--- deliantra/server/common/los.C 2006/08/29 08:01:35 1.2
+++ deliantra/server/common/los.C 2008/12/20 04:02:15 1.43
@@ -1,470 +1,478 @@
/*
- * static char *rcsid_los_c =
- * "$Id: los.C,v 1.2 2006/08/29 08:01:35 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * 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
+ *
+ * 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.
+ *
+ * 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 GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
+/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
+#include
+#include
- This program 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 2 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 GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+static void expand_lighted_sight (object *op);
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
+enum {
+ LOS_XI = 0x01,
+ LOS_YI = 0x02,
+};
-/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
+struct los_info
+{
+ sint8 xo, yo; // obscure angle
+ sint8 xe, ye; // angle deviation
+ uint8 culled; // culled from "tree"
+ uint8 queued; // already queued
+ uint8 visible;
+ uint8 flags; // LOS_XI/YI
+};
+
+// temporary storage for the los algorithm,
+// one los_info for each lightable map space
+static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
-#include
-#include
-#include
+struct point
+{
+ sint8 x, y;
+};
+// minimum size, but must be a power of two
+#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
-/* Distance must be less than this for the object to be blocked.
- * An object is 1.0 wide, so if set to 0.5, it means the object
- * that blocks half the view (0.0 is complete block) will
- * block view in our tables.
- * .4 or less lets you see through walls. .5 is about right.
+// a queue of spaces to calculate
+static point queue [QUEUE_LENGTH];
+static int q1, q2; // queue start, end
+
+/*
+ * Clears/initialises the los-array associated to the player
+ * controlling the object.
*/
+void
+player::clear_los (sint8 value)
+{
+ memset (los, value, sizeof (los));
+}
-#define SPACE_BLOCK 0.5
+// enqueue a single mapspace, but only if it hasn't
+// been enqueued yet.
+static void
+enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
+{
+ sint8 x = LOS_X0 + dx;
+ sint8 y = LOS_Y0 + dy;
-typedef struct blstr {
- int x[4],y[4];
- int index;
-} blocks;
+ if (x < 0 || x >= MAP_CLIENT_X) return;
+ if (y < 0 || y >= MAP_CLIENT_Y) return;
-blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
+ los_info &l = los[x][y];
-static void expand_lighted_sight(object *op);
+ l.flags |= flags;
-/*
- * Used to initialise the array used by the LOS routines.
- * What this sets if that x,y blocks the view of bx,by
- * This then sets up a relation - for example, something
- * at 5,4 blocks view at 5,3 which blocks view at 5,2
- * etc. So when we check 5,4 and find it block, we have
- * the data to know that 5,3 and 5,2 and 5,1 should also
- * be blocked.
- */
+ if (l.queued)
+ return;
-static void set_block(int x, int y, int bx, int by) {
- int index=block[x][y].index,i;
+ l.queued = 1;
- /* Due to flipping, we may get duplicates - better safe than sorry.
- */
- for (i=0; i %d %d (%d)\n", x, y, bx, by,
- block[x][y].index);
-#endif
+ q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
}
-/*
- * initialises the array used by the LOS routines.
- */
+// run the los algorithm
+// this is a variant of a spiral los algorithm taken from
+// http://www.geocities.com/temerra/los_rays.html
+// which has been simplified and changed considerably, but
+// still is basically the same algorithm.
+static void
+do_los (object *op)
+{
+ player *pl = op->contr;
-/* since we are only doing the upper left quadrant, only
- * these spaces could possibly get blocked, since these
- * are the only ones further out that are still possibly in the
- * sightline.
- */
+ int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2;
-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;xlos[LOS_X0][LOS_Y0] = 0;
+
+ // loop over all enqueued points until the queue is empty
+ // the order in which this is done ensures that we
+ // never touch a mapspace whose input spaces we haven't checked
+ // yet.
