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 |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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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 |
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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 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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25 | |
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26 | #include <global.h> |
23 | #include <global.h> |
27 | #include <math.h> |
24 | #include <cmath> |
28 | |
25 | |
29 | /* Distance must be less than this for the object to be blocked. |
26 | #define SEE_IN_DARK_RADIUS 2 |
30 | * An object is 1.0 wide, so if set to 0.5, it means the object |
27 | #define MAX_VISION 10 // maximum visible radius |
31 | * that blocks half the view (0.0 is complete block) will |
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32 | * block view in our tables. |
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33 | * .4 or less lets you see through walls. .5 is about right. |
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34 | */ |
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35 | #define SPACE_BLOCK 0.5 |
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36 | |
28 | |
37 | typedef struct blstr |
29 | // los flags |
38 | { |
30 | enum { |
39 | int x[4], y[4]; |
31 | FLG_XI = 0x01, // we have an x-parent |
40 | int index; |
32 | FLG_YI = 0x02, // we have an y-parent |
41 | } blocks; |
33 | FLG_BLOCKED = 0x04, // this space blocks the view |
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34 | FLG_QUEUED = 0x80 // already queued in queue, or border |
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35 | }; |
42 | |
36 | |
43 | // 31/32 == a speed hack |
37 | // it is important for performance reasons that this structure |
44 | // we would like to use 32 for speed, but the code loops endlessly |
38 | // has a size easily computable by the cpu (*8 is perfect). |
45 | // then, reason not yet identified, so only make the array use 32, |
39 | // it is possible to move culled and visible into flags, at |
46 | // not the define's. |
40 | // some speed loss. |
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
41 | struct los_info |
48 | |
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49 | static void expand_lighted_sight (object *op); |
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50 | |
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51 | /* |
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52 | * Used to initialise the array used by the LOS routines. |
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53 | * What this sets if that x,y blocks the view of bx,by |
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54 | * This then sets up a relation - for example, something |
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55 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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56 | * etc. So when we check 5,4 and find it block, we have |
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57 | * the data to know that 5,3 and 5,2 and 5,1 should also |
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58 | * be blocked. |
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59 | */ |
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60 | |
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61 | static void |
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62 | set_block (int x, int y, int bx, int by) |
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63 | { |
42 | { |
64 | int index = block[x][y].index, i; |
43 | uint8 flags; // FLG_xxx |
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44 | uint8 culled; // culled from "tree" |
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45 | uint8 visible; |
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46 | uint8 pad0; |
65 | |
47 | |
66 | /* Due to flipping, we may get duplicates - better safe than sorry. |
48 | sint8 xo, yo; // obscure angle |
67 | */ |
49 | sint8 xe, ye; // angle deviation |
68 | for (i = 0; i < index; i++) |
50 | }; |
69 | { |
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70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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71 | return; |
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72 | } |
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73 | |
51 | |
74 | block[x][y].x[index] = bx; |
52 | // temporary storage for the los algorithm, |
75 | block[x][y].y[index] = by; |
53 | // one los_info for each lightable map space |
76 | block[x][y].index++; |
54 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
77 | #ifdef LOS_DEBUG |
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78 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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79 | #endif |
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80 | } |
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81 | |
55 | |
82 | /* |
56 | struct point |
83 | * initialises the array used by the LOS routines. |
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84 | */ |
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85 | |
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86 | /* since we are only doing the upper left quadrant, only |
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87 | * these spaces could possibly get blocked, since these |
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88 | * are the only ones further out that are still possibly in the |
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89 | * sightline. |
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90 | */ |
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91 | void |
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92 | init_block (void) |
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93 | { |
57 | { |
94 | static int block_x[3] = { -1, -1, 0 }, |
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95 | block_y[3] = { -1, 0, -1 }; |
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96 | |
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97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
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98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
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99 | block[x][y].index = 0; |
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100 | |
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101 | /* The table should be symmetric, so only do the upper left |
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102 | * quadrant - makes the processing easier. |
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103 | */ |
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104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
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105 | { |
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106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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107 | { |
