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Comparing deliantra/server/common/los.C (file contents):
Revision 1.28 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.31 by root, Thu Dec 4 01:07:35 2008 UTC

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
39typedef struct blstr 39typedef 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 */
446static void 447static void

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