+ while (q1 != q2)
+ {
+ sint8 dx = queue[q2].x;
+ sint8 dy = queue[q2].y;
+
+ q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
+
+ sint8 x = LOS_X0 + dx;
+ sint8 y = LOS_Y0 + dy;
+
+ //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D
+ int distance = 0;//D
+
+ los_info &l = los[x][y];
+
+ if (expect_true (l.flags & (LOS_XI | LOS_YI)))
+ {
+ l.culled = 1;
+
+ // check contributing spaces, first horizontal
+ if (expect_true (l.flags & LOS_XI))
+ {
+ los_info *xi = &los[x - sign (dx)][y];
+
+ // don't cull unless obscured
+ l.culled &= !xi->visible;
+
+ /* merge input space */
+ if (expect_false (xi->xo || xi->yo))
+ {
+ // The X input can provide two main pieces of information:
+ // 1. Progressive X obscurity.
+ // 2. Recessive Y obscurity.
+
+ // Progressive X obscurity, favouring recessive input angle
+ if (xi->xe > 0 && l.xo == 0)
+ {
+ l.xe = xi->xe - xi->yo;
+ l.ye = xi->ye + xi->yo;
+ l.xo = xi->xo;
+ l.yo = xi->yo;
+ }
+
+ // Recessive Y obscurity
+ if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
+ {
+ l.ye = xi->yo + xi->ye;
+ l.xe = xi->xe - xi->yo;
+ l.xo = xi->xo;
+ l.yo = xi->yo;
+ }
+ }
+ }
+
+ // check contributing spaces, last vertical, identical structure
+ if (expect_true (l.flags & LOS_YI))
+ {
+ los_info *yi = &los[x][y - sign (dy)];
+
+ // don't cull unless obscured
+ l.culled &= !yi->visible;
+
+ /* merge input space */
+ if (expect_false (yi->yo || yi->xo))
+ {
+ // The Y input can provide two main pieces of information:
+ // 1. Progressive Y obscurity.
+ // 2. Recessive X obscurity.
+
+ // Progressive Y obscurity, favouring recessive input angle
+ if (yi->ye > 0 && l.yo == 0)
+ {
+ l.ye = yi->ye - yi->xo;
+ l.xe = yi->xe + yi->xo;
+ l.yo = yi->yo;
+ l.xo = yi->xo;
+ }
+
+ // Recessive X obscurity
+ if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
+ {
+ l.xe = yi->xo + yi->xe;
+ l.ye = yi->ye - yi->xo;
+ l.yo = yi->yo;
+ l.xo = yi->xo;
+ }
}
}
- }
- }
-}
-
-/*
- * Used to initialise the array used by the LOS routines.
- * x,y are indexes into the blocked[][] array.
- * This recursively sets the blocked line of sight view.
- * From the blocked[][] array, we know for example
- * that if some particular space is blocked, it blocks
- * the view of the spaces 'behind' it, and those blocked
- * spaces behind it may block other spaces, etc.
- * In this way, the chain of visibility is set.
- */
-static void set_wall(object *op,int x,int y) {
- int i;
+ // check whether this space blocks the view
+ maptile *m = op->map;
+ sint16 nx = op->x + dx;
+ sint16 ny = op->y + dy;
+
+ if (expect_true (!xy_normalise (m, nx, ny))
+ || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW))
+ {
+ l.xo = l.xe = abs (dx);
+ l.yo = l.ye = abs (dy);
+
+ // we obscure dependents, but might be visible
+ // copy the los from the square towards the player,
+ // so outward diagonal corners are lit.
+ pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
+ l.visible = false;
+ }
+ else
+ {
+ // we are not blocked, so calculate visibility, by checking
+ // whether we are inside or outside the shadow
+ l.visible = (l.xe <= 0 || l.xe > l.xo)
+ && (l.ye <= 0 || l.ye > l.yo);
+
+ pl->los[x][y] = l.culled ? LOS_BLOCKED
+ : l.visible ? max (0, 2 - max_radius + distance)
+ : 3;
+ }
- for(i=0;icontr->socket.mapx)/2;
- ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2;
-
- if (ax < 0 || ax>=op->contr->socket.mapx ||
- ay < 0 || ay>=op->contr->socket.mapy) continue;
-#if 0
- LOG(llevDebug, "blocked %d %d -> %d %d\n",
- dx, dy, ax, ay);
-#endif
- /* we need to adjust to the fact that the socket
- * 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;
- set_wall(op,dx,dy);
+ // Expands by the unit length in each component's current direction.
