… | |
… | |
32 | * block view in our tables. |
32 | * block view in our tables. |
33 | * .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. |
34 | */ |
34 | */ |
35 | |
35 | |
36 | #define SPACE_BLOCK 0.5 |
36 | #define SPACE_BLOCK 0.5 |
37 | #define MAX_UNLIGHTED_VISION 4 |
37 | #define MAX_DARKNESS_LOS 4 /* 4 == totally dark */ |
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; |
… | |
… | |
314 | return 1; |
314 | return 1; |
315 | |
315 | |
316 | return 0; |
316 | return 0; |
317 | } |
317 | } |
318 | |
318 | |
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319 | /* radius, distance => lightness adjust */ |
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320 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1]; |
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321 | |
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322 | static struct darkness_init |
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323 | { |
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324 | darkness_init () |
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325 | { |
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326 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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327 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance) |
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328 | { |
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329 | // max intensity |
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330 | int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1); |
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331 | |
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332 | // actual intensity |
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333 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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334 | |
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335 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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336 | ? intensity |
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337 | : MAX_DARKNESS_LOS - intensity; |
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338 | } |
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339 | } |
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340 | } darkness_init; |
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341 | |
319 | static void |
342 | static void |
320 | expand_lighted_sight (object *op) |
343 | expand_lighted_sight (object *op) |
321 | { |
344 | { |
322 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
345 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
323 | maptile *m = op->map; |
346 | maptile *m = op->map; |
324 | sint16 nx, ny; |
347 | sint16 nx, ny; |
325 | |
348 | |
326 | darklevel = m->darkness; |
349 | darklevel = m->darkness; |
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350 | darklevel = MAX_DARKNESS;//D |
327 | |
351 | |
328 | /* If the player can see in the dark, lower the darklevel for him */ |
352 | /* If the player can see in the dark, lower the darklevel for him */ |
329 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
353 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
330 | darklevel -= 2; |
354 | darklevel -= MAX_DARKNESS_LOS / 2; |
331 | |
355 | |
332 | /* add light, by finding all (non-null) nearby light sources, then |
356 | /* add light, by finding all (non-null) nearby light sources, then |
333 | * mark those squares specially. If the darklevel<1, there is no |
357 | * mark those squares specially. If the darklevel<1, there is no |
334 | * reason to do this, so we skip this function |
358 | * reason to do this, so we skip this function |
335 | */ |
359 | */ |
… | |
… | |
344 | { |
368 | { |
345 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
369 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
346 | darklevel = MAX_DARKNESS; |
370 | darklevel = MAX_DARKNESS; |
347 | } |
371 | } |
348 | |
372 | |
349 | /* First, limit player furthest (unlighted) vision */ |
373 | /* first, make everything totally dark */ |
350 | for (x = 0; x < op->contr->ns->mapx; x++) |
374 | for (x = 0; x < op->contr->ns->mapx; x++) |
351 | for (y = 0; y < op->contr->ns->mapy; y++) |
375 | for (y = 0; y < op->contr->ns->mapy; y++) |
352 | if (op->contr->blocked_los[x][y] != 100) |
376 | if (op->contr->blocked_los[x][y] != 100) |
353 | op->contr->blocked_los[x][y] = MAX_UNLIGHTED_VISION; |
377 | op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS; |
354 | |
378 | |
355 | /* the spaces[] darkness value contains the information we need. |
379 | int half_x = op->contr->ns->mapx / 2; |
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380 | int half_y = op->contr->ns->mapy / 2; |
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381 | |
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382 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
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383 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
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384 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
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385 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
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386 | |
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387 | int pass2 = 0; // negative lights have an extra pass |
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388 | |
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389 | /* |
356 | * Only process the area of interest. |
390 | * Only process the area of interest. |
357 | * the basex, basey values represent the position in the op->contr->blocked_los |
391 | * 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 |
392 | * array. Its easier to just increment them here (and start with the right |
359 | * value) than to recalculate them down below. |
393 | * value) than to recalculate them down below. |
360 | */ |
394 | */ |
361 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADIUS), basex = -MAX_LIGHT_RADIUS; |
395 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
362 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADIUS); x++, basex++) |
396 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
363 | { |
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364 | |
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365 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADIUS), basey = -MAX_LIGHT_RADIUS; |
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366 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADIUS); y++, basey++) |
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367 | { |
397 | { |
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398 | maptile *m = op->map; |
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399 | sint16 nx = x; |
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400 | sint16 ny = y; |
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401 | |
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402 | if (!xy_normalise (m, nx, ny)) |
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403 | continue; |
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404 | |
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405 | mapspace &ms = m->at (nx, ny); |
