 |
1.49 |
{ |
107 |
root |
1.52 |
memset (los, 0, sizeof (los)); |
108 |
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|
109 |
root |
1.49 |
// we keep one line for ourselves, for the border flag |
110 |
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// so the client area is actually MAP_CLIENT_(X|Y) - 2 |
111 |
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int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
112 |
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int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
113 |
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|
114 |
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// create borders, the corners are not touched |
115 |
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for (int dx = -half_x; dx <= half_x; ++dx) |
116 |
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los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
117 |
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los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
118 |
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|
119 |
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for (int dy = -half_y; dy <= half_y; ++dy) |
120 |
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los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
121 |
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los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
122 |
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|
123 |
|
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// now reset the los area and also add blocked flags |
124 |
|
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// which supposedly is faster than doing it inside the |
125 |
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// spiral path algorithm below, except when very little |
126 |
root |
1.54 |
// area is visible, in which case it is slower. which evens |
127 |
root |
1.49 |
// out los calculation times between large and small los maps. |
128 |
|
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// apply_lights also iterates over this area, maybe these |
129 |
|
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// two passes could be combined somehow. |
130 |
root |
1.52 |
unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
131 |
|
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{ |
132 |
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los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
133 |
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l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
134 |
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} |
135 |
root |
1.49 |
} |
136 |
root |
1.4 |
|
137 |
root |
1.41 |
q1 = 0; q2 = 0; // initialise queue, not strictly required |
138 |
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enqueue (0, 0); // enqueue center |
139 |
root |
1.4 |
|
140 |
root |
1.41 |
// treat the origin specially |
141 |
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los[LOS_X0][LOS_Y0].visible = 1; |
142 |
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pl->los[LOS_X0][LOS_Y0] = 0; |
143 |
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|
144 |
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// loop over all enqueued points until the queue is empty |
145 |
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// the order in which this is done ensures that we |
146 |
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// never touch a mapspace whose input spaces we haven't checked |
147 |
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// yet. |
148 |
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while (q1 != q2) |
149 |
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{ |
150 |
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sint8 dx = queue[q2].x; |
151 |
|
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sint8 dy = queue[q2].y; |
152 |
root |
1.4 |
|
153 |
root |
1.41 |
q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
