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Comparing deliantra/server/common/los.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.39 by root, Thu Dec 18 07:01:31 2008 UTC

1
2/* 1/*
3 * static char *rcsid_los_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: los.C,v 1.4 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
31 25
32#include <global.h> 26#include <global.h>
33#include <funcpoint.h>
34#include <math.h> 27#include <math.h>
35
36 28
37/* 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.
38 * 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
39 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
40 * block view in our tables. 32 * block view in our tables.
41 * .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.
42 */ 34 */
43
44#define SPACE_BLOCK 0.5 35#define SPACE_BLOCK 0.5
45 36
46typedef struct blstr 37typedef struct blstr
47{ 38{
48 int x[4], y[4]; 39 int x[4], y[4];
49 int index; 40 int index;
50} blocks; 41} blocks;
51 42
43// 31/32 == a speed hack
44// we would like to use 32 for speed, but the code loops endlessly
45// then, reason not yet identified, so only make the array use 32,
46// not the define's.
52blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 47blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
53 48
54static void expand_lighted_sight (object *op); 49static void expand_lighted_sight (object *op);
55 50
56/* 51/*
57 * Used to initialise the array used by the LOS routines. 52 * Used to initialise the array used by the LOS routines.
91/* since we are only doing the upper left quadrant, only 86/* since we are only doing the upper left quadrant, only
92 * these spaces could possibly get blocked, since these 87 * these spaces could possibly get blocked, since these
93 * are the only ones further out that are still possibly in the 88 * are the only ones further out that are still possibly in the
94 * sightline. 89 * sightline.
95 */ 90 */
96
97void 91void
98init_block (void) 92init_block (void)
99{ 93{
100 int x, y, dx, dy, i;
101 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 94 static int block_x[3] = { -1, -1, 0 },
102 { 95 block_y[3] = { -1, 0, -1 };
103 -1, 0, -1};
104 96
105 for (x = 0; x < MAP_CLIENT_X; x++) 97 for (int x = 0; x < MAP_CLIENT_X; x++)
106 for (y = 0; y < MAP_CLIENT_Y; y++) 98 for (int y = 0; y < MAP_CLIENT_Y; y++)
107 {
108 block[x][y].index = 0; 99 block[x][y].index = 0;
109 }
110
111 100
112 /* The table should be symmetric, so only do the upper left 101 /* The table should be symmetric, so only do the upper left
113 * quadrant - makes the processing easier. 102 * quadrant - makes the processing easier.
114 */ 103 */
115 for (x = 1; x <= MAP_CLIENT_X / 2; x++) 104 for (int x = 1; x <= MAP_CLIENT_X / 2; x++)
116 { 105 {
117 for (y = 1; y <= MAP_CLIENT_Y / 2; y++) 106 for (int y = 1; y <= MAP_CLIENT_Y / 2; y++)
118 { 107 {
119 for (i = 0; i < 3; i++) 108 for (int i = 0; i < 3; i++)
120 { 109 {
121 dx = x + block_x[i]; 110 int dx = x + block_x[i];
122 dy = y + block_y[i]; 111 int dy = y + block_y[i];
123 112
124 /* center space never blocks */ 113 /* center space never blocks */
125 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) 114 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
126 continue; 115 continue;
127 116
131 /* For simplicity, we mirror the coordinates to block the other 120 /* For simplicity, we mirror the coordinates to block the other
132 * quadrants. 121 * quadrants.
133 */ 122 */
134 set_block (x, y, dx, dy); 123 set_block (x, y, dx, dy);
135 if (x == MAP_CLIENT_X / 2) 124 if (x == MAP_CLIENT_X / 2)
136 {
137 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 125 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
138 }
139 else if (y == MAP_CLIENT_Y / 2) 126 else if (y == MAP_CLIENT_Y / 2)
140 {
141 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 127 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
142 }
143 } 128 }
144 else 129 else
145 { 130 {
146 float d1, r, s, l; 131 float d1, r, s, l;
147 132
148 /* We use the algorihm that found out how close the point 133 /* We use the algorithm that found out how close the point
149 * (x,y) is to the line from dx,dy to the center of the viewable 134 * (x,y) is to the line from dx,dy to the center of the viewable
150 * area. l is the distance from x,y to the line. 135 * area. l is the distance from x,y to the line.
