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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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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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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <cmath> |
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|
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#define SEE_IN_DARK_RADIUS 2 |
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#define MAX_VISION 10 // maximum visible radius |
28 |
|
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// los flags |
30 |
enum { |
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FLG_XI = 0x01, // we have an x-parent |
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FLG_YI = 0x02, // we have an y-parent |
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FLG_BLOCKED = 0x04, // this space blocks the view |
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FLG_QUEUED = 0x80 // already queued in queue, or border |
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}; |
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|
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struct los_info |
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{ |
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uint8 flags; // FLG_xxx |
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uint8 culled; // culled from "tree" |
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uint8 visible; |
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uint8 pad0; |
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|
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sint8 xo, yo; // obscure angle |
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sint8 xe, ye; // angle deviation |
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}; |
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|
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// temporary storage for the los algorithm, |
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// one los_info for each lightable map space |
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static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
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|
52 |
struct point |
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{ |
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sint8 x, y; |
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}; |
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|
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// minimum size, but must be a power of two |
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#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
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|
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// a queue of spaces to calculate |
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static point queue [QUEUE_LENGTH]; |
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static int q1, q2; // queue start, end |
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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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void |
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player::clear_los (sint8 value) |
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{ |
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memset (los, value, sizeof (los)); |
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} |
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|
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// enqueue a single mapspace, but only if it hasn't |
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// been enqueued yet. |
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static void |
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enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
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{ |
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sint8 x = LOS_X0 + dx; |
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sint8 y = LOS_Y0 + dy; |
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|
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los_info &l = los[x][y]; |
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|
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l.flags |= flags; |
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|
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if (l.flags & FLG_QUEUED) |
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return; |
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|
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l.flags |= FLG_QUEUED; |
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|
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queue[q1].x = dx; |
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queue[q1].y = dy; |
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|
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q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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} |
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|
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// run the los algorithm |
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// this is a variant of a spiral los algorithm taken from |
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// http://www.geocities.com/temerra/los_rays.html |
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// which has been simplified and changed considerably, but |
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// still is basically the same algorithm. |
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static void |
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calculate_los (player *pl) |
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{ |
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{ |
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memset (los, 0, sizeof (los)); |
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|
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// we keep one line for ourselves, for the border flag |
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// so the client area is actually MAP_CLIENT_(X|Y) - 2 |
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int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
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int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
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|
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// create borders, the corners are not touched |
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for (int dx = -half_x; dx <= half_x; ++dx) |
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los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
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los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
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|
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for (int dy = -half_y; dy <= half_y; ++dy) |
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los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
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los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
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|
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// now reset the los area and also add blocked flags |
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// which supposedly is faster than doing it inside the |