154 |
root |
1.4 |
|
155 |
root |
1.41 |
sint8 x = LOS_X0 + dx; |
156 |
|
|
sint8 y = LOS_Y0 + dy; |
157 |
elmex |
1.1 |
|
158 |
root |
1.41 |
los_info &l = los[x][y]; |
159 |
elmex |
1.1 |
|
160 |
root |
1.49 |
if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
161 |
root |
1.41 |
{ |
162 |
|
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l.culled = 1; |
163 |
root |
1.49 |
l.xo = l.yo = l.xe = l.ye = 0; |
164 |
elmex |
1.1 |
|
165 |
root |
1.41 |
// check contributing spaces, first horizontal |
166 |
root |
1.49 |
if (expect_true (l.flags & FLG_XI)) |
167 |
root |
1.41 |
{ |
168 |
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los_info *xi = &los[x - sign (dx)][y]; |
169 |
elmex |
1.1 |
|
170 |
root |
1.41 |
// don't cull unless obscured |
171 |
|
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l.culled &= !xi->visible; |
172 |
elmex |
1.1 |
|
173 |
root |
1.41 |
/* merge input space */ |
174 |
|
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if (expect_false (xi->xo || xi->yo)) |
175 |
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{ |
176 |
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// The X input can provide two main pieces of information: |
177 |
|
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// 1. Progressive X obscurity. |
178 |
|
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// 2. Recessive Y obscurity. |
179 |
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|
180 |
|
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// Progressive X obscurity, favouring recessive input angle |
181 |
|
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if (xi->xe > 0 && l.xo == 0) |
182 |
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{ |
183 |
|
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l.xe = xi->xe - xi->yo; |
184 |
|
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l.ye = xi->ye + xi->yo; |
185 |
|
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l.xo = xi->xo; |
186 |
|
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l.yo = xi->yo; |
187 |
|
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} |
188 |
root |
1.4 |
|
189 |
root |
1.41 |
// Recessive Y obscurity |
190 |
|
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if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
191 |
|
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{ |
192 |
|
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l.ye = xi->yo + xi->ye; |
193 |
|
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l.xe = xi->xe - xi->yo; |
194 |
|
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l.xo = xi->xo; |
195 |
|
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l.yo = xi->yo; |
196 |
|
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} |
197 |
|
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} |
198 |
|
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} |
199 |
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|
200 |
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// check contributing spaces, last vertical, identical structure |
201 |
root |
1.49 |
if (expect_true (l.flags & FLG_YI)) |
202 |
root |
1.41 |
{ |
203 |
|
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los_info *yi = &los[x][y - sign (dy)]; |
204 |
elmex |
1.1 |
|
205 |
root |
1.41 |
// don't cull unless obscured |
206 |
|
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l.culled &= !yi->visible; |
207 |
elmex |
1.1 |
|
208 |
root |
1.41 |
/* merge input space */ |
209 |
|
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if (expect_false (yi->yo || yi->xo)) |
210 |
|
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{ |
211 |
|
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// The Y input can provide two main pieces of information: |
212 |
|
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// 1. Progressive Y obscurity. |
213 |
|
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// 2. Recessive X obscurity. |
214 |
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|
