--- deliantra/server/common/los.C 2007/07/01 05:00:17 1.28
+++ deliantra/server/common/los.C 2008/12/18 07:01:31 1.39
@@ -1,11 +1,11 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software: you can redistribute it and/or modify
+ * Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
@@ -18,13 +18,12 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
#include
-#include
#include
/* Distance must be less than this for the object to be blocked.
@@ -33,7 +32,6 @@
* block view in our tables.
* .4 or less lets you see through walls. .5 is about right.
*/
-
#define SPACE_BLOCK 0.5
typedef struct blstr
@@ -90,30 +88,27 @@
* are the only ones further out that are still possibly in the
* sightline.
*/
-
void
init_block (void)
{
- int x, y, dx, dy, i;
static int block_x[3] = { -1, -1, 0 },
block_y[3] = { -1, 0, -1 };
- for (x = 0; x < MAP_CLIENT_X; x++)
- for (y = 0; y < MAP_CLIENT_Y; y++)
+ for (int x = 0; x < MAP_CLIENT_X; x++)
+ for (int y = 0; y < MAP_CLIENT_Y; y++)
block[x][y].index = 0;
-
/* The table should be symmetric, so only do the upper left
* quadrant - makes the processing easier.
*/
- for (x = 1; x <= MAP_CLIENT_X / 2; x++)
+ for (int x = 1; x <= MAP_CLIENT_X / 2; x++)
{
- for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
+ for (int y = 1; y <= MAP_CLIENT_Y / 2; y++)
{
- for (i = 0; i < 3; i++)
+ for (int i = 0; i < 3; i++)
{
- dx = x + block_x[i];
- dy = y + block_y[i];
+ int dx = x + block_x[i];
+ int dy = y + block_y[i];
/* center space never blocks */
if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
@@ -135,17 +130,17 @@
{
float d1, r, s, l;
- /* We use the algorihm that found out how close the point
+ /* We use the algorithm that found out how close the point
* (x,y) is to the line from dx,dy to the center of the viewable
- * area. l is the distance from x,y to the line.
+ * area. l is the distance from x,y to the line.
* r is more a curiosity - it lets us know what direction (left/right)
* the line is off
*/
- d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
- r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
- s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
- l = FABS (sqrt (d1) * s);
+ d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f));
+ r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
+ s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
+ l = fabs (sqrtf (d1) * s);
if (l <= SPACE_BLOCK)
{
@@ -176,9 +171,7 @@
static void
set_wall (object *op, int x, int y)
{
- int i;
-
- for (i = 0; i < block[x][y].index; i++)
+ for (int i = 0; i < block[x][y].index; i++)
{
int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
@@ -197,7 +190,7 @@
* code wants the los to start from the 0,0
* and not be relative to middle of los array.
*/
- op->contr->blocked_los[ax][ay] = 100;
+ op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
set_wall (op, dx, dy);
}
}
@@ -207,7 +200,6 @@
* op is the object, x and y values based on MAP_CLIENT_X and Y.
* this is because they index the blocked[][] arrays.
*/
-
static void
check_wall (object *op, int x, int y)
{
@@ -235,10 +227,9 @@
* whatever has set this space to be blocked has done the work and already
* done the dependency chain.
*/
- if (op->contr->blocked_los[ax][ay] == 100)
+ if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
return;
-
if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
set_wall (op, x, y);
}
@@ -265,37 +256,31 @@
* to a certain degree, be able to see into corners.
* This is somewhat suboptimal, would be better to improve the formula.