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// spiral path algorithm below, except when very little |
125 |
// area is visible, in which case it is slower. which evens |
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// out los calculation times between large and small los maps. |
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// apply_lights also iterates over this area, maybe these |
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// two passes could be combined somehow. |
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unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y) |
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{ |
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los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
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l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
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} |
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} |
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|
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q1 = 0; q2 = 0; // initialise queue, not strictly required |
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enqueue (0, 0); // enqueue center |
138 |
|
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// treat the origin specially |
140 |
los[LOS_X0][LOS_Y0].visible = 1; |
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pl->los[LOS_X0][LOS_Y0] = 0; |
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|
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// loop over all enqueued points until the queue is empty |
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// the order in which this is done ensures that we |
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// never touch a mapspace whose input spaces we haven't checked |
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// yet. |
147 |
while (q1 != q2) |
148 |
{ |
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sint8 dx = queue[q2].x; |
150 |
sint8 dy = queue[q2].y; |
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|
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q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
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|
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sint8 x = LOS_X0 + dx; |
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sint8 y = LOS_Y0 + dy; |
156 |
|
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los_info &l = los[x][y]; |
158 |
|
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if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
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{ |
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l.culled = 1; |
162 |
l.xo = l.yo = l.xe = l.ye = 0; |
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|
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// check contributing spaces, first horizontal |
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if (expect_true (l.flags & FLG_XI)) |
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{ |
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los_info *xi = &los[x - sign (dx)][y]; |
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|
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// don't cull unless obscured |
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l.culled &= !xi->visible; |
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|
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/* merge input space */ |
173 |
if (expect_false (xi->xo || xi->yo)) |
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{ |
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// The X input can provide two main pieces of information: |
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// 1. Progressive X obscurity. |
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// 2. Recessive Y obscurity. |
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|
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// Progressive X obscurity, favouring recessive input angle |
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if (xi->xe > 0 && l.xo == 0) |
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{ |
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l.xe = xi->xe - xi->yo; |
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l.ye = xi->ye + xi->yo; |
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l.xo = xi->xo; |
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l.yo = xi->yo; |
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} |
187 |
|
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// Recessive Y obscurity |
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if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
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{ |
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l.ye = xi->yo + xi->ye; |
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l.xe = xi->xe - xi->yo; |
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l.xo = xi->xo; |
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l.yo = xi->yo; |
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} |
196 |
} |
197 |
} |
198 |
|
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// check contributing spaces, last vertical, identical structure |
200 |
if (expect_true (l.flags & FLG_YI)) |
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{ |
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los_info *yi = &los[x][y - sign (dy)]; |
203 |
|
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// don't cull unless obscured |
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l.culled &= !yi->visible; |
206 |
|
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/* merge input space */ |
208 |
if (expect_false (yi->yo || yi->xo)) |
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{ |
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// The Y input can provide two main pieces of information: |
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// 1. Progressive Y obscurity. |
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// 2. Recessive X obscurity. |
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|
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// Progressive Y obscurity, favouring recessive input angle |
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if (yi->ye > 0 && l.yo == 0) |
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{ |
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l.ye = yi->ye - yi->xo; |
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l.xe = yi->xe + yi->xo; |
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l.yo = yi->yo; |
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l.xo = yi->xo; |
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} |
222 |
|
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// Recessive X obscurity |
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if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
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{ |
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l.xe = yi->xo + yi->xe; |
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l.ye = yi->ye - yi->xo; |
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l.yo = yi->yo; |
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l.xo = yi->xo; |
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} |
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} |
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} |
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|