215 |
|
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// Progressive Y obscurity, favouring recessive input angle |
216 |
|
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if (yi->ye > 0 && l.yo == 0) |
217 |
|
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{ |
218 |
|
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l.ye = yi->ye - yi->xo; |
219 |
|
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l.xe = yi->xe + yi->xo; |
220 |
|
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l.yo = yi->yo; |
221 |
|
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l.xo = yi->xo; |
222 |
|
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} |
223 |
elmex |
1.1 |
|
224 |
root |
1.41 |
// Recessive X obscurity |
225 |
|
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if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
226 |
|
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{ |
227 |
|
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l.xe = yi->xo + yi->xe; |
228 |
|
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l.ye = yi->ye - yi->xo; |
229 |
|
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l.yo = yi->yo; |
230 |
|
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l.xo = yi->xo; |
231 |
|
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} |
232 |
|
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} |
233 |
|
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} |
234 |
elmex |
1.1 |
|
235 |
root |
1.49 |
if (l.flags & FLG_BLOCKED) |
236 |
root |
1.41 |
{ |
237 |
|
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l.xo = l.xe = abs (dx); |
238 |
|
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l.yo = l.ye = abs (dy); |
239 |
elmex |
1.1 |
|
240 |
root |
1.41 |
// we obscure dependents, but might be visible |
241 |
|
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// copy the los from the square towards the player, |
242 |
|
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// so outward diagonal corners are lit. |
243 |
|
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pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
244 |
root |
1.49 |
|
245 |
root |
1.41 |
l.visible = false; |
246 |
|
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} |
247 |
|
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else |
248 |
|
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{ |
249 |
|
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// we are not blocked, so calculate visibility, by checking |
250 |
|
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// whether we are inside or outside the shadow |
251 |
|
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l.visible = (l.xe <= 0 || l.xe > l.xo) |
252 |
|
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&& (l.ye <= 0 || l.ye > l.yo); |
253 |
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|
254 |
|
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pl->los[x][y] = l.culled ? LOS_BLOCKED |
255 |
root |
1.49 |
: l.visible ? 0 |
256 |
root |
1.41 |
: 3; |
257 |
root |
1.37 |
} |
258 |
root |
1.41 |
|
259 |
root |
1.37 |
} |
260 |
root |
1.4 |
|
261 |
root |
1.41 |
// Expands by the unit length in each component's current direction. |
262 |
|
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// If a component has no direction, then it is expanded in both of its |
263 |
|
|
// positive and negative directions. |
264 |
|
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if (!l.culled) |
265 |
|
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{ |
266 |
root |
1.49 |
if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
267 |
|
|
if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
268 |
|
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if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
269 |
|
|
if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
270 |
root |
1.41 |
} |
271 |
|
|
} |
272 |
elmex |
1.1 |
} |
273 |
|
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|
274 |
root |
1.32 |