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108 | for (int i = 0; i < 3; i++) |
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109 | { |
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110 | int dx = x + block_x[i]; |
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111 | int dy = y + block_y[i]; |
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112 | |
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113 | /* center space never blocks */ |
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114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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115 | continue; |
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116 | |
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117 | /* If its a straight line, its blocked */ |
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118 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
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119 | { |
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120 | /* For simplicity, we mirror the coordinates to block the other |
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121 | * quadrants. |
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122 | */ |
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123 | set_block (x, y, dx, dy); |
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124 | if (x == MAP_CLIENT_X / 2) |
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125 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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126 | else if (y == MAP_CLIENT_Y / 2) |
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127 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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128 | } |
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129 | else |
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130 | { |
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131 | float d1, r, s, l; |
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132 | |
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133 | /* We use the algorithm that found out how close the point |
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134 | * (x,y) is to the line from dx,dy to the center of the viewable |
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135 | * area. l is the distance from x,y to the line. |
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136 | * r is more a curiosity - it lets us know what direction (left/right) |
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137 | * the line is off |
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138 | */ |
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139 | |
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140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f)); |
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141 | r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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142 | s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
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143 | l = fabs (sqrtf (d1) * s); |
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144 | |
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145 | if (l <= SPACE_BLOCK) |
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146 | { |
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147 | /* For simplicity, we mirror the coordinates to block the other |
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148 | * quadrants. |
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149 | */ |
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150 | set_block (x, y, dx, dy); |
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151 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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152 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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153 | set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
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154 | } |
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155 | } |
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156 | } |
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157 | } |
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158 | } |
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159 | } |
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160 | |
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161 | /* |
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162 | * Used to initialise the array used by the LOS routines. |
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163 | * x,y are indexes into the blocked[][] array. |
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164 | * This recursively sets the blocked line of sight view. |
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165 | * From the blocked[][] array, we know for example |
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166 | * that if some particular space is blocked, it blocks |
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167 | * the view of the spaces 'behind' it, and those blocked |
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168 | * spaces behind it may block other spaces, etc. |
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169 | * In this way, the chain of visibility is set. |
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170 | */ |
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171 | static void |
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172 | set_wall (object *op, int x, int y) |
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173 | { |
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174 | for (int i = 0; i < block[x][y].index; i++) |
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175 | { |
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176 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
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177 | |
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178 | /* ax, ay are the values as adjusted to be in the |
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179 | * socket look structure. |
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180 | */ |
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181 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
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182 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
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183 | |
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184 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
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185 | continue; |
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186 | #if 0 |
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187 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
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188 | #endif |