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if (l.flags & FLG_BLOCKED) |
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{ |
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l.xo = l.xe = abs (dx); |
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l.yo = l.ye = abs (dy); |
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|
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// we obscure dependents, but might be visible |
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// copy the los from the square towards the player, |
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// so outward diagonal corners are lit. |
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pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
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|
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l.visible = false; |
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} |
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else |
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{ |
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// we are not blocked, so calculate visibility, by checking |
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// whether we are inside or outside the shadow |
250 |
l.visible = (l.xe <= 0 || l.xe > l.xo) |
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&& (l.ye <= 0 || l.ye > l.yo); |
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|
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pl->los[x][y] = l.culled ? LOS_BLOCKED |
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: l.visible ? 0 |
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: 3; |
256 |
} |
257 |
|
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} |
259 |
|
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// Expands by the unit length in each component's current direction. |
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// If a component has no direction, then it is expanded in both of its |
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// positive and negative directions. |
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if (!l.culled) |
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{ |
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if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
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if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
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if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
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if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
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} |
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} |
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} |
272 |
|
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/* radius, distance => lightness adjust */ |
274 |
static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
275 |
static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
276 |
|
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static struct los_init |
278 |
{ |
279 |
los_init () |
280 |
{ |
281 |
assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
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!(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
283 |
|
284 |
/* for lights */ |
285 |
for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
286 |
for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
287 |
{ |
288 |
// max intensity |
289 |
int intensity = min (LOS_MAX, abs (radius) + 1); |
290 |
|
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// actual intensity |
292 |
intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0)); |
293 |
|
294 |
light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
295 |
? min (3, intensity) |
296 |
: LOS_MAX - intensity; |
297 |
} |
298 |
|
299 |
/* for general vision */ |
300 |
for (int radius = 0; radius <= MAX_VISION; ++radius) |
301 |
for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
302 |
vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
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} |
304 |
} los_init; |
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|
306 |
// brighten area, ignore los |
307 |
sint8 |
308 |
los_brighten_nolos (sint8 b, sint8 l) |
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{ |
310 |
return min (b, l); |
311 |
} |
312 |
|
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// brighten area, but respect los |
314 |
sint8 |
315 |
los_brighten (sint8 b, sint8 l) |
316 |
{ |
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return b == LOS_BLOCKED ? b : min (b, l); |
318 |
} |
319 |
|
320 |
// darken area, respect los |
321 |
sint8 |
322 |
los_darken (sint8 b, sint8 l) |
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{ |
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return max (b, l); |
325 |
} |
326 |
|
327 |
template<sint8 change_it (sint8, sint8)> |
328 |
static void |
329 |
apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
330 |
{ |
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// min or max the circular area around basex, basey |
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dx += LOS_X0; |
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dy += LOS_Y0; |
334 |
|
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int hx = pl->ns->mapx / 2; |
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int hy = pl->ns->mapy / 2; |
337 |
|
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int ax0 = max (LOS_X0 - hx, dx - light); |
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int ay0 = max (LOS_Y0 - hy, dy - light); |
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int ax1 = min (dx + light, LOS_X0 + hx); |
341 |
int ay1 = min (dy + light, LOS_Y0 + hy); |
342 |
|
343 |
for (int ax = ax0; ax <= ax1; ax++) |
344 |
for (int ay = ay0; ay <= ay1; ay++) |
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pl->los[ax][ay] = |
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change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
347 |
} |
348 |
|
349 |
/* add light, by finding all (non-null) nearby light sources, then |
350 |
* mark those squares specially. |
351 |
*/ |
352 |
static void |
353 |
apply_lights (player *pl) |
354 |
{ |
355 |
object *op = pl->viewpoint; |
356 |
int darklevel = op->map->darklevel (); |
357 |
|
358 |
int half_x = pl->ns->mapx / 2; |
359 |
int half_y = pl->ns->mapy / 2; |
360 |
|
361 |
int pass2 = 0; // negative lights have an extra pass |
362 |
|
363 |
maprect *rects = pl->viewpoint->map->split_to_tiles ( |
364 |
pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, |
365 |
pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, |
366 |
pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, |
367 |
pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 |
368 |
); |
369 |
|
370 |
/* If the player can see in the dark, increase light/vision radius */ |
371 |
int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
372 |
|
373 |
if (!darklevel) |
374 |
pass2 = 1; |
375 |
else |
376 |
{ |
377 |
/* first, make everything totally dark */ |
378 |
for (int dx = -half_x; dx <= half_x; dx++) |
379 |
for (int dy = -half_x; dy <= half_y; dy++) |
380 |
max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
381 |
|
382 |
/* |
383 |
* Only process the area of interest. |
384 |
* the basex, basey values represent the position in the op->contr->los |
385 |
* array. Its easier to just increment them here (and start with the right |
386 |
* value) than to recalculate them down below. |
387 |
*/ |
388 |
for (maprect *r = rects; r->m; ++r) |
389 |
rect_mapwalk (r, 0, 0) |