151 * r is more a curiosity - it lets us know what direction (left/right) 136 * r is more a curiosity - it lets us know what direction (left/right)
152 * the line is off 137 * the line is off
153 */ 138 */
154 139
155 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2) + pow (MAP_CLIENT_Y / 2 - dy, 2)); 140 d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f));
156 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; 141 r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
157 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; 142 s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
158 l = FABS (sqrt (d1) * s); 143 l = fabs (sqrtf (d1) * s);
159 144
160 if (l <= SPACE_BLOCK) 145 if (l <= SPACE_BLOCK)
161 { 146 {
162 /* For simplicity, we mirror the coordinates to block the other 147 /* For simplicity, we mirror the coordinates to block the other
163 * quadrants. 148 * quadrants.
181 * that if some particular space is blocked, it blocks 166 * that if some particular space is blocked, it blocks
182 * the view of the spaces 'behind' it, and those blocked 167 * the view of the spaces 'behind' it, and those blocked
183 * spaces behind it may block other spaces, etc. 168 * spaces behind it may block other spaces, etc.
184 * In this way, the chain of visibility is set. 169 * In this way, the chain of visibility is set.
185 */ 170 */
186
187static void 171static void
188set_wall (object *op, int x, int y) 172set_wall (object *op, int x, int y)
189{ 173{
190 int i;
191
192 for (i = 0; i < block[x][y].index; i++) 174 for (int i = 0; i < block[x][y].index; i++)
193 { 175 {
194 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; 176 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
195 177
196 /* ax, ay are the values as adjusted to be in the 178 /* ax, ay are the values as adjusted to be in the
197 * socket look structure. 179 * socket look structure.
198 */ 180 */
199 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 181 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
200 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 182 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
201 183
202 if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) 184 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
203 continue; 185 continue;
204#if 0 186#if 0
205 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); 187 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
206#endif 188#endif
207 /* we need to adjust to the fact that the socket 189 /* we need to adjust to the fact that the socket
208 * code wants the los to start from the 0,0 190 * code wants the los to start from the 0,0
209 * and not be relative to middle of los array. 191 * and not be relative to middle of los array.
210 */ 192 */
211 op->contr->blocked_los[ax][ay] = 100; 193 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
212 set_wall (op, dx, dy); 194 set_wall (op, dx, dy);
213 } 195 }
214} 196}
215 197
216/* 198/*
217 * Used to initialise the array used by the LOS routines. 199 * Used to initialise the array used by the LOS routines.
218 * op is the object, x and y values based on MAP_CLIENT_X and Y. 200 * op is the object, x and y values based on MAP_CLIENT_X and Y.
219 * this is because they index the blocked[][] arrays. 201 * this is because they index the blocked[][] arrays.
220 */ 202 */
221
222static void 203static void
223check_wall (object *op, int x, int y) 204check_wall (object *op, int x, int y)
224{ 205{
225 int ax, ay; 206 int ax, ay;
226 207
227 if (!block[x][y].index) 208 if (!block[x][y].index)
228 return; 209 return;
229 210
230 /* ax, ay are coordinates as indexed into the look window */ 211 /* ax, ay are coordinates as indexed into the look window */
231 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; 212 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
232 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; 213 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
233 214
234 /* If the converted coordinates are outside the viewable 215 /* If the converted coordinates are outside the viewable
235 * area for the client, return now. 216 * area for the client, return now.