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189 | /* we need to adjust to the fact that the socket |
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190 | * code wants the los to start from the 0,0 |
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191 | * and not be relative to middle of los array. |
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192 | */ |
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193 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
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194 | set_wall (op, dx, dy); |
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195 | } |
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196 | } |
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197 | |
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198 | /* |
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199 | * Used to initialise the array used by the LOS routines. |
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200 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
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201 | * this is because they index the blocked[][] arrays. |
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202 | */ |
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203 | static void |
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204 | check_wall (object *op, int x, int y) |
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205 | { |
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206 | int ax, ay; |
58 | sint8 x, y; |
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59 | }; |
207 | |
60 | |
208 | if (!block[x][y].index) |
61 | // minimum size, but must be a power of two |
209 | return; |
62 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
210 | |
63 | |
211 | /* ax, ay are coordinates as indexed into the look window */ |
64 | // a queue of spaces to calculate |
212 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
65 | static point queue [QUEUE_LENGTH]; |
213 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
66 | static int q1, q2; // queue start, end |
214 | |
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215 | /* If the converted coordinates are outside the viewable |
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216 | * area for the client, return now. |
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217 | */ |
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218 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
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219 | return; |
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220 | |
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221 | #if 0 |
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222 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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223 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
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224 | #endif |
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225 | |
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226 | /* If this space is already blocked, prune the processing - presumably |
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227 | * whatever has set this space to be blocked has done the work and already |
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228 | * done the dependency chain. |
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229 | */ |
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230 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
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231 | return; |
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232 | |
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233 | if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
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234 | set_wall (op, x, y); |
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235 | } |
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236 | |
67 | |
237 | /* |
68 | /* |
238 | * Clears/initialises the los-array associated to the player |
69 | * Clears/initialises the los-array associated to the player |
239 | * controlling the object. |
70 | * controlling the object. |
240 | */ |
71 | */ |
241 | |
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242 | void |
72 | void |
243 | clear_los (player *pl) |
73 | player::clear_los (sint8 value) |
244 | { |
74 | { |
245 | /* This is safer than using the ns->mapx, mapy because |
75 | memset (los, value, sizeof (los)); |
246 | * we index the blocked_los as a 2 way array, so clearing |
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247 | * the first z spaces may not not cover the spaces we are |
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248 | * actually going to use |
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249 | */ |
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250 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
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251 | } |
76 | } |
252 | |
77 | |
253 | /* |
78 | // enqueue a single mapspace, but only if it hasn't |
254 | * expand_sight goes through the array of what the given player is |
79 | // been enqueued yet. |
255 | * able to see, and expands the visible area a bit, so the player will, |
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256 | * to a certain degree, be able to see into corners. |
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257 | * This is somewhat suboptimal, would be better to improve the formula. |
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258 | */ |
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259 | static void |
80 | static void |
260 | expand_sight (object *op) |
81 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
261 | { |
82 | { |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
83 | sint8 x = LOS_X0 + dx; |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
84 | sint8 y = LOS_Y0 + dy; |
264 | if (!op->contr->blocked_los[x][y] && |
85 | |
265 | !(get_map_flags (op->map, NULL, |
86 | los_info &l = los[x][y]; |
266 | op->x - op->contr->ns->mapx / 2 + x, |
87 | |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
88 | l.flags |= flags; |
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89 | |
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90 | if (expect_false (l.flags & FLG_QUEUED)) |
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91 | return; |
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92 | |
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93 | l.flags |= FLG_QUEUED; |
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94 | |
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95 | queue[q1].x = dx; |
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96 | queue[q1].y = dy; |
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97 | |
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98 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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99 | } |
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100 | |
