--- deliantra/server/common/los.C 2009/10/12 14:00:57 1.62
+++ deliantra/server/common/los.C 2012/10/29 23:55:52 1.73
@@ -1,24 +1,22 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
- *
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ *
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
@@ -36,6 +34,10 @@
FLG_QUEUED = 0x80 // already queued in queue, or border
};
+// it is important for performance reasons that this structure
+// has a size easily computable by the cpu (*8 is perfect).
+// it is possible to move culled and visible into flags, at
+// some speed loss.
struct los_info
{
uint8 flags; // FLG_xxx
@@ -85,7 +87,7 @@
l.flags |= flags;
- if (l.flags & FLG_QUEUED)
+ if (expect_false (l.flags & FLG_QUEUED))
return;
l.flags |= FLG_QUEUED;
@@ -128,7 +130,7 @@
// out los calculation times between large and small los maps.
// apply_lights also iterates over this area, maybe these
// two passes could be combined somehow.
- unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
+ unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
{
los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
@@ -305,17 +307,29 @@
}
} los_init;
-sint8
-los_brighten (sint8 b, sint8 l)
-{
- return b == LOS_BLOCKED ? b : min (b, l);
-}
+// the following functions cannot be static, due to c++ stupidity :/
+namespace {
+ // brighten area, ignore los
+ sint8
+ los_brighten_nolos (sint8 b, sint8 l)
+ {
+ return min (b, l);
+ }
-sint8
-los_darken (sint8 b, sint8 l)
-{
- return max (b, l);
-}
+ // brighten area, but respect los
+ sint8
+ los_brighten (sint8 b, sint8 l)
+ {
+ return b == LOS_BLOCKED ? b : min (b, l);
+ }
+
+ // darken area, respect los
+ sint8
+ los_darken (sint8 b, sint8 l)
+ {
+ return max (b, l);
+ }
+};
template
static void
@@ -345,7 +359,7 @@
static void
apply_lights (player *pl)
{
- object *op = pl->observe;
+ object *op = pl->viewpoint;
int darklevel = op->map->darklevel ();
int half_x = pl->ns->mapx / 2;
@@ -353,11 +367,12 @@
int pass2 = 0; // negative lights have an extra pass
- maprect *rects = pl->observe->map->split_to_tiles (
- pl->observe->x - half_x - MAX_LIGHT_RADIUS,
- pl->observe->y - half_y - MAX_LIGHT_RADIUS,
- pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
- pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
+ maprect *rects = pl->viewpoint->map->split_to_tiles (
+ mapwalk_buf,
+ pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
+ pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
+ pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
+ pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
);
/* If the player can see in the dark, increase light/vision radius */
@@ -391,7 +406,7 @@
else
{
light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
- apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
+ apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
}
}
@@ -412,6 +427,10 @@
}
}
+ // when we fly high, we have some minimum viewable area around us, like x-ray
+ if (op->move_type & MOVE_FLY_HIGH)
+ apply_light (pl, 0, 0, 9, vision_atten [9]);
+
// possibly do 2nd pass for rare negative glow radii
// for effect, those are always considered to be stronger than anything else
// but they can't darken a place completely
@@ -426,7 +445,7 @@
if (expect_false (light < 0))
{
light = clamp (light - bonus, 0, MAX_DARKNESS);
- apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
+ apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
}
}
}
@@ -454,7 +473,7 @@
if (ob->flag [FLAG_WIZLOOK])
clear_los (0);
- else if (observe->flag [FLAG_BLIND]) /* player is blind */
+ else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
{
clear_los ();
blinded_sight (this);
@@ -466,7 +485,7 @@
apply_lights (this);
}
- if (observe->flag [FLAG_XRAYS])
+ if (viewpoint->flag [FLAG_XRAYS])
for (int dx = -2; dx <= 2; dx++)
for (int dy = -2; dy <= 2; dy++)
min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
@@ -517,7 +536,7 @@
rv_vector rv;
- get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
+ get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
pl->do_los = 1;