236 */ 217 */
237 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 218 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
238 return; 219 return;
239 220
240#if 0 221#if 0
241 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 222 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
242 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); 223 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
244 225
245 /* If this space is already blocked, prune the processing - presumably 226 /* If this space is already blocked, prune the processing - presumably
246 * whatever has set this space to be blocked has done the work and already 227 * whatever has set this space to be blocked has done the work and already
247 * done the dependency chain. 228 * done the dependency chain.
248 */ 229 */
249 if (op->contr->blocked_los[ax][ay] == 100) 230 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
250 return; 231 return;
251
252 232
253 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)) 233 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))
254 set_wall (op, x, y); 234 set_wall (op, x, y);
255} 235}
256 236
258 * Clears/initialises the los-array associated to the player 238 * Clears/initialises the los-array associated to the player
259 * controlling the object. 239 * controlling the object.
260 */ 240 */
261 241
262void 242void
263clear_los (object *op) 243clear_los (player *pl)
264{ 244{
265 /* This is safer than using the socket->mapx, mapy because 245 /* This is safer than using the ns->mapx, mapy because
266 * we index the blocked_los as a 2 way array, so clearing 246 * we index the blocked_los as a 2 way array, so clearing
267 * the first z spaces may not not cover the spaces we are 247 * the first z spaces may not not cover the spaces we are
268 * actually going to use 248 * actually going to use
269 */ 249 */
270 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 250 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
271} 251}
272 252
273/* 253/*
274 * expand_sight goes through the array of what the given player is 254 * expand_sight goes through the array of what the given player is
275 * able to see, and expands the visible area a bit, so the player will, 255 * able to see, and expands the visible area a bit, so the player will,
276 * to a certain degree, be able to see into corners. 256 * to a certain degree, be able to see into corners.
277 * This is somewhat suboptimal, would be better to improve the formula. 257 * This is somewhat suboptimal, would be better to improve the formula.
278 */ 258 */
279
280static void 259static void
281expand_sight (object *op) 260expand_sight (object *op)
282{ 261{
283 int i, x, y, dx, dy;
284
285 for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ 262 for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
286 for (y = 1; y < op->contr->socket.mapy - 1; y++) 263 for (int y = 1; y < op->contr->ns->mapy - 1; y++)
287 {
288 if (!op->contr->blocked_los[x][y] && 264 if (!op->contr->blocked_los[x][y] &&
289 !(get_map_flags (op->map, NULL, 265 !(get_map_flags (op->map, NULL,
290 op->x - op->contr->socket.mapx / 2 + x, 266 op->x - op->contr->ns->mapx / 2 + x,
291 op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) 267 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
292 { 268 {
293
294 for (i = 1; i <= 8; i += 1) 269 for (int i = 1; i <= 8; i += 1)
295 { /* mark all directions */ 270 { /* mark all directions */
296 dx = x + freearr_x[i]; 271 int dx = x + freearr_x[i];
297 dy = y + freearr_y[i]; 272 int dy = y + freearr_y[i];
273
298 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 274 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
299 op->contr->blocked_los[dx][dy] = -1; 275 op->contr->blocked_los[dx][dy] = -1;
300 } 276 }
301 } 277 }
302 }
303 278
304 if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */
305 expand_lighted_sight (op); 279 expand_lighted_sight (op);
306
307 280
308 /* clear mark squares */ 281 /* clear mark squares */
309 for (x = 0; x < op->contr->socket.mapx; x++) 282 for (int x = 0; x < op->contr->ns->mapx; x++)
310 for (y = 0; y < op->contr->socket.mapy; y++) 283 for (int y = 0; y < op->contr->ns->mapy; y++)
311 if (op->contr->blocked_los[x][y] < 0) 284 if (op->contr->blocked_los[x][y] < 0)
312 op->contr->blocked_los[x][y] = 0; 285 op->contr->blocked_los[x][y] = 0;
313} 286}
314
315
316
317 287
318/* returns true if op carries one or more lights 288/* returns true if op carries one or more lights
319 * This is a trivial function now days, but it used to 289 * This is a trivial function now days, but it used to
320 * be a bit longer. Probably better for callers to just 290 * be a bit longer. Probably better for callers to just
321 * check the op->glow_radius instead of calling this. 291 * check the op->glow_radius instead of calling this.