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101 | // run the los algorithm |
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102 | // this is a variant of a spiral los algorithm taken from |
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103 | // http://www.geocities.com/temerra/los_rays.html |
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104 | // which has been simplified and changed considerably, but |
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105 | // still is basically the same algorithm. |
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106 | static void |
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107 | calculate_los (player *pl) |
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108 | { |
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109 | { |
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110 | memset (los, 0, sizeof (los)); |
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111 | |
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112 | // we keep one line for ourselves, for the border flag |
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113 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
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114 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
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115 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
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116 | |
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117 | // create borders, the corners are not touched |
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118 | for (int dx = -half_x; dx <= half_x; ++dx) |
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119 | los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
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120 | los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
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121 | |
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122 | for (int dy = -half_y; dy <= half_y; ++dy) |
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123 | los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
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124 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
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125 | |
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126 | // now reset the los area and also add blocked flags |
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127 | // which supposedly is faster than doing it inside the |
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128 | // spiral path algorithm below, except when very little |
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129 | // area is visible, in which case it is slower. which evens |
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130 | // out los calculation times between large and small los maps. |
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131 | // apply_lights also iterates over this area, maybe these |
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132 | // two passes could be combined somehow. |
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133 | unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y) |
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134 | { |
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135 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
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136 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
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137 | } |
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138 | } |
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139 | |
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140 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
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141 | enqueue (0, 0); // enqueue center |
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142 | |
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143 | // treat the origin specially |
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144 | los[LOS_X0][LOS_Y0].visible = 1; |
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145 | pl->los[LOS_X0][LOS_Y0] = 0; |
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146 | |
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147 | // loop over all enqueued points until the queue is empty |
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148 | // the order in which this is done ensures that we |
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149 | // never touch a mapspace whose input spaces we haven't checked |
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150 | // yet. |
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151 | while (q1 != q2) |
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152 | { |
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153 | sint8 dx = queue[q2].x; |
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154 | sint8 dy = queue[q2].y; |
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155 | |
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156 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
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157 | |
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158 | sint8 x = LOS_X0 + dx; |
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159 | sint8 y = LOS_Y0 + dy; |
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160 | |
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161 | los_info &l = los[x][y]; |
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162 | |
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163 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
268 | { |
164 | { |
269 | for (int i = 1; i <= 8; i += 1) |
165 | l.culled = 1; |
270 | { /* mark all directions */ |
166 | l.xo = l.yo = l.xe = l.ye = 0; |
271 | int dx = x + freearr_x[i]; |
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272 | int dy = y + freearr_y[i]; |
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273 | |
167 | |
274 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
168 | // check contributing spaces, first horizontal |
275 | op->contr->blocked_los[dx][dy] = -1; |
169 | if (expect_true (l.flags & FLG_XI)) |
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170 | { |
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171 | los_info *xi = &los[x - sign (dx)][y]; |
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172 | |
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173 | // don't cull unless obscured |
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174 | l.culled &= !xi->visible; |
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175 | |
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176 | /* merge input space */ |
|
|
177 | if (expect_false (xi->xo || xi->yo)) |
|
|
178 | { |
|
|
179 | // The X input can provide two main pieces of information: |
|
|
180 | // 1. Progressive X obscurity. |
|
|
181 | // 2. Recessive Y obscurity. |
|
|
182 | |
|
|