/* radius, distance => lightness adjust */ |
275 |
root |
1.44 |
static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
276 |
root |
1.57 |
static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
277 |
root |
1.32 |
|
278 |
root |
1.44 |
static struct los_init |
279 |
root |
1.32 |
{ |
280 |
root |
1.44 |
los_init () |
281 |
root |
1.32 |
{ |
282 |
root |
1.49 |
assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
283 |
|
|
!(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
284 |
|
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|
285 |
root |
1.45 |
/* for lights */ |
286 |
root |
1.32 |
for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
287 |
root |
1.35 |
for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
288 |
root |
1.32 |
{ |
289 |
|
|
// max intensity |
290 |
root |
1.36 |
int intensity = min (LOS_MAX, abs (radius) + 1); |
291 |
root |
1.32 |
|
292 |
|
|
// actual intensity |
293 |
|
|
intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
294 |
|
|
|
295 |
root |
1.44 |
light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
296 |
root |
1.35 |
? min (3, intensity) |
297 |
root |
1.36 |
: LOS_MAX - intensity; |
298 |
root |
1.32 |
} |
299 |
root |
1.45 |
|
300 |
|
|
/* for general vision */ |
301 |
root |
1.57 |
for (int radius = 0; radius <= MAX_VISION; ++radius) |
302 |
|
|
for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
303 |
|
|
vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
304 |
root |
1.32 |
} |
305 |
root |
1.44 |
} los_init; |
306 |
root |
1.32 |
|
307 |
root |
1.39 |
sint8 |
308 |
|
|
los_brighten (sint8 b, sint8 l) |
309 |
|
|
{ |
310 |
|
|
return b == LOS_BLOCKED ? b : min (b, l); |
311 |
|
|
} |
312 |
|
|
|
313 |
|
|
sint8 |
314 |
|
|
los_darken (sint8 b, sint8 l) |
315 |
|
|
{ |
316 |
|
|
return max (b, l); |
317 |
|
|
} |
318 |
|
|
|
319 |
|
|
template<sint8 change_it (sint8, sint8)> |
320 |
|
|
static void |
321 |
root |
1.48 |
apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
322 |
root |
1.39 |
{ |
323 |
root |
1.41 |
// min or max the circular area around basex, basey |
324 |
|
|
dx += LOS_X0; |
325 |
|
|
dy += LOS_Y0; |
326 |
|
|
|
327 |
root |
1.48 |
int hx = pl->ns->mapx / 2; |
328 |
|
|
int hy = pl->ns->mapy / 2; |
329 |
root |
1.41 |
|
330 |
|
|
int ax0 = max (LOS_X0 - hx, dx - light); |
331 |
|
|
int ay0 = max (LOS_Y0 - hy, dy - light); |
332 |
|
|
int ax1 = min (dx + light, LOS_X0 + hx); |
333 |
|
|
int ay1 = min (dy + light, LOS_Y0 + hy); |
334 |
root |
1.39 |
|
335 |
|
|
for (int ax = ax0; ax <= ax1; ax++) |
336 |
|
|
for (int ay = ay0; ay <= ay1; ay++) |
337 |
root |
1.41 |
pl->los[ax][ay] = |
338 |
root |
1.44 |
change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
339 |
root |
1.39 |
} |
340 |
|
|
|
341 |
|
|
/* add light, by finding all (non-null) nearby light sources, then |
342 |
|
|
* mark those squares specially. |
343 |
|
|
*/ |
344 |
root |
1.4 |
static void |
345 |
root |
1.48 |
apply_lights (player *pl) |
346 |
root |
1.4 |
{ |
347 |
root |
1.48 |
object *op = pl->observe; |
348 |
|
|
int darklevel = op->map->darklevel (); |
349 |
root |
1.4 |
|
350 |
root |
1.48 |
int half_x = pl->ns->mapx / 2; |
351 |
|
|
int half_y = pl->ns->mapy / 2; |
352 |
root |
1.32 |
|
353 |
|
|
int pass2 = 0; // negative lights have an extra pass |
354 |
|
|
|
355 |
root |
1.52 |
maprect *rects = pl->observe->map->split_to_tiles ( |
356 |
|
|
pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
357 |
|
|
pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
358 |
|
|
pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
359 |
|
|
pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
360 |
|
|
); |
361 |
|
|
|
362 |
root |
1.57 |
/* If the player can see in the dark, increase light/vision radius */ |
363 |
|
|
int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
364 |
|
|
|
365 |
root |
1.48 |
if (!darklevel) |
366 |
root |
1.39 |
pass2 = 1; |
367 |
|
|
else |
368 |
|
|
{ |
369 |
|
|
/* first, make everything totally dark */ |
370 |
root |
1.41 |
for (int dx = -half_x; dx <= half_x; dx++) |