322 */ 292 */
323
324int 293int
325has_carried_lights (const object *op) 294has_carried_lights (const object *op)
326{ 295{
327 /* op may glow! */ 296 /* op may glow! */
328 if (op->glow_radius > 0) 297 if (op->glow_radius > 0)
329 return 1; 298 return 1;
330 299
331 return 0; 300 return 0;
332} 301}
333 302
303/* radius, distance => lightness adjust */
304static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
305
306static struct darkness_init
307{
308 darkness_init ()
309 {
310 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
311 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
312 {
313 // max intensity
314 int intensity = min (LOS_MAX, abs (radius) + 1);
315
316 // actual intensity
317 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
318
319 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
320 ? min (3, intensity)
321 : LOS_MAX - intensity;
322 }
323 }
324} darkness_init;
325
326sint8
327los_brighten (sint8 b, sint8 l)
328{
329 return b == LOS_BLOCKED ? b : min (b, l);
330}
331
332sint8
333los_brighten_blocked (sint8 b, sint8 l)
334{
335 return min (b, l);
336}
337
338sint8
339los_darken (sint8 b, sint8 l)
340{
341 return max (b, l);
342}
343
344template<sint8 change_it (sint8, sint8)>
345static void
346apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table)
347{
348 // min or max the ciruclar area around basex, basey
349 player *pl = op->contr;
350
351 int ax0 = max (0, basex - light);
352 int ay0 = max (0, basey - light);
353 int ax1 = min (basex + light, pl->ns->mapx - 1);
354 int ay1 = min (basey + light, pl->ns->mapy - 1);
355
356 for (int ax = ax0; ax <= ax1; ax++)
357 for (int ay = ay0; ay <= ay1; ay++)
358 pl->blocked_los[ax][ay] =
359 change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
360}
361
362/* add light, by finding all (non-null) nearby light sources, then
363 * mark those squares specially.
364 */
334static void 365static void
335expand_lighted_sight (object *op) 366expand_lighted_sight (object *op)
336{ 367{
337 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 368 int darklevel, mflags, light, x1, y1;
338 mapstruct *m = op->map; 369 maptile *m = op->map;
339 sint16 nx, ny; 370 sint16 nx, ny;
340 371
341 darklevel = MAP_DARKNESS (m); 372 darklevel = m->darkness;
342 373
343 /* If the player can see in the dark, lower the darklevel for him */ 374 /* If the player can see in the dark, lower the darklevel for him */
344 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 375 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
345 darklevel -= 2; 376 darklevel -= LOS_MAX / 2;
346
347 /* add light, by finding all (non-null) nearby light sources, then
348 * mark those squares specially. If the darklevel<1, there is no
349 * reason to do this, so we skip this function
350 */
351
352 if (darklevel < 1)
353 return;
354 377
355 /* Do a sanity check. If not valid, some code below may do odd 378 /* Do a sanity check. If not valid, some code below may do odd
356 * things. 379 * things.
357 */ 380 */
358 if (darklevel > MAX_DARKNESS) 381 if (darklevel > MAX_DARKNESS)
359 { 382 {
360 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 383 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
361 darklevel = MAX_DARKNESS; 384 darklevel = MAX_DARKNESS;
362 } 385 }
363 386
364 /* First, limit player furthest (unlighted) vision */ 387 int half_x = op->contr->ns->mapx / 2;
388 int half_y = op->contr->ns->mapy / 2;
389
390 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
391 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
392 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
393 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
394
395 int pass2 = 0; // negative lights have an extra pass
396
397 if (darklevel < 1)
398 pass2 = 1;
399 else
400 {
401 /* first, make everything totally dark */
365 for (x = 0; x < op->contr->socket.mapx; x++) 402 for (int x = 0; x < op->contr->ns->mapx; x++)
366 for (y = 0; y < op->contr->socket.mapy; y++) 403 for (int y = 0; y < op->contr->ns->mapy; y++)
367 if (op->contr->blocked_los[x][y] != 100) 404 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
368 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 405 op->contr->blocked_los[x][y] = LOS_MAX;
369 406
370 /* the spaces[] darkness value contains the information we need. 407 /*
371 * Only process the area of interest. 408 * Only process the area of interest.