183 | // Progressive X obscurity, favouring recessive input angle |
|
|
184 | if (xi->xe > 0 && l.xo == 0) |
|
|
185 | { |
|
|
186 | l.xe = xi->xe - xi->yo; |
|
|
187 | l.ye = xi->ye + xi->yo; |
|
|
188 | l.xo = xi->xo; |
|
|
189 | l.yo = xi->yo; |
|
|
190 | } |
|
|
191 | |
|
|
192 | // Recessive Y obscurity |
|
|
193 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
|
|
194 | { |
|
|
195 | l.ye = xi->yo + xi->ye; |
|
|
196 | l.xe = xi->xe - xi->yo; |
|
|
197 | l.xo = xi->xo; |
|
|
198 | l.yo = xi->yo; |
|
|
199 | } |
|
|
200 | } |
276 | } |
201 | } |
|
|
202 | |
|
|
203 | // check contributing spaces, last vertical, identical structure |
|
|
204 | if (expect_true (l.flags & FLG_YI)) |
|
|
205 | { |
|
|
206 | los_info *yi = &los[x][y - sign (dy)]; |
|
|
207 | |
|
|
208 | // don't cull unless obscured |
|
|
209 | l.culled &= !yi->visible; |
|
|
210 | |
|
|
211 | /* merge input space */ |
|
|
212 | if (expect_false (yi->yo || yi->xo)) |
|
|
213 | { |
|
|
214 | // The Y input can provide two main pieces of information: |
|
|
215 | // 1. Progressive Y obscurity. |
|
|
216 | // 2. Recessive X obscurity. |
|
|
217 | |
|
|
218 | // Progressive Y obscurity, favouring recessive input angle |
|
|
219 | if (yi->ye > 0 && l.yo == 0) |
|
|
220 | { |
|
|
221 | l.ye = yi->ye - yi->xo; |
|
|
222 | l.xe = yi->xe + yi->xo; |
|
|
223 | l.yo = yi->yo; |
|
|
224 | l.xo = yi->xo; |
|
|
225 | } |
|
|
226 | |
|
|
227 | // Recessive X obscurity |
|
|
228 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
|
|
229 | { |
|
|
230 | l.xe = yi->xo + yi->xe; |
|
|
231 | l.ye = yi->ye - yi->xo; |
|
|
232 | l.yo = yi->yo; |
|
|
233 | l.xo = yi->xo; |
|
|
234 | } |
|
|
235 | } |
|
|
236 | } |
|
|
237 | |
|
|
238 | if (l.flags & FLG_BLOCKED) |
|
|
239 | { |
|
|
240 | l.xo = l.xe = abs (dx); |
|
|
241 | l.yo = l.ye = abs (dy); |
|
|
242 | |
|
|
243 | // we obscure dependents, but might be visible |
|
|
244 | // copy the los from the square towards the player, |
|
|
245 | // so outward diagonal corners are lit. |
|
|
246 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
247 | |
|
|
248 | l.visible = false; |
|
|
249 | } |
|
|
250 | else |
|
|
251 | { |
|
|
252 | // we are not blocked, so calculate visibility, by checking |
|
|
253 | // whether we are inside or outside the shadow |
|
|
254 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
255 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
256 | |
|
|
257 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
258 | : l.visible ? 0 |
|
|
259 | : 3; |
|
|
260 | } |
|
|
261 | |
277 | } |
262 | } |
278 | |
263 | |
279 | if (op->map->darkness > 0) /* player is on a dark map */ |
264 | // Expands by the unit length in each component's current direction. |
280 | expand_lighted_sight (op); |
265 | // If a component has no direction, then it is expanded in both of its |
281 | |
266 | // positive and negative directions. |
282 | /* clear mark squares */ |
267 | if (!l.culled) |
283 | for (int x = 0; x < op->contr->ns->mapx; x++) |
268 | { |
284 | for (int y = 0; y < op->contr->ns->mapy; y++) |
269 | if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
285 | if (op->contr->blocked_los[x][y] < 0) |
270 | if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
286 | op->contr->blocked_los[x][y] = 0; |
271 | if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
287 | } |
272 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
288 | |
273 | } |
289 | /* returns true if op carries one or more lights |
274 | } |
290 | * This is a trivial function now days, but it used to |
|
|
291 | * be a bit longer. Probably better for callers to just |
|
|
292 | * check the op->glow_radius instead of calling this. |
|
|
293 | */ |
|
|
294 | int |
|
|
295 | has_carried_lights (const object *op) |
|
|
296 | { |
|
|
297 | /* op may glow! */ |
|
|
298 | if (op->glow_radius > 0) |
|
|
299 | return 1; |
|
|
300 | |
|
|
301 | return 0; |
|
|
302 | } |
275 | } |
303 | |
276 | |
304 | /* radius, distance => lightness adjust */ |
277 | /* radius, distance => lightness adjust */ |
305 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
278 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
279 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
306 | |
280 | |
307 | static struct darkness_init |
281 | static struct los_init |
308 | { |
282 | { |
309 | darkness_init () |
283 | los_init () |
310 | { |
284 | { |
|
|
285 | assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
|
|
286 | !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
|
|
287 | |
|
|
288 | /* for lights */ |
311 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
289 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
312 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
290 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
313 | { |
291 | { |
314 | // max intensity |
292 | // max intensity |
315 | int intensity = min (LOS_MAX, abs (radius) + 1); |
293 | int intensity = min (LOS_MAX, abs (radius) + 1); |
316 | |
294 | |
317 | // actual intensity |
295 | // actual intensity |
318 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
296 | intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0)); |
319 | |
297 | |
320 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
298 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
321 | ? min (3, intensity) |
299 | ? min (3, intensity) |
322 | : LOS_MAX - intensity; |
300 | : LOS_MAX - intensity; |
323 | } |
301 | } |
|
|
302 | |
|
|
303 | /* for general vision */ |
|
|
304 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
|
|
305 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
|
|
306 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
324 | } |
307 | } |
325 | } darkness_init; |
308 | } los_init; |
326 | |
309 | |
|
|
310 | // the following functions cannot be static, due to c++ stupidity :/ |
|
|
311 | namespace { |
|
|
312 | // brighten area, ignore los |
|
|
313 | sint8 |
|
|
314 | los_brighten_nolos (sint8 b, sint8 l) |
|
|
315 | { |
|
|
316 | return min (b, l); |
|
|
317 | } |
|
|
318 | |
|
|
319 | // brighten area, but respect los |
|
|
320 | sint8 |
|
|
321 | los_brighten (sint8 b, sint8 l) |
|
|
322 | { |
|
|
323 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
324 | } |
|
|
325 | |
|
|
326 | // darken area, respect los |
|
|
327 | sint8 |
|
|
328 | los_darken (sint8 b, sint8 l) |
|
|
329 | { |
|
|
330 | return max (b, l); |
|
|
331 | } |
|
|
332 | }; |
|
|
333 | |
|
|
334 | template<sint8 change_it (sint8, sint8)> |
327 | static void |
335 | static void |
328 | expand_lighted_sight (object *op) |
336 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
329 | { |
337 | { |
330 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
338 | // min or max the circular area around basex, basey |
331 | maptile *m = op->map; |
339 | dx += LOS_X0; |
332 | sint16 nx, ny; |
340 | dy += LOS_Y0; |
333 | |
341 | |
334 | darklevel = m->darkness; |
342 | int hx = pl->ns->mapx / 2; |
|
|
343 | int hy = pl->ns->mapy / 2; |
335 | |
344 | |
336 | /* If the player can see in the dark, lower the darklevel for him */ |
345 | int ax0 = max (LOS_X0 - hx, dx - light); |
337 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
