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32 | * block view in our tables. |
32 | * block view in our tables. |
33 | * .4 or less lets you see through walls. .5 is about right. |
33 | * .4 or less lets you see through walls. .5 is about right. |
34 | */ |
34 | */ |
35 | |
35 | |
36 | #define SPACE_BLOCK 0.5 |
36 | #define SPACE_BLOCK 0.5 |
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|
37 | #define MAX_UNLIGHTED_VISION 4 |
37 | |
38 | |
38 | typedef struct blstr |
39 | typedef struct blstr |
39 | { |
40 | { |
40 | int x[4], y[4]; |
41 | int x[4], y[4]; |
41 | int index; |
42 | int index; |
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347 | |
348 | |
348 | /* First, limit player furthest (unlighted) vision */ |
349 | /* First, limit player furthest (unlighted) vision */ |
349 | for (x = 0; x < op->contr->ns->mapx; x++) |
350 | for (x = 0; x < op->contr->ns->mapx; x++) |
350 | for (y = 0; y < op->contr->ns->mapy; y++) |
351 | for (y = 0; y < op->contr->ns->mapy; y++) |
351 | if (op->contr->blocked_los[x][y] != 100) |
352 | if (op->contr->blocked_los[x][y] != 100) |
352 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
353 | op->contr->blocked_los[x][y] = MAX_UNLIGHTED_VISION; |
353 | |
354 | |
354 | /* the spaces[] darkness value contains the information we need. |
355 | /* the spaces[] darkness value contains the information we need. |
355 | * Only process the area of interest. |
356 | * Only process the area of interest. |
356 | * the basex, basey values represent the position in the op->contr->blocked_los |
357 | * the basex, basey values represent the position in the op->contr->blocked_los |
357 | * array. Its easier to just increment them here (and start with the right |
358 | * array. Its easier to just increment them here (and start with the right |
358 | * value) than to recalculate them down below. |
359 | * value) than to recalculate them down below. |
359 | */ |
360 | */ |
360 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
361 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADIUS), basex = -MAX_LIGHT_RADIUS; |
361 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
362 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADIUS); x++, basex++) |
362 | { |
363 | { |
363 | |
364 | |
364 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
365 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADIUS), basey = -MAX_LIGHT_RADIUS; |
365 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
366 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADIUS); y++, basey++) |
366 | { |
367 | { |
367 | m = op->map; |
368 | m = op->map; |
368 | nx = x; |
369 | nx = x; |
369 | ny = y; |
370 | ny = y; |
370 | |
371 | |
… | |
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375 | |
376 | |
376 | /* This space is providing light, so we need to brighten up the |
377 | /* This space is providing light, so we need to brighten up the |
377 | * spaces around here. |
378 | * spaces around here. |
378 | */ |
379 | */ |
379 | light = GET_MAP_LIGHT (m, nx, ny); |
380 | light = GET_MAP_LIGHT (m, nx, ny); |
380 | if (light != 0) |
381 | if (light) |
381 | { |
382 | { |
382 | #if 0 |
383 | #if 0 |
383 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
384 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
384 | #endif |
385 | #endif |
385 | for (ax = basex - light; ax <= basex + light; ax++) |
386 | for (ax = basex - light; ax <= basex + light; ax++) |
386 | { |
387 | { |
387 | if (ax < 0 || ax >= op->contr->ns->mapx) |
388 | if (ax < 0 || ax >= op->contr->ns->mapx) |
388 | continue; |
389 | continue; |
389 | |
390 | |
|
|
391 | x1 = (basex - ax) * (basex - ax); |
|
|
392 | |
390 | for (ay = basey - light; ay <= basey + light; ay++) |
393 | for (ay = basey - light; ay <= basey + light; ay++) |
391 | { |
394 | { |
392 | if (ay < 0 || ay >= op->contr->ns->mapy) |
395 | if (ay < 0 || ay >= op->contr->ns->mapy) |
393 | continue; |
396 | continue; |
394 | |
397 | |
395 | /* If the space is fully blocked, do nothing. Otherwise, we |
398 | /* If the space is fully blocked, do nothing. Otherwise, we |
396 | * brighten the space. The further the light is away from the |
399 | * brighten the space. The further the light is away from the |
397 | * source (basex-x), the less effect it has. Though light used |
400 | * source (basex-x), the less effect it has. Though light used |
398 | * to dim in a square manner, it now dims in a circular manner |
401 | * to dim in a square manner, it now dims in a roughly circular |
399 | * using the the pythagorean theorem. glow_radius still |
|
|
400 | * represents the radius |
402 | * manner. glow_radius still represents the radius. |
401 | */ |
403 | */ |
402 | if (op->contr->blocked_los[ax][ay] != 100) |
404 | if (op->contr->blocked_los[ax][ay] != 100) |
403 | { |
405 | { |
404 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
405 | y1 = abs (basey - ay) * abs (basey - ay); |
406 | y1 = (basey - ay) * (basey - ay); |
406 | |
407 | |
407 | if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
408 | op->contr->blocked_los[ax][ay] -= light > 0 |
408 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
409 | ? max (light - isqrt (x1 + y1), 0) |
|
|
410 | : min (light + isqrt (x1 + y1), 0); |
409 | } |
411 | } |
410 | } |
412 | } |
411 | } |
413 | } |
412 | } |
414 | } |
413 | } |
415 | } |
414 | } |
416 | } |
415 | |
417 | |
416 | /* Outdoor should never really be completely pitch black dark like |
418 | /* Outdoor should never really be completely pitch black dark like |
417 | * a dungeon, so let the player at least see a little around themselves |
419 | * a dungeon, so let the player at least see a little around themselves |
418 | */ |
420 | */ |
419 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
421 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
420 | { |
422 | { |
421 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
423 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
422 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
424 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
423 | |
425 | |
424 | for (x = -1; x <= 1; x++) |
426 | for (x = -1; x <= 1; x++) |
… | |
… | |
435 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
437 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
436 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
438 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
437 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
439 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
438 | } |
440 | } |
439 | |
441 | |
440 | /* blinded_sight() - sets all veiwable squares to blocked except |
442 | /* blinded_sight() - sets all viewable squares to blocked except |
441 | * for the one the central one that the player occupies. A little |
443 | * for the one the central one that the player occupies. A little |
442 | * odd that you can see yourself (and what your standing on), but |
444 | * odd that you can see yourself (and what your standing on), but |
443 | * really need for any reasonable game play. |
445 | * really need for any reasonable game play. |
444 | */ |
446 | */ |
445 | static void |
447 | static void |