+ // If a component has no direction, then it is expanded in both of its
+ // positive and negative directions.
+ if (!l.culled)
+ {
+ if (dx >= 0) enqueue (dx + 1, dy, LOS_XI);
+ if (dx <= 0) enqueue (dx - 1, dy, LOS_XI);
+ if (dy >= 0) enqueue (dx, dy + 1, LOS_YI);
+ if (dy <= 0) enqueue (dx, dy - 1, LOS_YI);
+ }
}
}
-/*
- * Used to initialise the array used by the LOS routines.
- * op is the object, x and y values based on MAP_CLIENT_X and Y.
- * this is because they index the blocked[][] arrays.
+/* returns true if op carries one or more lights
+ * This is a trivial function now days, but it used to
+ * 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)
+{
+ /* op may glow! */
+ if (op->glow_radius > 0)
+ return 1;
-static void check_wall(object *op,int x,int y) {
- int ax, ay;
-
- if(!block[x][y].index)
- return;
-
- /* ax, ay are coordinates as indexed into the look window */
- ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2;
- ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2;
-
- /* If the converted coordinates are outside the viewable
- * area for the client, return now.
- */
- if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy)
- return;
-
-#if 0
- LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
- ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2);
-#endif
-
- /* If this space is already blocked, prune the processing - presumably
- * 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) 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);
+ return 0;
}
-/*
- * Clears/initialises the los-array associated to the player
- * controlling the object.
- */
+/* 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;
-void clear_los(object *op) {
- /* This is safer than using the socket->mapx, mapy because
- * we index the blocked_los as a 2 way array, so clearing
- * the first z spaces may not not cover the spaces we are
- * actually going to use
- */
- (void)memset((void *) op->contr->blocked_los,0,
- MAP_CLIENT_X * MAP_CLIENT_Y);
+sint8
+los_brighten (sint8 b, sint8 l)
+{
+ return b == LOS_BLOCKED ? b : min (b, l);
}
-/*
- * expand_sight goes through the array of what the given player is
- * able to see, and expands the visible area a bit, so the player will,
- * to a certain degree, be able to see into corners.
- * This is somewhat suboptimal, would be better to improve the formula.
- */
+sint8
+los_darken (sint8 b, sint8 l)
+{
+ return max (b, l);
+}
-static void expand_sight(object *op)
+template
+static void
+apply_light (object *op, int dx, int dy, int light, const sint8 *darkness_table)
{
- int i,x,y, dx, dy;
+ // min or max the circular area around basex, basey
+ player *pl = op->contr;
- for(x=1;xcontr->socket.mapx-1;x++) /* loop over inner squares */
- for(y=1;ycontr->socket.mapy-1;y++) {
- if (!op->contr->blocked_los[x][y] &&
- !(get_map_flags(op->map,NULL,
- op->x-op->contr->socket.mapx/2+x,
- op->y-op->contr->socket.mapy/2+y,
- NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) {
-
- 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;
- }
- }
- }
+ dx += LOS_X0;
+ dy += LOS_Y0;
- if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */
- expand_lighted_sight(op);
+ int hx = op->contr->ns->mapx / 2;
+ int hy = op->contr->ns->mapy / 2;
+ int ax0 = max (LOS_X0 - hx, dx - light);
+ int ay0 = max (LOS_Y0 - hy, dy - light);
+ int ax1 = min (dx + light, LOS_X0 + hx);
+ int ay1 = min (dy + light, LOS_Y0 + hy);
- /* clear mark squares */
- for (x = 0; x < op->contr->socket.mapx; x++)
- for (y = 0; y < op->contr->socket.mapy; y++)
- if (op->contr->blocked_los[x][y] < 0)
- op->contr->blocked_los[x][y] = 0;
+ for (int ax = ax0; ax <= ax1; ax++)
+ for (int ay = ay0; ay <= ay1; ay++)
+ pl->los[ax][ay] =
+ change_it (pl->los[ax][ay], darkness_table [idistance (ax - dx, ay - dy)]);
}
+/* add light, by finding all (non-null) nearby light sources, then
+ * mark those squares specially.