372 * the basex, basey values represent the position in the op->contr->blocked_los 409 * the basex, basey values represent the position in the op->contr->blocked_los
373 * array. Its easier to just increment them here (and start with the right 410 * array. Its easier to just increment them here (and start with the right
374 * value) than to recalculate them down below. 411 * value) than to recalculate them down below.
375 */ 412 */
376 for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 413 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
377 x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 414 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
378 {
379
380 for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
381 y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
382 { 415 {
416 maptile *m = op->map;
417 sint16 nx = x;
418 sint16 ny = y;
419
420 if (!xy_normalise (m, nx, ny))
421 continue;
422
423 mapspace &ms = m->at (nx, ny);
424 ms.update ();
425 sint8 light = ms.light;
426
427 if (expect_false (light))
428 if (light < 0)
429 pass2 = 1;
430 else
431 apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]);
432 }
433
434 /* grant some vision to the player, based on the darklevel */
435 /* for outdoor maps, ensure some mininum visibility radius */
436 {
437 int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS);
438
439 apply_light<los_brighten_blocked> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]);
440 }
441 }
442
443 // possibly do 2nd pass for rare negative glow radii
444 // for effect, those are always considered to be stronger than anything else
445 // but they can't darken a place completely
446 if (pass2)
447 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
448 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
449 {
383 m = op->map; 450 maptile *m = op->map;
384 nx = x; 451 sint16 nx = x;
385 ny = y; 452 sint16 ny = y;
386 453
387 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 454 if (!xy_normalise (m, nx, ny))
388
389 if (mflags & P_OUT_OF_MAP)
390 continue; 455 continue;
391 456
392 /* This space is providing light, so we need to brighten up the 457 mapspace &ms = m->at (nx, ny);
393 * spaces around here. 458 ms.update ();
394 */ 459 sint8 light = ms.light;
395 light = GET_MAP_LIGHT (m, nx, ny);
396 if (light != 0)
397 {
398#if 0
399 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
400#endif
401 for (ax = basex - light; ax <= basex + light; ax++)
402 {
403 if (ax < 0 || ax >= op->contr->socket.mapx)
404 continue;
405 for (ay = basey - light; ay <= basey + light; ay++)
406 {
407 if (ay < 0 || ay >= op->contr->socket.mapy)
408 continue;
409 460
410 /* If the space is fully blocked, do nothing. Otherwise, we 461 if (expect_false (light < 0))
411 * brighten the space. The further the light is away from the 462 apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]);
412 * source (basex-x), the less effect it has. Though light used
413 * to dim in a square manner, it now dims in a circular manner
414 * using the the pythagorean theorem. glow_radius still
415 * represents the radius
416 */
417 if (op->contr->blocked_los[ax][ay] != 100)
418 {
419 x1 = abs (basex - ax) * abs (basex - ax);
420 y1 = abs (basey - ay) * abs (basey - ay);
421 if (light > 0)
422 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0);
423 if (light < 0)
424 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0);
425 }
426 } /* for ay */
427 } /* for ax */
428 } /* if this space is providing light */
429 } /* for y */
430 } /* for x */
431
432 /* Outdoor should never really be completely pitch black dark like
433 * a dungeon, so let the player at least see a little around themselves
434 */
435 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 {
437 if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3))
438 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3;
439
440 for (x = -1; x <= 1; x++)
441 for (y = -1; y <= 1; y++)
442 {
443 if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2))
444 op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2;
445 } 463 }
446 }
447 /* grant some vision to the player, based on the darklevel */
448 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
449 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
450 if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100))
451 op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -=
452 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
453} 464}
454 465
455/* blinded_sight() - sets all veiwable squares to blocked except 466/* blinded_sight() - sets all viewable squares to blocked except
456 * for the one the central one that the player occupies. A little 467 * for the one the central one that the player occupies. A little
457 * odd that you can see yourself (and what your standing on), but 468 * odd that you can see yourself (and what your standing on), but
458 * really need for any reasonable game play. 469 * really need for any reasonable game play.
