--- 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;