+ */
+static void
+apply_lights (object *op)
+{
+ int darklevel, mflags, light, x1, y1;
+ maptile *m = op->map;
+ sint16 nx, ny;
+
+ darklevel = m->darkness;
+
+ /* If the player can see in the dark, lower the darklevel for him */
+ if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
+ darklevel -= LOS_MAX / 2;
+
+ /* Do a sanity check. If not valid, some code below may do odd
+ * things.
+ */
+ if (darklevel > MAX_DARKNESS)
+ {
+ LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
+ darklevel = MAX_DARKNESS;
+ }
+ int half_x = op->contr->ns->mapx / 2;
+ int half_y = op->contr->ns->mapy / 2;
+ 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;
+
+ int pass2 = 0; // negative lights have an extra pass
+
+ if (darklevel < 1)
+ pass2 = 1;
+ else
+ {
+ /* first, make everything totally dark */
+ for (int dx = -half_x; dx <= half_x; dx++)
+ for (int dy = -half_x; dy <= half_y; dy++)
+ if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED)
+ op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX;
+
+ /*
+ * Only process the area of interest.
+ * the basex, basey values represent the position in the op->contr->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; x <= max_x; x++)
+ for (int y = min_y; y <= max_y; y++)
+ {
+ 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, x - op->x, y - op->y, light, darkness [light + MAX_LIGHT_RADIUS]);
+ }
+
+ /* 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);
-/* returns true if op carries one or more lights
- * This is a trivial function now days, but it used to
- * 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) {
- /* op may glow! */
- if(op->glow_radius>0) return 1;
-
- return 0;
-}
-
-static void expand_lighted_sight(object *op)
-{
- int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1;
- mapstruct *m=op->map;
- sint16 nx, ny;
-
- darklevel = MAP_DARKNESS(m);
-
- /* 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;
-
- /* Do a sanity check. If not valid, some code below may do odd
- * things.
- */
- if (darklevel > MAX_DARKNESS) {
- LOG(llevError,"Map darkness for %s on %s is too high (%d)\n",
- op->name, op->map->path, darklevel);
- darklevel = MAX_DARKNESS;
+ apply_light (op, 0, 0, light, darkness [light + MAX_LIGHT_RADIUS]);
+ }
}
- /* First, limit player furthest (unlighted) vision */
- for (x = 0; x < op->contr->socket.mapx; x++)
- for (y = 0; y < op->contr->socket.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->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII;
- x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) {
-
- for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII;
- y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) {
- m = op->map;
- nx = x;
- ny = y;
-
- mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
-
- if (mflags & P_OUT_OF_MAP) continue;
-
- /* 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->socket.mapx) continue;
- for (ay=basey - light; ay<=basey+light; ay++) {
- if (ay<0 || ay>=op->contr->socket.mapy) continue;
-
- /* 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);
- }
- } /* for ay */
- } /* for ax */
- } /* if this space is providing light */
- } /* for y */
- } /* for x */
-
- /* 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->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3))
- op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3;
-
- for (x=-1; x<=1; x++)
- for (y=-1; y<=1; y++) {
- if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2))
- op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2;
- }
- }
- /* grant some vision to the player, based on the darklevel */
- for(x=darklevel-MAX_DARKNESS; xcontr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100))
- op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-=
- MAX(0,6 -darklevel - MAX(abs(x),abs(y)));
+ // 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; x <= max_x; x++)
+ for (int y = min_y; y <= max_y; y++)
+ {
+ 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 < 0))
+ apply_light (op, x - op->x, y - op->y, -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.
*/
-
-static void blinded_sight(object *op) {
- int x,y;
-
- for (x = 0; x < op->contr->socket.mapx; x++)
- for (y = 0; y < op->contr->socket.mapy; y++)
- op->contr->blocked_los[x][y] = 100;
-
- op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0;
+static void
+blinded_sight (object *op)
+{
+ op->contr->los[LOS_X0][LOS_Y0] = 3;
}
/*
* update_los() recalculates the array which specifies what is
* visible for the given player-object.