459 */ 470 */
460
461static void 471static void
462blinded_sight (object *op) 472blinded_sight (object *op)
463{ 473{
464 int x, y; 474 int x, y;
465 475
466 for (x = 0; x < op->contr->socket.mapx; x++) 476 for (x = 0; x < op->contr->ns->mapx; x++)
467 for (y = 0; y < op->contr->socket.mapy; y++) 477 for (y = 0; y < op->contr->ns->mapy; y++)
468 op->contr->blocked_los[x][y] = 100; 478 op->contr->blocked_los[x][y] = LOS_BLOCKED;
469 479
470 op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; 480 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
471} 481}
472 482
473/* 483/*
474 * update_los() recalculates the array which specifies what is 484 * update_los() recalculates the array which specifies what is
475 * visible for the given player-object. 485 * visible for the given player-object.
476 */ 486 */
477
478void 487void
479update_los (object *op) 488update_los (object *op)
480{ 489{
481 int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; 490 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
482 491
483 if (QUERY_FLAG (op, FLAG_REMOVED)) 492 if (QUERY_FLAG (op, FLAG_REMOVED))
484 return; 493 return;
485 494
486 clear_los (op); 495 clear_los (op->contr);
496
487 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 497 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
488 return; 498 return;
489 499
490 /* For larger maps, this is more efficient than the old way which 500 /* For larger maps, this is more efficient than the old way which
491 * used the chaining of the block array. Since many space views could 501 * used the chaining of the block array. Since many space views could
492 * be blocked by different spaces in front, this mean that a lot of spaces 502 * be blocked by different spaces in front, this mean that a lot of spaces
493 * could be examined multile times, as each path would be looked at. 503 * could be examined multile times, as each path would be looked at.
494 */ 504 */
495 for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) 505 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
496 for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) 506 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
497 check_wall (op, x, y); 507 check_wall (op, x, y);
498
499 508
500 /* do the los of the player. 3 (potential) cases */ 509 /* do the los of the player. 3 (potential) cases */
501 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 510 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
502 blinded_sight (op); 511 blinded_sight (op);
503 else 512 else
504 expand_sight (op); 513 expand_sight (op);
505 514
515 //TODO: no range-checking whatsoever :(
506 if (QUERY_FLAG (op, FLAG_XRAYS)) 516 if (QUERY_FLAG (op, FLAG_XRAYS))
507 {
508 int x, y;
509
510 for (x = -2; x <= 2; x++) 517 for (int x = -2; x <= 2; x++)
511 for (y = -2; y <= 2; y++) 518 for (int y = -2; y <= 2; y++)
512 op->contr->blocked_los[dx + x][dy + y] = 0; 519 op->contr->blocked_los[dx + x][dy + y] = 0;
513 }
514} 520}
515 521
516/* update all_map_los is like update_all_los below, 522/* update all_map_los is like update_all_los below,
517 * but updates everyone on the map, no matter where they 523 * but updates everyone on the map, no matter where they
518 * are. This generally should not be used, as a per 524 * are. This generally should not be used, as a per
519 * specific map change doesn't make much sense when tiling 525 * specific map change doesn't make much sense when tiling
520 * is considered (lowering darkness would certainly be a 526 * is considered (lowering darkness would certainly be a
521 * strange effect if done on a tile map, as it makes 527 * strange effect if done on a tile map, as it makes
522 * the distinction between maps much more obvious to the 528 * the distinction between maps much more obvious to the
523 * players, which is should not be. 529 * players, which is should not be.