*/
-
static void
expand_sight (object *op)
{
- int i, x, y, dx, dy;
-
- for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
- for (y = 1; y < op->contr->ns->mapy - 1; y++)
- {
- if (!op->contr->blocked_los[x][y] &&
- !(get_map_flags (op->map, NULL,
- op->x - op->contr->ns->mapx / 2 + x,
- op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
- {
+ for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
+ for (int y = 1; y < op->contr->ns->mapy - 1; y++)
+ if (!op->contr->blocked_los[x][y] &&
+ !(get_map_flags (op->map, NULL,
+ op->x - op->contr->ns->mapx / 2 + x,
+ op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
+ {
+ for (int i = 1; i <= 8; i += 1)
+ { /* mark all directions */
+ int dx = x + freearr_x[i];
+ int dy = y + freearr_y[i];
- for (i = 1; i <= 8; i += 1)
- { /* mark all directions */
- dx = x + freearr_x[i];
- dy = y + freearr_y[i];
- if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
- op->contr->blocked_los[dx][dy] = -1;
- }
- }
- }
+ if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
+ op->contr->blocked_los[dx][dy] = -1;
+ }
+ }
- if (op->map->darkness > 0) /* player is on a dark map */
- expand_lighted_sight (op);
+ expand_lighted_sight (op);
/* clear mark squares */
- for (x = 0; x < op->contr->ns->mapx; x++)
- for (y = 0; y < op->contr->ns->mapy; y++)
+ for (int x = 0; x < op->contr->ns->mapx; x++)
+ for (int y = 0; y < op->contr->ns->mapy; y++)
if (op->contr->blocked_los[x][y] < 0)
op->contr->blocked_los[x][y] = 0;
}
@@ -305,7 +290,6 @@
* be a bit longer. Probably better for callers to just
* check the op->glow_radius instead of calling this.
*/
-
int
has_carried_lights (const object *op)
{
@@ -316,10 +300,72 @@
return 0;
}
+/* radius, distance => lightness adjust */
+static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
+
+static struct darkness_init
+{
+ darkness_init ()
+ {
+ for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
+ for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
+ {
+ // max intensity
+ int intensity = min (LOS_MAX, abs (radius) + 1);
+
+ // actual intensity
+ intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
+
+ darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
+ ? min (3, intensity)
+ : LOS_MAX - intensity;
+ }
+ }
+} darkness_init;
+
+sint8
+los_brighten (sint8 b, sint8 l)
+{
+ return b == LOS_BLOCKED ? b : min (b, l);
+}
+
+sint8
+los_brighten_blocked (sint8 b, sint8 l)
+{
+ return min (b, l);
+}
+
+sint8
+los_darken (sint8 b, sint8 l)
+{
+ return max (b, l);
+}
+
+template
+static void
+apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table)
+{
+ // min or max the ciruclar area around basex, basey
+ player *pl = op->contr;
+
+ int ax0 = max (0, basex - light);
+ int ay0 = max (0, basey - light);
+ int ax1 = min (basex + light, pl->ns->mapx - 1);
+ int ay1 = min (basey + light, pl->ns->mapy - 1);
+
+ for (int ax = ax0; ax <= ax1; ax++)
+ for (int ay = ay0; ay <= ay1; ay++)
+ pl->blocked_los[ax][ay] =
+ change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
+}
+
+/* add light, by finding all (non-null) nearby light sources, then
+ * mark those squares specially.
+ */
static void
expand_lighted_sight (object *op)
{
- int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
+ int darklevel, mflags, light, x1, y1;
maptile *m = op->map;
sint16 nx, ny;
@@ -327,15 +373,7 @@
/* If the player can see in the dark, lower the darklevel for him */
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
- darklevel -= 2;
-
- /* add light, by finding all (non-null) nearby light sources, then
- * mark those squares specially. If the darklevel<1, there is no
- * reason to do this, so we skip this function
- */
-
- if (darklevel < 1)
- return;
+ darklevel -= LOS_MAX / 2;
/* Do a sanity check. If not valid, some code below may do odd
* things.
@@ -346,99 +384,86 @@
darklevel = MAX_DARKNESS;
}
- /* First, limit player furthest (unlighted) vision */
- for (x = 0; x < op->contr->ns->mapx; x++)
- for (y = 0; y < op->contr->ns->mapy; y++)
- if (op->contr->blocked_los[x][y] != 100)
- op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
-
- /* the spaces[] darkness value contains the information we need.
- * Only process the area of interest.
- * the basex, basey values represent the position in the op->contr->blocked_los
- * array. Its easier to just increment them here (and start with the right
- * value) than to recalculate them down below.