346 | int ay0 = max (LOS_Y0 - hy, dy - light); |
338 | darklevel -= LOS_MAX / 2; |
347 | int ax1 = min (dx + light, LOS_X0 + hx); |
|
|
348 | int ay1 = min (dy + light, LOS_Y0 + hy); |
339 | |
349 | |
|
|
350 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
351 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
352 | pl->los[ax][ay] = |
|
|
353 | change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
|
|
354 | } |
|
|
355 | |
340 | /* add light, by finding all (non-null) nearby light sources, then |
356 | /* add light, by finding all (non-null) nearby light sources, then |
341 | * mark those squares specially. If the darklevel<1, there is no |
357 | * mark those squares specially. |
342 | * reason to do this, so we skip this function |
|
|
343 | */ |
358 | */ |
|
|
359 | static void |
|
|
360 | apply_lights (player *pl) |
|
|
361 | { |
|
|
362 | object *op = pl->viewpoint; |
|
|
363 | int darklevel = op->map->darklevel (); |
344 | |
364 | |
|
|
365 | int half_x = pl->ns->mapx / 2; |
|
|
366 | int half_y = pl->ns->mapy / 2; |
|
|
367 | |
|
|
368 | int pass2 = 0; // negative lights have an extra pass |
|
|
369 | |
|
|
370 | maprect *rects = pl->viewpoint->map->split_to_tiles ( |
|
|
371 | pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, |
|
|
372 | pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, |
|
|
373 | pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, |
|
|
374 | pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 |
|
|
375 | ); |
|
|
376 | |
|
|
377 | /* If the player can see in the dark, increase light/vision radius */ |
|
|
378 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
|
|
379 | |
345 | if (darklevel < 1) |
380 | if (!darklevel) |
346 | return; |
381 | pass2 = 1; |
347 | |
382 | else |
348 | /* Do a sanity check. If not valid, some code below may do odd |
|
|
349 | * things. |
|
|
350 | */ |
|
|
351 | if (darklevel > MAX_DARKNESS) |
|
|
352 | { |
383 | { |
353 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
384 | /* first, make everything totally dark */ |
354 | darklevel = MAX_DARKNESS; |
385 | for (int dx = -half_x; dx <= half_x; dx++) |
|
|
386 | for (int dy = -half_x; dy <= half_y; dy++) |
|
|
387 | max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
|
|
388 | |
|
|
389 | /* |
|
|
390 | * Only process the area of interest. |
|
|
391 | * the basex, basey values represent the position in the op->contr->los |
|
|
392 | * array. Its easier to just increment them here (and start with the right |
|
|
393 | * value) than to recalculate them down below. |
|
|
394 | */ |
|
|
395 | for (maprect *r = rects; r->m; ++r) |
|
|
396 | rect_mapwalk (r, 0, 0) |
|
|
397 | { |
|
|
398 | mapspace &ms = m->at (nx, ny); |
|
|
399 | ms.update (); |
|
|
400 | sint8 light = ms.light; |
|
|
401 | |
|
|
402 | if (expect_false (light)) |
|
|
403 | if (light < 0) |
|
|
404 | pass2 = 1; |
|
|
405 | else |
|
|
406 | { |
|
|
407 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
|
|
408 | apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
409 | } |
|
|
410 | } |
|
|
411 | |
|
|
412 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
|
|
413 | { |
|
|
414 | int light; |
|
|
415 | |
|
|
416 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
|
|
417 | light = MAX_DARKNESS - op->map->darkness; |
|
|
418 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
|
|
419 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
|
|
420 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
|
|
421 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
|
|
422 | |
|
|
423 | light = clamp (light + bonus, 0, MAX_VISION); |
|
|
424 | |
|
|
425 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
|
|
426 | } |
355 | } |
427 | } |
356 | |
428 | |
357 | /* first, make everything totally dark */ |
429 | // when we fly high, we have some minimum viewable area around us, like x-ray |
358 | for (x = 0; x < op->contr->ns->mapx; x++) |
430 | if (op->move_type & MOVE_FLY_HIGH) |
359 | for (y = 0; y < op->contr->ns->mapy; y++) |
431 | apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]); |
360 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
|
|
361 | op->contr->blocked_los[x][y] = LOS_MAX; |
|
|
362 | |
432 | |
363 | int half_x = op->contr->ns->mapx / 2; |
|
|
364 | int half_y = op->contr->ns->mapy / 2; |
|
|
365 | |
|
|
366 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
367 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
368 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
369 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
370 | |
|
|
371 | int pass2 = 0; // negative lights have an extra pass |
|
|
372 | |
|
|
373 | /* |
|
|
374 | * Only process the area of interest. |
|
|
375 | * the basex, basey values represent the position in the op->contr->blocked_los |
|
|
376 | * array. Its easier to just increment them here (and start with the right |
|
|
377 | * value) than to recalculate them down below. |
|
|
378 | */ |
|
|
379 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
380 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
381 | { |
|
|
382 | maptile *m = op->map; |
|
|
383 | sint16 nx = x; |
|
|
384 | sint16 ny = y; |
|
|
385 | |
|
|
386 | if (!xy_normalise (m, nx, ny)) |
|
|
387 | continue; |
|
|
388 | |
|
|
389 | mapspace &ms = m->at (nx, ny); |
|
|
390 | ms.update (); |
|
|
391 | sint8 light = ms.light; |
|
|
392 | |
|
|
393 | if (expect_false (light)) |
|
|
394 | if (light < 0) |
|
|
395 | pass2 = 1; |
|
|
396 | else |
|
|
397 | { |
|
|
398 | /* This space is providing light, so we need to brighten up the |
|
|
399 | * spaces around here. |
|
|
400 | */ |
|
|
401 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
|
402 | |
|
|
403 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
|
|
404 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
|
|
405 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
|
|
406 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
407 | } |
|
|
408 | } |
|
|
409 | |
|
|
410 | // psosibly do 2nd pass for rare negative glow radii |
433 | // possibly do 2nd pass for rare negative glow radii |
411 | if (expect_false (pass2)) |
434 | // for effect, those are always considered to be stronger than anything else |
412 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
435 | // but they can't darken a place completely |
413 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
436 | if (pass2) |
|
|
437 | for (maprect *r = rects; r->m; ++r) |
|
|
438 | rect_mapwalk (r, 0, 0) |
414 | { |
439 | { |
415 | maptile *m = op->map; |
|
|
416 | sint16 nx = x; |
|
|
417 | sint16 ny = y; |
|
|
418 | |
|
|
419 | if (!xy_normalise (m, nx, ny)) |
|
|
420 | continue; |
|
|
421 | |
|
|
422 | mapspace &ms = m->at (nx, ny); |
440 | mapspace &ms = m->at (nx, ny); |
423 | ms.update (); |
441 | ms.update (); |
424 | sint8 light = ms.light; |
442 | sint8 light = ms.light; |
425 | |
443 | |
426 | if (expect_false (light < 0)) |
444 | if (expect_false (light < 0)) |
427 | { |
445 | { |
428 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
446 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
429 | |
447 | apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