371 |
|
|
for (int dy = -half_x; dy <= half_y; dy++) |
372 |
root |
1.49 |
max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
373 |
root |
1.39 |
|
374 |
|
|
/* |
375 |
|
|
* Only process the area of interest. |
376 |
root |
1.41 |
* the basex, basey values represent the position in the op->contr->los |
377 |
|
|
* array. Its easier to just increment them here (and start with the right |
378 |
root |
1.39 |
* value) than to recalculate them down below. |
379 |
|
|
*/ |
380 |
root |
1.52 |
for (maprect *r = rects; r->m; ++r) |
381 |
|
|
rect_mapwalk (r, 0, 0) |
382 |
root |
1.39 |
{ |
383 |
|
|
mapspace &ms = m->at (nx, ny); |
384 |
|
|
ms.update (); |
385 |
|
|
sint8 light = ms.light; |
386 |
|
|
|
387 |
|
|
if (expect_false (light)) |
388 |
|
|
if (light < 0) |
389 |
|
|
pass2 = 1; |
390 |
|
|
else |
391 |
root |
1.57 |
{ |
392 |
|
|
light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
393 |
|
|
apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
394 |
|
|
} |
395 |
root |
1.39 |
} |
396 |
|
|
|
397 |
root |
1.57 |
/* grant some vision to the player, based on outside, outdoor, and darklevel */ |
398 |
root |
1.32 |
{ |
399 |
root |
1.57 |
int light; |
400 |
root |
1.39 |
|
401 |
root |
1.57 |
if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
402 |
root |
1.58 |
light = MAX_DARKNESS - op->map->darkness; |
403 |
root |
1.57 |
else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
404 |
|
|
light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
405 |
|
|
else // outdoor and darkness <= 0 => start wide and decrease quickly |
406 |
|
|
light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
407 |
|
|
|
408 |
root |
1.59 |
light = clamp (light + bonus, 0, MAX_VISION); |
409 |
root |
1.51 |
|
410 |
root |
1.48 |
apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
411 |
root |
1.32 |
} |
412 |
root |
1.39 |
} |
413 |
root |
1.4 |
|
414 |
root |
1.38 |
// possibly do 2nd pass for rare negative glow radii |
415 |
root |
1.39 |
// for effect, those are always considered to be stronger than anything else |
416 |
|
|
// but they can't darken a place completely |
417 |
|
|
if (pass2) |
418 |
root |
1.52 |
for (maprect *r = rects; r->m; ++r) |
419 |
|
|
rect_mapwalk (r, 0, 0) |
420 |
|
|
{ |
421 |
|
|
mapspace &ms = m->at (nx, ny); |
422 |
|
|
ms.update (); |
423 |
|
|
sint8 light = ms.light; |
424 |
|
|
|
425 |
|
|
if (expect_false (light < 0)) |
426 |
root |
1.57 |
{ |
427 |
|
|
light = clamp (light - bonus, 0, MAX_DARKNESS); |
428 |
|
|
apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
429 |
|
|
} |
430 |
root |
1.52 |
} |
431 |
elmex |
1.1 |
} |
432 |
|
|
|
433 |
root |
1.31 |
/* blinded_sight() - sets all viewable squares to blocked except |
434 |
elmex |
1.1 |
* for the one the central one that the player occupies. A little |
435 |
|
|
* odd that you can see yourself (and what your standing on), but |
436 |
|
|
* really need for any reasonable game play. |
437 |
|
|
*/ |
438 |
root |
1.4 |
static void |
439 |
root |
1.48 |
blinded_sight (player *pl) |
440 |
root |
1.4 |
{ |
441 |
root |
1.48 |
pl->los[LOS_X0][LOS_Y0] = 1; |
442 |
elmex |
1.1 |
} |
443 |
|
|
|
444 |
|
|
/* |
445 |
|
|
* update_los() recalculates the array which specifies what is |
446 |
|
|
* visible for the given player-object. |
447 |
|
|
*/ |
448 |
root |
1.4 |
void |
449 |
root |
1.48 |
player::update_los () |
450 |
root |
1.4 |
{ |
451 |
root |
1.48 |
if (ob->flag [FLAG_REMOVED])//D really needed? |
452 |
root |
1.4 |
return; |
453 |
elmex |
1.1 |
|
454 |
root |
1.48 |
if (ob->flag [FLAG_WIZLOOK]) |
455 |
root |
1.49 |
clear_los (0); |
456 |
root |
1.48 |
else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
457 |
root |
1.49 |
{ |
458 |
|
|
clear_los (); |
459 |
|
|
blinded_sight (this); |
460 |
|
|
} |
461 |
root |
1.4 |
else |
462 |
root |
1.41 |
{ |
463 |
root |
1.49 |
clear_los (); |
464 |
root |
1.48 |
calculate_los (this); |
465 |
|
|
apply_lights (this); |
466 |
root |
1.41 |
} |
467 |
root |
1.4 |
|
468 |
root |
1.48 |
if (observe->flag [FLAG_XRAYS]) |
