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Comparing deliantra/server/common/los.C (file contents):
Revision 1.52 by root, Fri Dec 26 10:36:42 2008 UTC vs.
Revision 1.63 by root, Tue Nov 3 23:44:20 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 5 *
8 * Deliantra is free software: you can redistribute it and/or modify 6 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 7 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 9 * option) any later version.
12 * 10 *
13 * This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 14 * GNU General Public License for more details.
17 * 15 *
18 * You should have received a copy of the GNU General Public License 16 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>.
20 * 19 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 20 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 21 */
23 22
24#include <global.h> 23#include <global.h>
25#include <cmath> 24#include <cmath>
26 25
27#define SEE_IN_DARK_RADIUS 3 26#define SEE_IN_DARK_RADIUS 2
27#define MAX_VISION 10 // maximum visible radius
28 28
29// los flags 29// los flags
30enum { 30enum {
31 FLG_XI = 0x01, // we have an x-parent 31 FLG_XI = 0x01, // we have an x-parent
32 FLG_YI = 0x02, // we have an y-parent 32 FLG_YI = 0x02, // we have an y-parent
120 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; 120 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
121 121
122 // now reset the los area and also add blocked flags 122 // now reset the los area and also add blocked flags
123 // which supposedly is faster than doing it inside the 123 // which supposedly is faster than doing it inside the
124 // spiral path algorithm below, except when very little 124 // spiral path algorithm below, except when very little
125 // area is visible, in which case it is slower, evening 125 // area is visible, in which case it is slower. which evens
126 // out los calculation times between large and small los maps. 126 // out los calculation times between large and small los maps.
127 // apply_lights also iterates over this area, maybe these 127 // apply_lights also iterates over this area, maybe these
128 // two passes could be combined somehow. 128 // two passes could be combined somehow.
129 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) 129 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
130 { 130 {
268 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); 268 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
269 } 269 }
270 } 270 }
271} 271}
272 272
273/* returns true if op carries one or more lights
274 * This is a trivial function now days, but it used to
275 * be a bit longer. Probably better for callers to just
276 * check the op->glow_radius instead of calling this.
277 */
278int
279has_carried_lights (const object *op)
280{
281 /* op may glow! */
282 if (op->glow_radius > 0)
283 return 1;
284
285 return 0;
286}
287
288/* radius, distance => lightness adjust */ 273/* radius, distance => lightness adjust */
289static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 274static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
290static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; 275static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
291 276
292static struct los_init 277static struct los_init
293{ 278{
294 los_init () 279 los_init ()
295 { 280 {
302 { 287 {
303 // max intensity 288 // max intensity
304 int intensity = min (LOS_MAX, abs (radius) + 1); 289 int intensity = min (LOS_MAX, abs (radius) + 1);
305 290
306 // actual intensity 291 // actual intensity
307 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 292 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
308 293
309 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
310 ? min (3, intensity) 295 ? min (3, intensity)
311 : LOS_MAX - intensity; 296 : LOS_MAX - intensity;
312 } 297 }
313 298
314 /* for general vision */ 299 /* for general vision */
315 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) 300 for (int radius = 0; radius <= MAX_VISION; ++radius)
316 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) 301 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
317 vision_atten [radius][distance] = distance <= radius ? 3 : 4; 302 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
318 } 303 }
319} los_init; 304} los_init;
320 305
321sint8 306sint8
322los_brighten (sint8 b, sint8 l) 307los_brighten (sint8 b, sint8 l)
370 pl->observe->x - half_x - MAX_LIGHT_RADIUS, 355 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
371 pl->observe->y - half_y - MAX_LIGHT_RADIUS, 356 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
372 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, 357 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
373 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 358 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
374 ); 359 );
360
361 /* If the player can see in the dark, increase light/vision radius */
362 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
375 363
376 if (!darklevel) 364 if (!darklevel)
377 pass2 = 1; 365 pass2 = 1;
378 else 366 else
379 { 367 {
397 385
398 if (expect_false (light)) 386 if (expect_false (light))
399 if (light < 0) 387 if (light < 0)
400 pass2 = 1; 388 pass2 = 1;
401 else 389 else
390 {
391 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
402 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); 392 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
393 }
403 } 394 }
404 395
405 /* grant some vision to the player, based on the darklevel */ 396 /* grant some vision to the player, based on outside, outdoor, and darklevel */
406 { 397 {
407 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 398 int light;
408 399
409 /* If the player can see in the dark, lower the darklevel for him */ 400 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
410 if (op->flag [FLAG_SEE_IN_DARK]) 401 light = MAX_DARKNESS - op->map->darkness;
411 light += SEE_IN_DARK_RADIUS; 402 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
403 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
404 else // outdoor and darkness <= 0 => start wide and decrease quickly
405 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
406
407 light = clamp (light + bonus, 0, MAX_VISION);
412 408
413 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 409 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
414 } 410 }
415 } 411 }
416 412
424 mapspace &ms = m->at (nx, ny); 420 mapspace &ms = m->at (nx, ny);
425 ms.update (); 421 ms.update ();
426 sint8 light = ms.light; 422 sint8 light = ms.light;
427 423
428 if (expect_false (light < 0)) 424 if (expect_false (light < 0))
425 {
426 light = clamp (light - bonus, 0, MAX_DARKNESS);
429 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); 427 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
428 }
430 } 429 }
431} 430}
432 431
433/* blinded_sight() - sets all viewable squares to blocked except 432/* blinded_sight() - sets all viewable squares to blocked except
434 * for the one the central one that the player occupies. A little 433 * for the one the central one that the player occupies. A little
512 * check as a safety 511 * check as a safety
513 */ 512 */
514 if (!pl->ob || !pl->ob->map || !pl->ns) 513 if (!pl->ob || !pl->ob->map || !pl->ns)
515 continue; 514 continue;
516 515
517 /* Same map is simple case - see if pl is close enough. 516 rv_vector rv;
518 * Note in all cases, we did the check for same map first, 517
519 * and then see if the player is close enough and update 518 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
520 * los if that is the case. If the player is on the
521 * corresponding map, but not close enough, then the
522 * player can't be on another map that may be closer,
523 * so by setting it up this way, we trim processing
524 * some.
525 */ 519
526 if (pl->ob->map == map) 520 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
527 {
528 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
529 pl->do_los = 1; 521 pl->do_los = 1;
530 }
531
532 /* Now we check to see if player is on adjacent
533 * maps to the one that changed and also within
534 * view. The tile_maps[] could be null, but in that
535 * case it should never match the pl->ob->map, so
536 * we want ever try to dereference any of the data in it.
537 *
538 * The logic for 0 and 3 is to see how far the player is
539 * from the edge of the map (height/width) - pl->ob->(x,y)
540 * and to add current position on this map - that gives a
541 * distance.
542 * For 1 and 2, we check to see how far the given
543 * coordinate (x,y) is from the corresponding edge,
544 * and then add the players location, which gives
545 * a distance.
546 */
547 else if (pl->ob->map == map->tile_map[0])
548 {
549 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
550 pl->do_los = 1;
551 }
552 else if (pl->ob->map == map->tile_map[2])
553 {
554 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
555 pl->do_los = 1;
556 }
557 else if (pl->ob->map == map->tile_map[1])
558 {
559 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
560 pl->do_los = 1;
561 }
562 else if (pl->ob->map == map->tile_map[3])
563 {
564 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
565 pl->do_los = 1;
566 }
567 } 522 }
568} 523}
569 524
570static const int season_darkness[5][HOURS_PER_DAY] = { 525static const int season_darkness[5][HOURS_PER_DAY] = {
571 /*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 */ 526 /*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 */

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