430 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
|
|
431 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
|
|
432 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
|
|
433 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
434 | } |
448 | } |
435 | } |
449 | } |
436 | |
|
|
437 | /* Outdoor should never really be completely pitch black dark like |
|
|
438 | * a dungeon, so let the player at least see a little around themselves |
|
|
439 | */ |
|
|
440 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
|
|
441 | { |
|
|
442 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3)) |
|
|
443 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3; |
|
|
444 | |
|
|
445 | for (x = -1; x <= 1; x++) |
|
|
446 | for (y = -1; y <= 1; y++) |
|
|
447 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2)) |
|
|
448 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2; |
|
|
449 | } |
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|
450 | |
|
|
451 | /* grant some vision to the player, based on the darklevel */ |
|
|
452 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
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|
453 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
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454 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED)) |
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|
455 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
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456 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
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457 | } |
450 | } |
458 | |
451 | |
459 | /* blinded_sight() - sets all viewable squares to blocked except |
452 | /* blinded_sight() - sets all viewable squares to blocked except |
460 | * for the one the central one that the player occupies. A little |
453 | * for the one the central one that the player occupies. A little |
461 | * odd that you can see yourself (and what your standing on), but |
454 | * odd that you can see yourself (and what your standing on), but |
462 | * really need for any reasonable game play. |
455 | * really need for any reasonable game play. |
463 | */ |
456 | */ |
464 | static void |
457 | static void |
465 | blinded_sight (object *op) |
458 | blinded_sight (player *pl) |
466 | { |
459 | { |
467 | int x, y; |
460 | pl->los[LOS_X0][LOS_Y0] = 1; |
468 | |
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|
469 | for (x = 0; x < op->contr->ns->mapx; x++) |
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470 | for (y = 0; y < op->contr->ns->mapy; y++) |
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|
471 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
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472 | |
|
|
473 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
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|
474 | } |
461 | } |
475 | |
462 | |
476 | /* |
463 | /* |
477 | * update_los() recalculates the array which specifies what is |
464 | * update_los() recalculates the array which specifies what is |
478 | * visible for the given player-object. |
465 | * visible for the given player-object. |
479 | */ |
466 | */ |
480 | void |
467 | void |
481 | update_los (object *op) |
468 | player::update_los () |
482 | { |
469 | { |
483 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
470 | if (ob->flag [FLAG_REMOVED])//D really needed? |
484 | |
|
|
485 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
486 | return; |
471 | return; |
487 | |
472 | |
488 | clear_los (op->contr); |
473 | if (ob->flag [FLAG_WIZLOOK]) |
489 | |
474 | clear_los (0); |
490 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
475 | else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */ |
491 | return; |
476 | { |
492 | |
477 | clear_los (); |
493 | /* For larger maps, this is more efficient than the old way which |
|
|
494 | * used the chaining of the block array. Since many space views could |
|
|
495 | * be blocked by different spaces in front, this mean that a lot of spaces |
|
|
496 | * could be examined multile times, as each path would be looked at. |
|
|
497 | */ |
|
|
498 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
|
|
499 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
|
|
500 | check_wall (op, x, y); |
|
|
501 | |
|
|
502 | /* do the los of the player. 3 (potential) cases */ |
|
|
503 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
|
|
504 | blinded_sight (op); |
478 | blinded_sight (this); |
|
|
479 | } |
505 | else |
480 | else |
506 | expand_sight (op); |
481 | { |
|
|
482 | clear_los (); |
|
|
483 | calculate_los (this); |
|
|
484 | apply_lights (this); |
|
|
485 | } |
507 | |
486 | |
508 | //TODO: no range-checking whatsoever :( |
487 | if (viewpoint->flag [FLAG_XRAYS]) |
509 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
|
|
510 | for (int x = -2; x <= 2; x++) |
488 | for (int dx = -2; dx <= 2; dx++) |
511 | for (int y = -2; y <= 2; y++) |
489 | for (int dy = -2; dy <= 2; dy++) |
512 | op->contr->blocked_los[dx + x][dy + y] = 0; |
490 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
513 | } |
491 | } |
514 | |
492 | |
515 | /* update all_map_los is like update_all_los below, |
493 | /* update all_map_los is like update_all_los below, |
516 | * but updates everyone on the map, no matter where they |
494 | * but updates everyone on the map, no matter where they |
517 | * are. This generally should not be used, as a per |
495 | * are. This generally should not be used, as a per |
… | |
… | |
524 | * change_map_light function |
502 | * change_map_light function |
525 | */ |
503 | */ |
526 | void |
504 | void |
527 | update_all_map_los (maptile *map) |
505 | update_all_map_los (maptile *map) |
528 | { |
506 | { |
529 | for_all_players (pl) |
507 | for_all_players_on_map (pl, map) |
530 | if (pl->ob && pl->ob->map == map) |
|
|
531 | pl->do_los = 1; |
508 | pl->do_los = 1; |
532 | } |
509 | } |
533 | |
510 | |
534 | /* |
511 | /* |
535 | * This function makes sure that update_los() will be called for all |
512 | * This function makes sure that update_los() will be called for all |
536 | * players on the given map within the next frame. |
513 | * players on the given map within the next frame. |
… | |
… | |
544 | * map is the map that changed, x and y are the coordinates. |
521 | * map is the map that changed, x and y are the coordinates. |
545 | */ |
522 | */ |
546 | void |
523 | void |
547 | update_all_los (const maptile *map, int x, int y) |
524 | update_all_los (const maptile *map, int x, int y) |
548 | { |
525 | { |
|
|
526 | map->at (x, y).invalidate (); |
|
|
527 | |
549 | for_all_players (pl) |
528 | for_all_players (pl) |
550 | { |
529 | { |
551 | /* Player should not have a null map, but do this |
530 | /* Player should not have a null map, but do this |
552 | * check as a safety |
531 | * check as a safety |
553 | */ |
532 | */ |
554 | if (!pl->ob || !pl->ob->map || !pl->ns) |
533 | if (!pl->ob || !pl->ob->map || !pl->ns) |
555 | continue; |
534 | continue; |
556 | |
535 | |
557 | /* Same map is simple case - see if pl is close enough. |
536 | rv_vector rv; |