469 |
root |
1.41 |
for (int dx = -2; dx <= 2; dx++) |
470 |
|
|
for (int dy = -2; dy <= 2; dy++) |
471 |
root |
1.49 |
min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
472 |
elmex |
1.1 |
} |
473 |
|
|
|
474 |
|
|
/* update all_map_los is like update_all_los below, |
475 |
|
|
* but updates everyone on the map, no matter where they |
476 |
root |
1.12 |
* are. This generally should not be used, as a per |
477 |
elmex |
1.1 |
* specific map change doesn't make much sense when tiling |
478 |
|
|
* is considered (lowering darkness would certainly be a |
479 |
|
|
* strange effect if done on a tile map, as it makes |
480 |
|
|
* the distinction between maps much more obvious to the |
481 |
|
|
* players, which is should not be. |
482 |
|
|
* Currently, this function is called from the |
483 |
|
|
* change_map_light function |
484 |
|
|
*/ |
485 |
root |
1.4 |
void |
486 |
root |
1.6 |
update_all_map_los (maptile *map) |
487 |
root |
1.4 |
{ |
488 |
root |
1.46 |
for_all_players_on_map (pl, map) |
489 |
|
|
pl->do_los = 1; |
490 |
elmex |
1.1 |
} |
491 |
|
|
|
492 |
|
|
/* |
493 |
|
|
* This function makes sure that update_los() will be called for all |
494 |
|
|
* players on the given map within the next frame. |
495 |
|
|
* It is triggered by removal or inserting of objects which blocks |
496 |
|
|
* the sight in the map. |
497 |
|
|
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
498 |
|
|
* position, and to also take map tiling into account. This change |
499 |
|
|
* means that just being on the same map is not sufficient - the |
500 |
|
|
* space that changes must be withing your viewable area. |
501 |
|
|
* |
502 |
|
|
* map is the map that changed, x and y are the coordinates. |
503 |
|
|
*/ |
504 |
root |
1.4 |
void |
505 |
root |
1.6 |
update_all_los (const maptile *map, int x, int y) |
506 |
root |
1.4 |
{ |
507 |
root |
1.53 |
// no need to do anything if we don't have darkness |
508 |
|
|
if (map->darklevel () <= 0) |
509 |
|
|
return; |
510 |
|
|
|
511 |
root |
1.46 |
map->at (x, y).invalidate (); |
512 |
|
|
|
513 |
root |
1.11 |
for_all_players (pl) |
514 |
root |
1.4 |
{ |
515 |
|
|
/* Player should not have a null map, but do this |
516 |
|
|
* check as a safety |
517 |
|
|
*/ |
518 |
root |
1.12 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
519 |
root |
1.4 |
continue; |
520 |
|
|
|
521 |
|
|
/* Same map is simple case - see if pl is close enough. |
522 |
|
|
* Note in all cases, we did the check for same map first, |
523 |
|
|
* and then see if the player is close enough and update |
524 |
|
|
* los if that is the case. If the player is on the |
525 |
|
|
* corresponding map, but not close enough, then the |
526 |
|
|
* player can't be on another map that may be closer, |
527 |
|
|
* so by setting it up this way, we trim processing |
528 |
|
|
* some. |
529 |
|
|
*/ |
530 |
|
|
if (pl->ob->map == map) |
531 |
root |
1.53 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
532 |
|
|
pl->do_los = 1; |
533 |
root |
1.12 |
|
534 |
root |
1.4 |
/* Now we check to see if player is on adjacent |
535 |
|
|
* maps to the one that changed and also within |
536 |
|
|
* view. The tile_maps[] could be null, but in that |
537 |
|
|
* case it should never match the pl->ob->map, so |
538 |
|
|
* we want ever try to dereference any of the data in it. |
539 |
root |
1.12 |
* |
540 |
|
|
* The logic for 0 and 3 is to see how far the player is |
541 |
root |
1.4 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
542 |
|
|
* and to add current position on this map - that gives a |
543 |
|
|
* distance. |
544 |
|
|
* For 1 and 2, we check to see how far the given |
545 |
|
|
* coordinate (x,y) is from the corresponding edge, |
546 |
|
|
* and then add the players location, which gives |
547 |
|
|
* a distance. |
548 |
|
|
*/ |
549 |
|
|
else if (pl->ob->map == map->tile_map[0]) |
550 |
|
|
{ |
551 |
root |
1.13 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
552 |
root |
1.4 |
pl->do_los = 1; |
553 |
root |
1.2 |
} |