- */
- for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
- x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
- {
-
- for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
- y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
- {
- m = op->map;
- nx = x;
- ny = y;
+ int half_x = op->contr->ns->mapx / 2;
+ int half_y = op->contr->ns->mapy / 2;
- mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
+ int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
+ int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
+ int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
+ int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
- if (mflags & P_OUT_OF_MAP)
- continue;
+ int pass2 = 0; // negative lights have an extra pass
- /* This space is providing light, so we need to brighten up the
- * spaces around here.
- */
- light = GET_MAP_LIGHT (m, nx, ny);
- if (light != 0)
- {
-#if 0
- LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
-#endif
- for (ax = basex - light; ax <= basex + light; ax++)
- {
- if (ax < 0 || ax >= op->contr->ns->mapx)
- continue;
+ if (darklevel < 1)
+ pass2 = 1;
+ else
+ {
+ /* first, make everything totally dark */
+ for (int x = 0; x < op->contr->ns->mapx; x++)
+ for (int y = 0; y < op->contr->ns->mapy; y++)
+ if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
+ op->contr->blocked_los[x][y] = LOS_MAX;
+
+ /*
+ * Only process the area of interest.
+ * the basex, basey values represent the position in the op->contr->blocked_los
+ * array. Its easier to just increment them here (and start with the right
+ * value) than to recalculate them down below.
+ */
+ for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
+ for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
+ {
+ maptile *m = op->map;
+ sint16 nx = x;
+ sint16 ny = y;
+
+ if (!xy_normalise (m, nx, ny))
+ continue;
+
+ mapspace &ms = m->at (nx, ny);
+ ms.update ();
+ sint8 light = ms.light;
+
+ if (expect_false (light))
+ if (light < 0)
+ pass2 = 1;
+ else
+ apply_light (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]);
+ }
- for (ay = basey - light; ay <= basey + light; ay++)
- {
- if (ay < 0 || ay >= op->contr->ns->mapy)
- continue;
+ /* grant some vision to the player, based on the darklevel */
+ /* for outdoor maps, ensure some mininum visibility radius */
+ {
+ int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS);
- /* If the space is fully blocked, do nothing. Otherwise, we
- * brighten the space. The further the light is away from the
- * source (basex-x), the less effect it has. Though light used
- * to dim in a square manner, it now dims in a circular manner
- * using the the pythagorean theorem. glow_radius still
- * represents the radius
- */
- if (op->contr->blocked_los[ax][ay] != 100)
- {
- x1 = abs (basex - ax) * abs (basex - ax);
- y1 = abs (basey - ay) * abs (basey - ay);
-
- if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
- if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
- }
- }
- }
- }
- }
+ apply_light (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]);
+ }
}
- /* Outdoor should never really be completely pitch black dark like
- * a dungeon, so let the player at least see a little around themselves
- */
- if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
- {
- if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
- op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
+ // 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
+ if (pass2)
+ for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
+ for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
+ {
+ maptile *m = op->map;
+ sint16 nx = x;
+ sint16 ny = y;
- for (x = -1; x <= 1; x++)
- for (y = -1; y <= 1; y++)
- {
- if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
- op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
- }
- }
+ if (!xy_normalise (m, nx, ny))
+ continue;
- /* grant some vision to the player, based on the darklevel */
- for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
- for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
- if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
- op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
- MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
+ mapspace &ms = m->at (nx, ny);
+ ms.update ();
+ sint8 light = ms.light;
+
+ if (expect_false (light < 0))
+ apply_light (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]);
+ }
}
-/* blinded_sight() - sets all veiwable squares to blocked except
+/* blinded_sight() - sets all viewable squares to blocked except
* for the one the central one that the player occupies. A little
* odd that you can see yourself (and what your standing on), but
* really need for any reasonable game play.
@@ -450,7 +475,7 @@
for (x = 0; x < op->contr->ns->mapx; x++)
for (y = 0; y < op->contr->ns->mapy; y++)
- op->contr->blocked_los[x][y] = 100;
+ op->contr->blocked_los[x][y] = LOS_BLOCKED;
op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
}