1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 | |
25 | |
26 | #include <global.h> |
26 | #include <global.h> |
27 | #include <funcpoint.h> |
|
|
28 | #include <math.h> |
27 | #include <math.h> |
29 | |
28 | |
30 | /* Distance must be less than this for the object to be blocked. |
29 | /* Distance must be less than this for the object to be blocked. |
31 | * An object is 1.0 wide, so if set to 0.5, it means the object |
30 | * An object is 1.0 wide, so if set to 0.5, it means the object |
32 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
33 | * block view in our tables. |
32 | * block view in our tables. |
34 | * .4 or less lets you see through walls. .5 is about right. |
33 | * .4 or less lets you see through walls. .5 is about right. |
35 | */ |
34 | */ |
36 | |
35 | |
37 | #define SPACE_BLOCK 0.5 |
36 | #define SPACE_BLOCK 0.5 |
|
|
37 | #define MAX_UNLIGHTED_VISION 4 |
38 | |
38 | |
39 | typedef struct blstr |
39 | typedef struct blstr |
40 | { |
40 | { |
41 | int x[4], y[4]; |
41 | int x[4], y[4]; |
42 | int index; |
42 | int index; |
… | |
… | |
348 | |
348 | |
349 | /* First, limit player furthest (unlighted) vision */ |
349 | /* First, limit player furthest (unlighted) vision */ |
350 | for (x = 0; x < op->contr->ns->mapx; x++) |
350 | for (x = 0; x < op->contr->ns->mapx; x++) |
351 | for (y = 0; y < op->contr->ns->mapy; y++) |
351 | for (y = 0; y < op->contr->ns->mapy; y++) |
352 | if (op->contr->blocked_los[x][y] != 100) |
352 | if (op->contr->blocked_los[x][y] != 100) |
353 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
353 | op->contr->blocked_los[x][y] = MAX_UNLIGHTED_VISION; |
354 | |
354 | |
355 | /* the spaces[] darkness value contains the information we need. |
355 | /* the spaces[] darkness value contains the information we need. |
356 | * Only process the area of interest. |
356 | * Only process the area of interest. |
357 | * the basex, basey values represent the position in the op->contr->blocked_los |
357 | * the basex, basey values represent the position in the op->contr->blocked_los |
358 | * array. Its easier to just increment them here (and start with the right |
358 | * array. Its easier to just increment them here (and start with the right |
359 | * value) than to recalculate them down below. |
359 | * value) than to recalculate them down below. |
360 | */ |
360 | */ |
361 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
361 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADIUS), basex = -MAX_LIGHT_RADIUS; |
362 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
362 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADIUS); x++, basex++) |
363 | { |
363 | { |
364 | |
364 | |
365 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
365 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADIUS), basey = -MAX_LIGHT_RADIUS; |
366 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
366 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADIUS); y++, basey++) |
367 | { |
367 | { |
368 | m = op->map; |
368 | m = op->map; |
369 | nx = x; |
369 | nx = x; |
370 | ny = y; |
370 | ny = y; |
371 | |
371 | |
… | |
… | |
376 | |
376 | |
377 | /* This space is providing light, so we need to brighten up the |
377 | /* This space is providing light, so we need to brighten up the |
378 | * spaces around here. |
378 | * spaces around here. |
379 | */ |
379 | */ |
380 | light = GET_MAP_LIGHT (m, nx, ny); |
380 | light = GET_MAP_LIGHT (m, nx, ny); |
381 | if (light != 0) |
381 | if (light) |
382 | { |
382 | { |
383 | #if 0 |
383 | #if 0 |
384 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
384 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
385 | #endif |
385 | #endif |
386 | for (ax = basex - light; ax <= basex + light; ax++) |
386 | for (ax = basex - light; ax <= basex + light; ax++) |
387 | { |
387 | { |
388 | if (ax < 0 || ax >= op->contr->ns->mapx) |
388 | if (ax < 0 || ax >= op->contr->ns->mapx) |
389 | continue; |
389 | continue; |
390 | |
390 | |
|
|
391 | x1 = (basex - ax) * (basex - ax); |
|
|
392 | |
391 | for (ay = basey - light; ay <= basey + light; ay++) |
393 | for (ay = basey - light; ay <= basey + light; ay++) |
392 | { |
394 | { |
393 | if (ay < 0 || ay >= op->contr->ns->mapy) |
395 | if (ay < 0 || ay >= op->contr->ns->mapy) |
394 | continue; |
396 | continue; |
395 | |
397 | |
396 | /* If the space is fully blocked, do nothing. Otherwise, we |
398 | /* If the space is fully blocked, do nothing. Otherwise, we |
397 | * brighten the space. The further the light is away from the |
399 | * brighten the space. The further the light is away from the |
398 | * source (basex-x), the less effect it has. Though light used |
400 | * source (basex-x), the less effect it has. Though light used |
399 | * to dim in a square manner, it now dims in a circular manner |
401 | * to dim in a square manner, it now dims in a roughly circular |
400 | * using the the pythagorean theorem. glow_radius still |
|
|
401 | * represents the radius |
402 | * manner. glow_radius still represents the radius. |
402 | */ |
403 | */ |
403 | if (op->contr->blocked_los[ax][ay] != 100) |
404 | if (op->contr->blocked_los[ax][ay] != 100) |
404 | { |
405 | { |
405 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
406 | y1 = abs (basey - ay) * abs (basey - ay); |
406 | y1 = (basey - ay) * (basey - ay); |
407 | |
407 | |
408 | if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
408 | op->contr->blocked_los[ax][ay] -= light > 0 |
409 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
409 | ? max (light - isqrt (x1 + y1), 0) |
|
|
410 | : min (light + isqrt (x1 + y1), 0); |
410 | } |
411 | } |
411 | } |
412 | } |
412 | } |
413 | } |
413 | } |
414 | } |
414 | } |
415 | } |
415 | } |
416 | } |
416 | |
417 | |
417 | /* Outdoor should never really be completely pitch black dark like |
418 | /* Outdoor should never really be completely pitch black dark like |
418 | * a dungeon, so let the player at least see a little around themselves |
419 | * a dungeon, so let the player at least see a little around themselves |
419 | */ |
420 | */ |
420 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
421 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
421 | { |
422 | { |
422 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
423 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
423 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
424 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
424 | |
425 | |
425 | for (x = -1; x <= 1; x++) |
426 | for (x = -1; x <= 1; x++) |
… | |
… | |
436 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
437 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
437 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
438 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
438 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
439 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
439 | } |
440 | } |
440 | |
441 | |
441 | /* blinded_sight() - sets all veiwable squares to blocked except |
442 | /* blinded_sight() - sets all viewable squares to blocked except |
442 | * for the one the central one that the player occupies. A little |
443 | * for the one the central one that the player occupies. A little |
443 | * odd that you can see yourself (and what your standing on), but |
444 | * odd that you can see yourself (and what your standing on), but |
444 | * really need for any reasonable game play. |
445 | * really need for any reasonable game play. |
445 | */ |
446 | */ |
446 | static void |
447 | static void |