524 * Currently, this function is called from the 530 * Currently, this function is called from the
525 * change_map_light function 531 * change_map_light function
526 */ 532 */
527void 533void
528update_all_map_los (mapstruct *map) 534update_all_map_los (maptile *map)
529{ 535{
530 player *pl; 536 for_all_players (pl)
531
532 for (pl = first_player; pl != NULL; pl = pl->next)
533 {
534 if (pl->ob->map == map) 537 if (pl->ob && pl->ob->map == map)
535 pl->do_los = 1; 538 pl->do_los = 1;
536 }
537} 539}
538
539 540
540/* 541/*
541 * This function makes sure that update_los() will be called for all 542 * This function makes sure that update_los() will be called for all
542 * players on the given map within the next frame. 543 * players on the given map within the next frame.
543 * It is triggered by removal or inserting of objects which blocks 544 * It is triggered by removal or inserting of objects which blocks
547 * means that just being on the same map is not sufficient - the 548 * means that just being on the same map is not sufficient - the
548 * space that changes must be withing your viewable area. 549 * space that changes must be withing your viewable area.
549 * 550 *
550 * map is the map that changed, x and y are the coordinates. 551 * map is the map that changed, x and y are the coordinates.
551 */ 552 */
552
553void 553void
554update_all_los (const mapstruct *map, int x, int y) 554update_all_los (const maptile *map, int x, int y)
555{ 555{
556 player *pl; 556 for_all_players (pl)
557
558 for (pl = first_player; pl != NULL; pl = pl->next)
559 { 557 {
560 /* Player should not have a null map, but do this 558 /* Player should not have a null map, but do this
561 * check as a safety 559 * check as a safety
562 */ 560 */
563 if (!pl->ob->map) 561 if (!pl->ob || !pl->ob->map || !pl->ns)
564 continue; 562 continue;
565 563
566 /* Same map is simple case - see if pl is close enough. 564 /* Same map is simple case - see if pl is close enough.
567 * Note in all cases, we did the check for same map first, 565 * Note in all cases, we did the check for same map first,
568 * and then see if the player is close enough and update 566 * and then see if the player is close enough and update
572 * so by setting it up this way, we trim processing 570 * so by setting it up this way, we trim processing
573 * some. 571 * some.
574 */ 572 */
575 if (pl->ob->map == map) 573 if (pl->ob->map == map)
576 { 574 {
577 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 575 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
578 pl->do_los = 1; 576 pl->do_los = 1;
579 } 577 }
578
580 /* Now we check to see if player is on adjacent 579 /* Now we check to see if player is on adjacent
581 * maps to the one that changed and also within 580 * maps to the one that changed and also within
582 * view. The tile_maps[] could be null, but in that 581 * view. The tile_maps[] could be null, but in that
583 * case it should never match the pl->ob->map, so 582 * case it should never match the pl->ob->map, so
584 * we want ever try to dereference any of the data in it. 583 * we want ever try to dereference any of the data in it.
585 */ 584 *
586
587 /* The logic for 0 and 3 is to see how far the player is 585 * The logic for 0 and 3 is to see how far the player is
588 * from the edge of the map (height/width) - pl->ob->(x,y) 586 * from the edge of the map (height/width) - pl->ob->(x,y)
589 * and to add current position on this map - that gives a 587 * and to add current position on this map - that gives a
590 * distance. 588 * distance.
591 * For 1 and 2, we check to see how far the given 589 * For 1 and 2, we check to see how far the given
592 * coordinate (x,y) is from the corresponding edge, 590 * coordinate (x,y) is from the corresponding edge,
593 * and then add the players location, which gives 591 * and then add the players location, which gives
594 * a distance. 592 * a distance.