554 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[2]) |
555 |
|
|
{ |
556 |
root |
1.13 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
557 |
root |
1.4 |
pl->do_los = 1; |
558 |
root |
1.2 |
} |
559 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[1]) |
560 |
|
|
{ |
561 |
root |
1.13 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
562 |
root |
1.4 |
pl->do_los = 1; |
563 |
root |
1.2 |
} |
564 |
root |
1.4 |
else if (pl->ob->map == map->tile_map[3]) |
565 |
|
|
{ |
566 |
root |
1.13 |
if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
567 |
root |
1.4 |
pl->do_los = 1; |
568 |
root |
1.2 |
} |
569 |
elmex |
1.1 |
} |
570 |
|
|
} |
571 |
|
|
|
572 |
root |
1.48 |
static const int season_darkness[5][HOURS_PER_DAY] = { |
573 |
|
|
/*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ |
574 |
|
|
{ 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 }, |
575 |
|
|
{ 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 }, |
576 |
|
|
{ 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 }, |
577 |
|
|
{ 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 }, |
578 |
|
|
{ 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 } |
579 |
root |
1.47 |
}; |
580 |
|
|
|
581 |
root |
1.48 |
/* |
582 |
|
|
* Tell players the time and compute the darkness level for all maps in the game. |
583 |
|
|
* MUST be called exactly once per hour. |
584 |
|
|
*/ |
585 |
root |
1.47 |
void |
586 |
root |
1.48 |
maptile::adjust_daylight () |
587 |
root |
1.47 |
{ |
588 |
|
|
timeofday_t tod; |
589 |
|
|
|
590 |
|
|
get_tod (&tod); |
591 |
|
|
|
592 |
root |
1.48 |
// log the time to log-1 every hour, and to chat every day |
593 |
|
|
{ |
594 |
|
|
char todbuf[512]; |
595 |
root |
1.47 |
|
596 |
root |
1.48 |
format_tod (todbuf, sizeof (todbuf), &tod); |
597 |
root |
1.47 |
|
598 |
root |
1.48 |
for_all_players (pl) |
599 |
|
|
pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
600 |
|
|
} |
601 |
root |
1.47 |
|
602 |
|
|
/* If the light level isn't changing, no reason to do all |
603 |
|
|
* the work below. |
604 |
|
|
*/ |
605 |
root |
1.48 |
sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
606 |
|
|
|
607 |
|
|
if (new_darkness == maptile::outdoor_darkness) |
608 |
root |
1.47 |
return; |
609 |
|
|
|
610 |
root |
1.48 |
new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
611 |
|
|
new_darkness > maptile::outdoor_darkness |
612 |
|
|
? "It becomes darker." |
613 |
|
|
: "It becomes brighter."); |
614 |
root |
1.47 |
|
615 |
root |
1.48 |
maptile::outdoor_darkness = new_darkness; |
616 |
root |
1.47 |
|
617 |
root |
1.48 |
// we simply update the los for all players, which is unnecessarily |
618 |
|
|
// costly, but should do for the moment. |
619 |
|
|
for_all_players (pl) |
620 |
|
|
pl->do_los = 1; |
621 |
root |
1.47 |
} |
622 |
|
|
|
623 |
elmex |
1.1 |
/* |
624 |
|
|
* make_sure_seen: The object is supposed to be visible through walls, thus |
625 |
|
|
* check if any players are nearby, and edit their LOS array. |
626 |
|
|
*/ |
627 |
root |
1.4 |
void |
628 |
|
|
make_sure_seen (const object *op) |
629 |
|
|
{ |
630 |
root |
1.11 |
for_all_players (pl) |
631 |
root |
1.4 |
if (pl->ob->map == op->map && |
632 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
633 |
|
|
pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
634 |
root |
1.49 |
pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
635 |
elmex |
1.1 |
} |
636 |
|
|
|
637 |
|
|
/* |
638 |
|
|
* make_sure_not_seen: The object which is supposed to be visible through |
639 |
|
|
* walls has just been removed from the map, so update the los of any |
640 |
|
|
* players within its range |
641 |
|
|
*/ |
642 |
root |
1.4 |
void |
643 |
|
|
make_sure_not_seen (const object *op) |
644 |
|
|
{ |
645 |
root |
1.11 |
for_all_players (pl) |
646 |
root |
1.4 |
if (pl->ob->map == op->map && |
647 |
root |
1.10 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
648 |
|
|
pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
649 |
root |
1.4 |
pl->do_los = 1; |
650 |
elmex |
1.1 |
} |
651 |
root |
1.52 |
|