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Comparing deliantra/server/common/los.C (file contents):
Revision 1.62 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.64 by root, Wed Nov 4 17:24:00 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 (©) 2005,2006,2007,2008,2009 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
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 5 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 6 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 7 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 9 * option) any later version.
126 // spiral path algorithm below, except when very little 124 // spiral path algorithm below, except when very little
127 // area is visible, in which case it is slower. which evens 125 // area is visible, in which case it is slower. which evens
128 // out los calculation times between large and small los maps. 126 // out los calculation times between large and small los maps.
129 // apply_lights also iterates over this area, maybe these 127 // apply_lights also iterates over this area, maybe these
130 // two passes could be combined somehow. 128 // two passes could be combined somehow.
131 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)
132 { 130 {
133 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
134 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;
135 } 133 }
136 } 134 }
303 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) 301 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
304 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;
305 } 303 }
306} los_init; 304} los_init;
307 305
306// brighten area, ignore los
307sint8
308los_brighten_nolos (sint8 b, sint8 l)
309{
310 return min (b, l);
311}
312
313// brighten area, but respect los
308sint8 314sint8
309los_brighten (sint8 b, sint8 l) 315los_brighten (sint8 b, sint8 l)
310{ 316{
311 return b == LOS_BLOCKED ? b : min (b, l); 317 return b == LOS_BLOCKED ? b : min (b, l);
312} 318}
313 319
320// darken area, respect los
314sint8 321sint8
315los_darken (sint8 b, sint8 l) 322los_darken (sint8 b, sint8 l)
316{ 323{
317 return max (b, l); 324 return max (b, l);
318} 325}
343 * mark those squares specially. 350 * mark those squares specially.
344 */ 351 */
345static void 352static void
346apply_lights (player *pl) 353apply_lights (player *pl)
347{ 354{
348 object *op = pl->observe; 355 object *op = pl->viewpoint;
349 int darklevel = op->map->darklevel (); 356 int darklevel = op->map->darklevel ();
357 maptile::outdoor_darkness = 4;//D
350 358
351 int half_x = pl->ns->mapx / 2; 359 int half_x = pl->ns->mapx / 2;
352 int half_y = pl->ns->mapy / 2; 360 int half_y = pl->ns->mapy / 2;
353 361
354 int pass2 = 0; // negative lights have an extra pass 362 int pass2 = 0; // negative lights have an extra pass
355 363
356 maprect *rects = pl->observe->map->split_to_tiles ( 364 maprect *rects = pl->viewpoint->map->split_to_tiles (
357 pl->observe->x - half_x - MAX_LIGHT_RADIUS, 365 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
358 pl->observe->y - half_y - MAX_LIGHT_RADIUS, 366 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
359 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, 367 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
360 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 368 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
361 ); 369 );
362 370
363 /* If the player can see in the dark, increase light/vision radius */ 371 /* If the player can see in the dark, increase light/vision radius */
364 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; 372 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
365 373
389 if (light < 0) 397 if (light < 0)
390 pass2 = 1; 398 pass2 = 1;
391 else 399 else
392 { 400 {
393 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); 401 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
394 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); 402 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
395 } 403 }
396 } 404 }
397 405
398 /* grant some vision to the player, based on outside, outdoor, and darklevel */ 406 /* grant some vision to the player, based on outside, outdoor, and darklevel */
399 { 407 {
409 light = clamp (light + bonus, 0, MAX_VISION); 417 light = clamp (light + bonus, 0, MAX_VISION);
410 418
411 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 419 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
412 } 420 }
413 } 421 }
422
423 // when we fly high, we have some minimum viewable area around us, like x-ray
424 if (op->move_type & MOVE_FLY_HIGH)
425 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
414 426
415 // possibly do 2nd pass for rare negative glow radii 427 // possibly do 2nd pass for rare negative glow radii
416 // for effect, those are always considered to be stronger than anything else 428 // for effect, those are always considered to be stronger than anything else
417 // but they can't darken a place completely 429 // but they can't darken a place completely
418 if (pass2) 430 if (pass2)
424 sint8 light = ms.light; 436 sint8 light = ms.light;
425 437
426 if (expect_false (light < 0)) 438 if (expect_false (light < 0))
427 { 439 {
428 light = clamp (light - bonus, 0, MAX_DARKNESS); 440 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]); 441 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
430 } 442 }
431 } 443 }
432} 444}
433 445
434/* blinded_sight() - sets all viewable squares to blocked except 446/* blinded_sight() - sets all viewable squares to blocked except
452 if (ob->flag [FLAG_REMOVED])//D really needed? 464 if (ob->flag [FLAG_REMOVED])//D really needed?
453 return; 465 return;
454 466
455 if (ob->flag [FLAG_WIZLOOK]) 467 if (ob->flag [FLAG_WIZLOOK])
456 clear_los (0); 468 clear_los (0);
457 else if (observe->flag [FLAG_BLIND]) /* player is blind */ 469 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
458 { 470 {
459 clear_los (); 471 clear_los ();
460 blinded_sight (this); 472 blinded_sight (this);
461 } 473 }
462 else 474 else
464 clear_los (); 476 clear_los ();
465 calculate_los (this); 477 calculate_los (this);
466 apply_lights (this); 478 apply_lights (this);
467 } 479 }
468 480
469 if (observe->flag [FLAG_XRAYS]) 481 if (viewpoint->flag [FLAG_XRAYS])
470 for (int dx = -2; dx <= 2; dx++) 482 for (int dx = -2; dx <= 2; dx++)
471 for (int dy = -2; dy <= 2; dy++) 483 for (int dy = -2; dy <= 2; dy++)
472 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); 484 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
473} 485}
474 486

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