595 */ 593 */
596 else if (pl->ob->map == map->tile_map[0]) 594 else if (pl->ob->map == map->tile_map[0])
597 { 595 {
598 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)) 596 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
599 pl->do_los = 1; 597 pl->do_los = 1;
600 } 598 }
601 else if (pl->ob->map == map->tile_map[2]) 599 else if (pl->ob->map == map->tile_map[2])
602 { 600 {
603 if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) 601 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
604 pl->do_los = 1; 602 pl->do_los = 1;
605 } 603 }
606 else if (pl->ob->map == map->tile_map[1]) 604 else if (pl->ob->map == map->tile_map[1])
607 { 605 {
608 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) 606 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
609 pl->do_los = 1; 607 pl->do_los = 1;
610 } 608 }
611 else if (pl->ob->map == map->tile_map[3]) 609 else if (pl->ob->map == map->tile_map[3])
612 { 610 {
613 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)) 611 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
614 pl->do_los = 1; 612 pl->do_los = 1;
615 } 613 }
616 } 614 }
617} 615}
618 616
619/* 617/*
620 * Debug-routine which dumps the array which specifies the visible 618 * Debug-routine which dumps the array which specifies the visible
621 * area of a player. Triggered by the z key in DM mode. 619 * area of a player. Triggered by the z key in DM mode.
622 */ 620 */
623
624void 621void
625print_los (object *op) 622print_los (object *op)
626{ 623{
627 int x, y; 624 int x, y;
628 char buf[50], buf2[10]; 625 char buf[50], buf2[10];
629 626
630 strcpy (buf, " "); 627 strcpy (buf, " ");
628
631 for (x = 0; x < op->contr->socket.mapx; x++) 629 for (x = 0; x < op->contr->ns->mapx; x++)
632 { 630 {
633 sprintf (buf2, "%2d", x); 631 sprintf (buf2, "%2d", x);
634 strcat (buf, buf2); 632 strcat (buf, buf2);
635 } 633 }
634
636 new_draw_info (NDI_UNIQUE, 0, op, buf); 635 new_draw_info (NDI_UNIQUE, 0, op, buf);
636
637 for (y = 0; y < op->contr->socket.mapy; y++) 637 for (y = 0; y < op->contr->ns->mapy; y++)
638 { 638 {
639 sprintf (buf, "%2d:", y); 639 sprintf (buf, "%2d:", y);
640
640 for (x = 0; x < op->contr->socket.mapx; x++) 641 for (x = 0; x < op->contr->ns->mapx; x++)
641 { 642 {
642 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 643 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
643 strcat (buf, buf2); 644 strcat (buf, buf2);
644 } 645 }
646
645 new_draw_info (NDI_UNIQUE, 0, op, buf); 647 new_draw_info (NDI_UNIQUE, 0, op, buf);
646 } 648 }
647} 649}
648 650
649/* 651/*
652 */ 654 */
653 655
654void 656void
655make_sure_seen (const object *op) 657make_sure_seen (const object *op)
656{ 658{
657 player *pl; 659 for_all_players (pl)
658
659 for (pl = first_player; pl; pl = pl->next)
660 if (pl->ob->map == op->map && 660 if (pl->ob->map == op->map &&
661 pl->ob->y - pl->socket.mapy / 2 <= op->y && 661 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
662 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) 662 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)
663 pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; 663 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
664} 664}
665 665
666/* 666/*
667 * make_sure_not_seen: The object which is supposed to be visible through 667 * make_sure_not_seen: The object which is supposed to be visible through
668 * walls has just been removed from the map, so update the los of any 668 * walls has just been removed from the map, so update the los of any
670 */ 670 */
671 671
672void 672void
673make_sure_not_seen (const object *op) 673make_sure_not_seen (const object *op)
674{ 674{
675 player *pl; 675 for_all_players (pl)
676
677 for (pl = first_player; pl; pl = pl->next)
678 if (pl->ob->map == op->map && 676 if (pl->ob->map == op->map &&
679 pl->ob->y - pl->socket.mapy / 2 <= op->y && 677 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
680 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) 678 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)
681 pl->do_los = 1; 679 pl->do_los = 1;
682} 680}

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