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 (©) 2005,2006,2007,2008,2009 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 | #include <global.h> |
23 | #include <global.h> |
… | |
… | |
125 | // spiral path algorithm below, except when very little |
124 | // spiral path algorithm below, except when very little |
126 | // area is visible, in which case it is slower. which evens |
125 | // area is visible, in which case it is slower. which evens |
127 | // out los calculation times between large and small los maps. |
126 | // out los calculation times between large and small los maps. |
128 | // apply_lights also iterates over this area, maybe these |
127 | // apply_lights also iterates over this area, maybe these |
129 | // two passes could be combined somehow. |
128 | // two passes could be combined somehow. |
130 | unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
129 | unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y) |
131 | { |
130 | { |
132 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
131 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
133 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
132 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
134 | } |
133 | } |
135 | } |
134 | } |
… | |
… | |
302 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
301 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
303 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
302 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
304 | } |
303 | } |
305 | } los_init; |
304 | } los_init; |
306 | |
305 | |
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306 | // brighten area, ignore los |
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307 | sint8 |
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308 | los_brighten_nolos (sint8 b, sint8 l) |
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309 | { |
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310 | return min (b, l); |
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311 | } |
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312 | |
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313 | // brighten area, but respect los |
307 | sint8 |
314 | sint8 |
308 | los_brighten (sint8 b, sint8 l) |
315 | los_brighten (sint8 b, sint8 l) |
309 | { |
316 | { |
310 | return b == LOS_BLOCKED ? b : min (b, l); |
317 | return b == LOS_BLOCKED ? b : min (b, l); |
311 | } |
318 | } |
312 | |
319 | |
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320 | // darken area, respect los |
313 | sint8 |
321 | sint8 |
314 | los_darken (sint8 b, sint8 l) |
322 | los_darken (sint8 b, sint8 l) |
315 | { |
323 | { |
316 | return max (b, l); |
324 | return max (b, l); |
317 | } |
325 | } |
… | |
… | |
342 | * mark those squares specially. |
350 | * mark those squares specially. |
343 | */ |
351 | */ |
344 | static void |
352 | static void |
345 | apply_lights (player *pl) |
353 | apply_lights (player *pl) |
346 | { |
354 | { |
347 | object *op = pl->observe; |
355 | object *op = pl->viewpoint; |
348 | int darklevel = op->map->darklevel (); |
356 | int darklevel = op->map->darklevel (); |
349 | |
357 | |
350 | int half_x = pl->ns->mapx / 2; |
358 | int half_x = pl->ns->mapx / 2; |
351 | int half_y = pl->ns->mapy / 2; |
359 | int half_y = pl->ns->mapy / 2; |
352 | |
360 | |
353 | int pass2 = 0; // negative lights have an extra pass |
361 | int pass2 = 0; // negative lights have an extra pass |
354 | |
362 | |
355 | maprect *rects = pl->observe->map->split_to_tiles ( |
363 | maprect *rects = pl->viewpoint->map->split_to_tiles ( |
356 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
364 | pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, |
357 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
365 | pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, |
358 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
366 | pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, |
359 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
367 | pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 |
360 | ); |
368 | ); |
361 | |
369 | |
362 | /* If the player can see in the dark, increase light/vision radius */ |
370 | /* If the player can see in the dark, increase light/vision radius */ |
363 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
371 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
364 | |
372 | |
… | |
… | |
388 | if (light < 0) |
396 | if (light < 0) |
389 | pass2 = 1; |
397 | pass2 = 1; |
390 | else |
398 | else |
391 | { |
399 | { |
392 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
400 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
393 | apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
401 | apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
394 | } |
402 | } |
395 | } |
403 | } |
396 | |
404 | |
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
405 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
398 | { |
406 | { |
… | |
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408 | light = clamp (light + bonus, 0, MAX_VISION); |
416 | light = clamp (light + bonus, 0, MAX_VISION); |
409 | |
417 | |
410 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
418 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
411 | } |
419 | } |
412 | } |
420 | } |
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421 | |
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422 | // when we fly high, we have some minimum viewable area around us, like x-ray |
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423 | if (op->move_type & MOVE_FLY_HIGH) |
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424 | apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]); |
413 | |
425 | |
414 | // possibly do 2nd pass for rare negative glow radii |
426 | // possibly do 2nd pass for rare negative glow radii |
415 | // for effect, those are always considered to be stronger than anything else |
427 | // for effect, those are always considered to be stronger than anything else |
416 | // but they can't darken a place completely |
428 | // but they can't darken a place completely |
417 | if (pass2) |
429 | if (pass2) |
… | |
… | |
423 | sint8 light = ms.light; |
435 | sint8 light = ms.light; |
424 | |
436 | |
425 | if (expect_false (light < 0)) |
437 | if (expect_false (light < 0)) |
426 | { |
438 | { |
427 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
439 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
428 | apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
440 | apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
429 | } |
441 | } |
430 | } |
442 | } |
431 | } |
443 | } |
432 | |
444 | |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
445 | /* blinded_sight() - sets all viewable squares to blocked except |
… | |
… | |
451 | if (ob->flag [FLAG_REMOVED])//D really needed? |
463 | if (ob->flag [FLAG_REMOVED])//D really needed? |
452 | return; |
464 | return; |
453 | |
465 | |
454 | if (ob->flag [FLAG_WIZLOOK]) |
466 | if (ob->flag [FLAG_WIZLOOK]) |
455 | clear_los (0); |
467 | clear_los (0); |
456 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
468 | else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */ |
457 | { |
469 | { |
458 | clear_los (); |
470 | clear_los (); |
459 | blinded_sight (this); |
471 | blinded_sight (this); |
460 | } |
472 | } |
461 | else |
473 | else |
… | |
… | |
463 | clear_los (); |
475 | clear_los (); |
464 | calculate_los (this); |
476 | calculate_los (this); |
465 | apply_lights (this); |
477 | apply_lights (this); |
466 | } |
478 | } |
467 | |
479 | |
468 | if (observe->flag [FLAG_XRAYS]) |
480 | if (viewpoint->flag [FLAG_XRAYS]) |
469 | for (int dx = -2; dx <= 2; dx++) |
481 | for (int dx = -2; dx <= 2; dx++) |
470 | for (int dy = -2; dy <= 2; dy++) |
482 | for (int dy = -2; dy <= 2; dy++) |
471 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
483 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
472 | } |
484 | } |
473 | |
485 | |