*/
+void
+update_los (object *op)
+{
+ if (QUERY_FLAG (op, FLAG_REMOVED))
+ return;
+
+ op->contr->clear_los ();
-void update_los(object *op) {
- int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y;
-
- if(QUERY_FLAG(op,FLAG_REMOVED))
- return;
-
- clear_los(op);
- if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */)
- return;
-
- /* For larger maps, this is more efficient than the old way which
- * used the chaining of the block array. Since many space views could
- * be blocked by different spaces in front, this mean that a lot of spaces
- * could be examined multile times, as each path would be looked at.
- */
- for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++)
- for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++)
- check_wall(op, x, y);
-
-
- /* do the los of the player. 3 (potential) cases */
- if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */
- blinded_sight(op);
- else
- expand_sight(op);
-
- if (QUERY_FLAG(op,FLAG_XRAYS)) {
- int x, y;
- for (x = -2; x <= 2; x++)
- for (y = -2; y <= 2; y++)
- op->contr->blocked_los[dx + x][dy + y] = 0;
+ if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
+ memset (op->contr->los, 0, sizeof (op->contr->los));
+ else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
+ blinded_sight (op);
+ else
+ {
+ do_los (op);
+ apply_lights (op);
}
+
+ if (QUERY_FLAG (op, FLAG_XRAYS))
+ for (int dx = -2; dx <= 2; dx++)
+ for (int dy = -2; dy <= 2; dy++)
+ op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0;
}
/* update all_map_los is like update_all_los below,
* but updates everyone on the map, no matter where they
- * are. This generally should not be used, as a per
+ * are. This generally should not be used, as a per
* specific map change doesn't make much sense when tiling
* is considered (lowering darkness would certainly be a
* strange effect if done on a tile map, as it makes
@@ -473,16 +481,14 @@
* Currently, this function is called from the
* change_map_light function
*/
-void update_all_map_los(mapstruct *map) {
- player *pl;
-
- for(pl=first_player;pl!=NULL;pl=pl->next) {
- if(pl->ob->map==map)
- pl->do_los=1;
- }
+void
+update_all_map_los (maptile *map)
+{
+ for_all_players (pl)
+ if (pl->ob && pl->ob->map == map)
+ pl->do_los = 1;
}
-
/*
* This function makes sure that update_los() will be called for all
* players on the given map within the next frame.
@@ -495,91 +501,67 @@
*
* map is the map that changed, x and y are the coordinates.
*/
-
-void update_all_los(const mapstruct *map, int x, int y) {
- player *pl;
-
- for(pl=first_player;pl!=NULL;pl=pl->next) {
- /* Player should not have a null map, but do this
- * check as a safety
- */
- if (!pl->ob->map) continue;
-
- /* Same map is simple case - see if pl is close enough.
- * Note in all cases, we did the check for same map first,
- * and then see if the player is close enough and update
- * los if that is the case. If the player is on the
- * corresponding map, but not close enough, then the
- * player can't be on another map that may be closer,
- * so by setting it up this way, we trim processing
- * some.
- */
- if(pl->ob->map==map) {
- if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y - y) <= pl->socket.mapy/2))
- pl->do_los=1;
- }
- /* Now we check to see if player is on adjacent
- * maps to the one that changed and also within
- * view. The tile_maps[] could be null, but in that
- * case it should never match the pl->ob->map, so
- * we want ever try to dereference any of the data in it.
- */
-
- /* The logic for 0 and 3 is to see how far the player is
- * from the edge of the map (height/width) - pl->ob->(x,y)
- * and to add current position on this map - that gives a
- * distance.
- * For 1 and 2, we check to see how far the given
- * coordinate (x,y) is from the corresponding edge,
- * and then add the players location, which gives
- * a distance.
- */
- else if (pl->ob->map == map->tile_map[0]) {
- if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
- (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2))
- pl->do_los=1;
+void
+update_all_los (const maptile *map, int x, int y)
+{
+ for_all_players (pl)
+ {
+ /* Player should not have a null map, but do this
+ * check as a safety
+ */
+ if (!pl->ob || !pl->ob->map || !pl->ns)
+ continue;
+
+ /* Same map is simple case - see if pl is close enough.
+ * Note in all cases, we did the check for same map first,
+ * and then see if the player is close enough and update
+ * los if that is the case. If the player is on the
+ * corresponding map, but not close enough, then the
+ * player can't be on another map that may be closer,
+ * so by setting it up this way, we trim processing
+ * some.