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406 | ms.update (); |
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407 | sint8 light = ms.light; |
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408 | |
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409 | if (expect_false (light)) |
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410 | if (light < 0) |
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411 | pass2 = 1; |
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412 | else |
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413 | { |
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414 | /* This space is providing light, so we need to brighten up the |
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415 | * spaces around here. |
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416 | */ |
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417 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
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418 | |
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419 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
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420 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
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421 | if (op->contr->blocked_los[ax][ay] != 100) |
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422 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
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423 | } |
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424 | } |
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425 | |
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426 | // psosibly do 2nd pass for rare negative glow radii |
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427 | if (pass2) |
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428 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
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429 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
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430 | { |
368 | m = op->map; |
431 | maptile *m = op->map; |
369 | nx = x; |
432 | sint16 nx = x; |
370 | ny = y; |
433 | sint16 ny = y; |
371 | |
434 | |
372 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
435 | if (!xy_normalise (m, nx, ny)) |
373 | |
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374 | if (mflags & P_OUT_OF_MAP) |
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375 | continue; |
436 | continue; |
376 | |
437 | |
377 | /* This space is providing light, so we need to brighten up the |
438 | mapspace &ms = m->at (nx, ny); |
378 | * spaces around here. |
439 | ms.update (); |
379 | */ |
440 | sint8 light = ms.light; |
380 | light = GET_MAP_LIGHT (m, nx, ny); |
441 | |
381 | if (light) |
442 | if (expect_false (light < 0)) |
382 | { |
443 | { |
383 | #if 0 |
444 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
384 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
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385 | #endif |
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386 | for (ax = basex - light; ax <= basex + light; ax++) |
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387 | { |
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388 | if (ax < 0 || ax >= op->contr->ns->mapx) |
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389 | continue; |
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390 | |
445 | |
391 | x1 = (basex - ax) * (basex - ax); |
446 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
392 | |
447 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
393 | for (ay = basey - light; ay <= basey + light; ay++) |
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394 | { |
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395 | if (ay < 0 || ay >= op->contr->ns->mapy) |
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396 | continue; |
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397 | |
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398 | /* If the space is fully blocked, do nothing. Otherwise, we |
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399 | * brighten the space. The further the light is away from the |
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400 | * source (basex-x), the less effect it has. Though light used |
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401 | * to dim in a square manner, it now dims in a roughly circular |
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402 | * manner. glow_radius still represents the radius. |
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403 | */ |
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404 | if (op->contr->blocked_los[ax][ay] != 100) |
448 | if (op->contr->blocked_los[ax][ay] != 100) |
405 | { |
449 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
406 | y1 = (basey - ay) * (basey - ay); |
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407 | |
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408 | op->contr->blocked_los[ax][ay] -= light > 0 |
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409 | ? max (light - isqrt (x1 + y1), 0) |
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410 | : min (light + isqrt (x1 + y1), 0); |
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411 | } |
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412 | } |
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413 | } |
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414 | } |
450 | } |
415 | } |
451 | } |
416 | } |
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417 | |
452 | |
418 | /* Outdoor should never really be completely pitch black dark like |
453 | /* Outdoor should never really be completely pitch black dark like |
419 | * a dungeon, so let the player at least see a little around themselves |
454 | * a dungeon, so let the player at least see a little around themselves |
420 | */ |
455 | */ |
421 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
456 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
… | |
… | |
434 | /* grant some vision to the player, based on the darklevel */ |
469 | /* grant some vision to the player, based on the darklevel */ |
435 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
470 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
436 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
471 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
437 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
472 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
438 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
473 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
439 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
474 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
440 | } |
475 | } |
441 | |
476 | |
442 | /* blinded_sight() - sets all viewable squares to blocked except |
477 | /* blinded_sight() - sets all viewable squares to blocked except |
443 | * for the one the central one that the player occupies. A little |
478 | * for the one the central one that the player occupies. A little |
444 | * odd that you can see yourself (and what your standing on), but |
479 | * odd that you can see yourself (and what your standing on), but |