390 |
{ |
391 |
mapspace &ms = m->at (nx, ny); |
392 |
ms.update (); |
393 |
sint8 light = ms.light; |
394 |
|
395 |
if (expect_false (light)) |
396 |
if (light < 0) |
397 |
pass2 = 1; |
398 |
else |
399 |
{ |
400 |
light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
401 |
apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
402 |
} |
403 |
} |
404 |
|
405 |
/* grant some vision to the player, based on outside, outdoor, and darklevel */ |
406 |
{ |
407 |
int light; |
408 |
|
409 |
if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
410 |
light = MAX_DARKNESS - op->map->darkness; |
411 |
else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
412 |
light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
413 |
else // outdoor and darkness <= 0 => start wide and decrease quickly |
414 |
light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
415 |
|
416 |
light = clamp (light + bonus, 0, MAX_VISION); |
417 |
|
418 |
apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
419 |
} |
420 |
} |
421 |
|
422 |
// when we fly high, we have some minimum viewable area around us, like x-ray |
423 |
if (op->move_type & MOVE_FLY_HIGH) |
424 |
apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]); |
425 |
|
426 |
// possibly do 2nd pass for rare negative glow radii |
427 |
// for effect, those are always considered to be stronger than anything else |
428 |
// but they can't darken a place completely |
429 |
if (pass2) |
430 |
for (maprect *r = rects; r->m; ++r) |
431 |
rect_mapwalk (r, 0, 0) |
432 |
{ |
433 |
mapspace &ms = m->at (nx, ny); |
434 |
ms.update (); |
435 |
sint8 light = ms.light; |
436 |
|
437 |
if (expect_false (light < 0)) |
438 |
{ |
439 |
light = clamp (light - bonus, 0, MAX_DARKNESS); |
440 |
apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
441 |
} |
442 |
} |
443 |
} |
444 |
|
445 |
/* blinded_sight() - sets all viewable squares to blocked except |
446 |
* for the one the central one that the player occupies. A little |
447 |
* odd that you can see yourself (and what your standing on), but |
448 |
* really need for any reasonable game play. |
449 |
*/ |
450 |
static void |
451 |
blinded_sight (player *pl) |
452 |
{ |
453 |
pl->los[LOS_X0][LOS_Y0] = 1; |
454 |
} |
455 |
|
456 |
/* |
457 |
* update_los() recalculates the array which specifies what is |
458 |
* visible for the given player-object. |
459 |
*/ |
460 |
void |
461 |
player::update_los () |
462 |
{ |
463 |
if (ob->flag [FLAG_REMOVED])//D really needed? |
464 |
return; |
465 |
|
466 |
if (ob->flag [FLAG_WIZLOOK]) |
467 |
clear_los (0); |
468 |
else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */ |
469 |
{ |
470 |
clear_los (); |
471 |
blinded_sight (this); |
472 |
} |
473 |
else |
474 |
{ |
475 |
clear_los (); |
476 |
calculate_los (this); |
477 |
apply_lights (this); |
478 |
} |
479 |
|
480 |
if (viewpoint->flag [FLAG_XRAYS]) |
481 |
for (int dx = -2; dx <= 2; dx++) |
482 |
for (int dy = -2; dy <= 2; dy++) |
483 |
min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
484 |
} |
485 |
|
486 |
/* update all_map_los is like update_all_los below, |
487 |
* but updates everyone on the map, no matter where they |
488 |
* are. This generally should not be used, as a per |
489 |
* specific map change doesn't make much sense when tiling |
490 |
* is considered (lowering darkness would certainly be a |
491 |
* strange effect if done on a tile map, as it makes |
492 |
* the distinction between maps much more obvious to the |
493 |
* players, which is should not be. |
494 |
* Currently, this function is called from the |
495 |
* change_map_light function |
496 |
*/ |
497 |
void |
498 |
update_all_map_los (maptile *map) |
499 |
{ |
500 |
for_all_players_on_map (pl, map) |
501 |
pl->do_los = 1; |
502 |
} |
503 |
|
504 |
/* |
505 |
* This function makes sure that update_los() will be called for all |
506 |
* players on the given map within the next frame. |
507 |
* It is triggered by removal or inserting of objects which blocks |
508 |
* the sight in the map. |
509 |
* Modified by MSW 2001-07-12 to take a coordinate of the changed |
510 |
* position, and to also take map tiling into account. This change |
511 |
* means that just being on the same map is not sufficient - the |
512 |
* space that changes must be withing your viewable area. |
513 |
* |
514 |
* map is the map that changed, x and y are the coordinates. |
515 |
*/ |
516 |
void |
517 |
update_all_los (const maptile *map, int x, int y) |
518 |
{ |
519 |
map->at (x, y).invalidate (); |
520 |
|
521 |
for_all_players (pl) |
522 |
{ |
523 |
/* Player should not have a null map, but do this |
524 |
* check as a safety |
525 |
*/ |
526 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
527 |
continue; |
528 |
|
529 |
rv_vector rv; |
530 |
|
531 |
get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); |
532 |
|
533 |
if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
534 |
pl->do_los = 1; |
535 |
} |
536 |
} |
537 |
|
538 |
static const int season_darkness[5][HOURS_PER_DAY] = { |
539 |
/*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 */ |
540 |
{ 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 }, |
541 |
{ 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 }, |
542 |
{ 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 }, |
543 |
{ 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 }, |
544 |
{ 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 } |
545 |
}; |
546 |
|
547 |
/* |
548 |
* Tell players the time and compute the darkness level for all maps in the game. |
549 |
* MUST be called exactly once per hour. |
550 |
*/ |
551 |
void |
552 |
maptile::adjust_daylight () |
553 |
{ |
554 |
timeofday_t tod; |
555 |
|
556 |
get_tod (&tod); |
557 |
|
558 |
// log the time to log-1 every hour, and to chat every day |
559 |
{ |
560 |
char todbuf[512]; |
561 |
|
562 |
format_tod (todbuf, sizeof (todbuf), &tod); |
563 |
|
564 |
for_all_players (pl) |
565 |
pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
566 |
} |
567 |
|
568 |
/* If the light level isn't changing, no reason to do all |
569 |
* the work below. |
570 |
*/ |
571 |
sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
572 |
|
573 |
if (new_darkness == maptile::outdoor_darkness) |
574 |
return; |
575 |
|
576 |
new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
577 |
new_darkness > maptile::outdoor_darkness |
578 |
? "It becomes darker." |
579 |
: "It becomes brighter."); |
580 |
|
581 |
maptile::outdoor_darkness = new_darkness; |
582 |
|
583 |
// we simply update the los for all players, which is unnecessarily |
584 |
// costly, but should do for the moment. |
585 |
for_all_players (pl) |
586 |
pl->do_los = 1; |
587 |
} |
588 |
|
589 |
/* |
590 |
* make_sure_seen: The object is supposed to be visible through walls, thus |
591 |
* check if any players are nearby, and edit their LOS array. |
592 |
*/ |
593 |
void |
594 |
make_sure_seen (const object *op) |
595 |
{ |
596 |
for_all_players (pl) |
597 |
if (pl->ob->map == op->map && |
598 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
599 |
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) |
600 |
pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
601 |
} |
602 |
|
603 |
/* |
604 |
* make_sure_not_seen: The object which is supposed to be visible through |
605 |
* walls has just been removed from the map, so update the los of any |
606 |
* players within its range |
607 |
*/ |
608 |
void |
609 |
make_sure_not_seen (const object *op) |
610 |
{ |
611 |
for_all_players (pl) |
612 |
if (pl->ob->map == op->map && |
613 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
614 |
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) |
615 |
pl->do_los = 1; |
616 |
} |
617 |
|