+ */
+ if (pl->ob->map == map)
+ {
+ if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
- else if (pl->ob->map == map->tile_map[2]) {
- if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2))
- pl->do_los=1;
+
+ /* Now we check to see if player is on adjacent
+ * maps to the one that changed and also within
+ * view. The tile_maps[] could be null, but in that
+ * case it should never match the pl->ob->map, so
+ * we want ever try to dereference any of the data in it.
+ *
+ * The logic for 0 and 3 is to see how far the player is
+ * from the edge of the map (height/width) - pl->ob->(x,y)
+ * and to add current position on this map - that gives a
+ * distance.
+ * For 1 and 2, we check to see how far the given
+ * coordinate (x,y) is from the corresponding edge,
+ * and then add the players location, which gives
+ * a distance.
+ */
+ else if (pl->ob->map == map->tile_map[0])
+ {
+ if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
- else if (pl->ob->map == map->tile_map[1]) {
- if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y - y) <= pl->socket.mapy/2))
- pl->do_los=1;
+ else if (pl->ob->map == map->tile_map[2])
+ {
+ if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
- else if (pl->ob->map == map->tile_map[3]) {
- if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) &&
- (abs(pl->ob->y - y) <= pl->socket.mapy/2))
- pl->do_los=1;
+ else if (pl->ob->map == map->tile_map[1])
+ {
+ if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
- }
-}
-
-/*
- * Debug-routine which dumps the array which specifies the visible
- * area of a player. Triggered by the z key in DM mode.
- */
-
-void print_los(object *op) {
- int x,y;
- char buf[50], buf2[10];
-
- strcpy(buf," ");
- for(x=0;xcontr->socket.mapx;x++) {
- sprintf(buf2,"%2d",x);
- strcat(buf,buf2);
- }
- new_draw_info(NDI_UNIQUE, 0, op, buf);
- for(y=0;ycontr->socket.mapy;y++) {
- sprintf(buf,"%2d:",y);
- for(x=0;xcontr->socket.mapx;x++) {
- sprintf(buf2," %1d",op->contr->blocked_los[x][y]);
- strcat(buf,buf2);
+ else if (pl->ob->map == map->tile_map[3])
+ {
+ if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
- new_draw_info(NDI_UNIQUE, 0, op, buf);
}
}
@@ -587,18 +569,14 @@
* make_sure_seen: The object is supposed to be visible through walls, thus
* check if any players are nearby, and edit their LOS array.
*/
-
-void make_sure_seen(const object *op) {
- player *pl;
-
- for (pl = first_player; pl; pl = pl->next)
- if (pl->ob->map == op->map &&
- pl->ob->y - pl->socket.mapy/2 <= op->y &&
- pl->ob->y + pl->socket.mapy/2 >= op->y &&
- pl->ob->x - pl->socket.mapx/2 <= op->x &&
- pl->ob->x + pl->socket.mapx/2 >= op->x)
- pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x]
- [pl->socket.mapy/2 + op->y - pl->ob->y] = 0;
+void
+make_sure_seen (const object *op)
+{
+ for_all_players (pl)
+ if (pl->ob->map == op->map &&
+ pl->ob->y - pl->ns->mapy / 2 <= op->y &&
+ pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
+ pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0;
}
/*
@@ -606,14 +584,12 @@
* walls has just been removed from the map, so update the los of any
* players within its range
*/
-
-void make_sure_not_seen(const object *op) {
- player *pl;
- for (pl = first_player; pl; pl = pl->next)
- if (pl->ob->map == op->map &&
- pl->ob->y - pl->socket.mapy/2 <= op->y &&
- pl->ob->y + pl->socket.mapy/2 >= op->y &&
- pl->ob->x - pl->socket.mapx/2 <= op->x &&
- pl->ob->x + pl->socket.mapx/2 >= op->x)
- pl->do_los = 1;
+void
+make_sure_not_seen (const object *op)
+{
+ for_all_players (pl)
+ if (pl->ob->map == op->map &&
+ pl->ob->y - pl->ns->mapy / 2 <= op->y &&
+ pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
+ pl->do_los = 1;
}