558 | * Note in all cases, we did the check for same map first, |
537 | |
559 | * and then see if the player is close enough and update |
538 | get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); |
560 | * los if that is the case. If the player is on the |
|
|
561 | * corresponding map, but not close enough, then the |
|
|
562 | * player can't be on another map that may be closer, |
|
|
563 | * so by setting it up this way, we trim processing |
|
|
564 | * some. |
|
|
565 | */ |
539 | |
566 | if (pl->ob->map == map) |
540 | if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
567 | { |
|
|
568 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
|
|
569 | pl->do_los = 1; |
541 | pl->do_los = 1; |
570 | } |
|
|
571 | |
|
|
572 | /* Now we check to see if player is on adjacent |
|
|
573 | * maps to the one that changed and also within |
|
|
574 | * view. The tile_maps[] could be null, but in that |
|
|
575 | * case it should never match the pl->ob->map, so |
|
|
576 | * we want ever try to dereference any of the data in it. |
|
|
577 | * |
|
|
578 | * The logic for 0 and 3 is to see how far the player is |
|
|
579 | * from the edge of the map (height/width) - pl->ob->(x,y) |
|
|
580 | * and to add current position on this map - that gives a |
|
|
581 | * distance. |
|
|
582 | * For 1 and 2, we check to see how far the given |
|
|
583 | * coordinate (x,y) is from the corresponding edge, |
|
|
584 | * and then add the players location, which gives |
|
|
585 | * a distance. |
|
|
586 | */ |
|
|
587 | else if (pl->ob->map == map->tile_map[0]) |
|
|
588 | { |
|
|
589 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
|
|
590 | pl->do_los = 1; |
|
|
591 | } |
|
|
592 | else if (pl->ob->map == map->tile_map[2]) |
|
|
593 | { |
|
|
594 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
|
|
595 | pl->do_los = 1; |
|
|
596 | } |
|
|
597 | else if (pl->ob->map == map->tile_map[1]) |
|
|
598 | { |
|
|
599 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
|
|
600 | pl->do_los = 1; |
|
|
601 | } |
|
|
602 | else if (pl->ob->map == map->tile_map[3]) |
|
|
603 | { |
|
|
604 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
|
|
605 | pl->do_los = 1; |
|
|
606 | } |
|
|
607 | } |
542 | } |
608 | } |
543 | } |
609 | |
544 | |
|
|
545 | static const int season_darkness[5][HOURS_PER_DAY] = { |
|
|
546 | /*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 */ |
|
|
547 | { 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 }, |
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|
548 | { 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 }, |
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|
549 | { 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 }, |
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|
550 | { 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 }, |
|
|
551 | { 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 } |
|
|
552 | }; |
|
|
553 | |
610 | /* |
554 | /* |
611 | * Debug-routine which dumps the array which specifies the visible |
555 | * Tell players the time and compute the darkness level for all maps in the game. |
612 | * area of a player. Triggered by the z key in DM mode. |
556 | * MUST be called exactly once per hour. |
613 | */ |
557 | */ |
614 | void |
558 | void |
615 | print_los (object *op) |
559 | maptile::adjust_daylight () |
616 | { |
560 | { |
617 | int x, y; |
561 | timeofday_t tod; |
618 | char buf[50], buf2[10]; |
|
|
619 | |
562 | |
620 | strcpy (buf, " "); |
563 | get_tod (&tod); |
621 | |
564 | |
622 | for (x = 0; x < op->contr->ns->mapx; x++) |
565 | // log the time to log-1 every hour, and to chat every day |
623 | { |
566 | { |
624 | sprintf (buf2, "%2d", x); |
567 | char todbuf[512]; |
625 | strcat (buf, buf2); |
568 | |
|
|
569 | format_tod (todbuf, sizeof (todbuf), &tod); |
|
|
570 | |
|
|
571 | for_all_players (pl) |
|
|
572 | pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
626 | } |
573 | } |
627 | |
574 | |
628 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
575 | /* If the light level isn't changing, no reason to do all |
|
|
576 | * the work below. |
|
|
577 | */ |
|
|
578 | sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
629 | |
579 | |
630 | for (y = 0; y < op->contr->ns->mapy; y++) |
580 | if (new_darkness == maptile::outdoor_darkness) |
631 | { |
581 | return; |
632 | sprintf (buf, "%2d:", y); |
|
|
633 | |
582 | |
634 | for (x = 0; x < op->contr->ns->mapx; x++) |
583 | new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
635 | { |
584 | new_darkness > maptile::outdoor_darkness |
636 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
585 | ? "It becomes darker." |
637 | strcat (buf, buf2); |
586 | : "It becomes brighter."); |
638 | } |
|
|
639 | |
587 | |
640 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
588 | maptile::outdoor_darkness = new_darkness; |
641 | } |
589 | |
|
|
590 | // we simply update the los for all players, which is unnecessarily |
|
|
591 | // costly, but should do for the moment. |
|
|
592 | for_all_players (pl) |
|
|
593 | pl->do_los = 1; |
642 | } |
594 | } |
643 | |
595 | |
644 | /* |
596 | /* |
645 | * make_sure_seen: The object is supposed to be visible through walls, thus |
597 | * make_sure_seen: The object is supposed to be visible through walls, thus |
646 | * check if any players are nearby, and edit their LOS array. |
598 | * check if any players are nearby, and edit their LOS array. |
647 | */ |
599 | */ |
648 | |
|
|
649 | void |
600 | void |
650 | make_sure_seen (const object *op) |
601 | make_sure_seen (const object *op) |
651 | { |
602 | { |
652 | for_all_players (pl) |
603 | for_all_players (pl) |
653 | if (pl->ob->map == op->map && |
604 | if (pl->ob->map == op->map && |
654 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
605 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
655 | 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) |
606 | 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) |
656 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
607 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
657 | } |
608 | } |
658 | |
609 | |
659 | /* |
610 | /* |
660 | * make_sure_not_seen: The object which is supposed to be visible through |
611 | * make_sure_not_seen: The object which is supposed to be visible through |
661 | * walls has just been removed from the map, so update the los of any |
612 | * walls has just been removed from the map, so update the los of any |
662 | * players within its range |
613 | * players within its range |
663 | */ |
614 | */ |
664 | |
|
|
665 | void |
615 | void |
666 | make_sure_not_seen (const object *op) |
616 | make_sure_not_seen (const object *op) |
667 | { |
617 | { |
668 | for_all_players (pl) |
618 | for_all_players (pl) |
669 | if (pl->ob->map == op->map && |
619 | if (pl->ob->map == op->map && |
670 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
620 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
671 | 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) |
621 | 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) |
672 | pl->do_los = 1; |
622 | pl->do_los = 1; |
673 | } |
623 | } |
|
|
624 | |