1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 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 | * Deliantra 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 |
… | |
… | |
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 <support@deliantra.net> |
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. */ |
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25 | |
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26 | #include <global.h> |
24 | #include <global.h> |
27 | #include <math.h> |
25 | #include <cmath> |
28 | |
26 | |
29 | /* Distance must be less than this for the object to be blocked. |
27 | #define SEE_IN_DARK_RADIUS 2 |
30 | * An object is 1.0 wide, so if set to 0.5, it means the object |
28 | #define MAX_VISION 10 // maximum visible radius |
31 | * that blocks half the view (0.0 is complete block) will |
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32 | * block view in our tables. |
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33 | * .4 or less lets you see through walls. .5 is about right. |
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34 | */ |
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35 | |
29 | |
36 | #define SPACE_BLOCK 0.5 |
30 | // los flags |
37 | #define MAX_DARKNESS_LOS 4 /* 4 == totally dark */ |
31 | enum { |
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32 | FLG_XI = 0x01, // we have an x-parent |
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33 | FLG_YI = 0x02, // we have an y-parent |
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34 | FLG_BLOCKED = 0x04, // this space blocks the view |
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35 | FLG_QUEUED = 0x80 // already queued in queue, or border |
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36 | }; |
38 | |
37 | |
39 | typedef struct blstr |
38 | struct los_info |
40 | { |
39 | { |
41 | int x[4], y[4]; |
40 | uint8 flags; // FLG_xxx |
42 | int index; |
41 | uint8 culled; // culled from "tree" |
43 | } blocks; |
42 | uint8 visible; |
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43 | uint8 pad0; |
44 | |
44 | |
45 | // 31/32 == a speed hack |
45 | sint8 xo, yo; // obscure angle |
46 | // we would like to use 32 for speed, but the code loops endlessly |
46 | sint8 xe, ye; // angle deviation |
47 | // then, reason not yet identified, so only make the array use 32, |
47 | }; |
48 | // not the define's. |
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49 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
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50 | |
48 | |
51 | static void expand_lighted_sight (object *op); |
49 | // temporary storage for the los algorithm, |
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50 | // one los_info for each lightable map space |
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51 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
52 | |
52 | |
53 | /* |
53 | struct point |
54 | * Used to initialise the array used by the LOS routines. |
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55 | * What this sets if that x,y blocks the view of bx,by |
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56 | * This then sets up a relation - for example, something |
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57 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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58 | * etc. So when we check 5,4 and find it block, we have |
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59 | * the data to know that 5,3 and 5,2 and 5,1 should also |
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60 | * be blocked. |
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61 | */ |
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62 | |
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63 | static void |
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64 | set_block (int x, int y, int bx, int by) |
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65 | { |
54 | { |
66 | int index = block[x][y].index, i; |
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67 | |
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68 | /* Due to flipping, we may get duplicates - better safe than sorry. |
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69 | */ |
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70 | for (i = 0; i < index; i++) |
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71 | { |
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72 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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73 | return; |
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74 | } |
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75 | |
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76 | block[x][y].x[index] = bx; |
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77 | block[x][y].y[index] = by; |
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78 | block[x][y].index++; |
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79 | #ifdef LOS_DEBUG |
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80 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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81 | #endif |
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82 | } |
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83 | |
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84 | /* |
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85 | * initialises the array used by the LOS routines. |
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86 | */ |
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87 | |
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88 | /* since we are only doing the upper left quadrant, only |
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89 | * these spaces could possibly get blocked, since these |
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90 | * are the only ones further out that are still possibly in the |
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91 | * sightline. |
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92 | */ |
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93 | |
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94 | void |
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95 | init_block (void) |
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96 | { |
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97 | int x, y, dx, dy, i; |
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98 | static int block_x[3] = { -1, -1, 0 }, |
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99 | block_y[3] = { -1, 0, -1 }; |
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100 | |
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101 | for (x = 0; x < MAP_CLIENT_X; x++) |
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102 | for (y = 0; y < MAP_CLIENT_Y; y++) |
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103 | block[x][y].index = 0; |
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104 | |
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105 | |
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106 | /* The table should be symmetric, so only do the upper left |
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107 | * quadrant - makes the processing easier. |
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108 | */ |
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109 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
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110 | { |
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111 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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112 | { |
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113 | for (i = 0; i < 3; i++) |
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114 | { |
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115 | dx = x + block_x[i]; |
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116 | dy = y + block_y[i]; |
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117 | |
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118 | /* center space never blocks */ |
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119 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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120 | continue; |
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121 | |
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122 | /* If its a straight line, its blocked */ |
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123 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
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124 | { |
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125 | /* For simplicity, we mirror the coordinates to block the other |
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126 | * quadrants. |
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127 | */ |
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128 | set_block (x, y, dx, dy); |
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129 | if (x == MAP_CLIENT_X / 2) |
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130 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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131 | else if (y == MAP_CLIENT_Y / 2) |
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132 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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133 | } |
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134 | else |
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135 | { |
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136 | float d1, r, s, l; |
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137 | |
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138 | /* We use the algorihm that found out how close the point |
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139 | * (x,y) is to the line from dx,dy to the center of the viewable |
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140 | * area. l is the distance from x,y to the line. |
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141 | * r is more a curiosity - it lets us know what direction (left/right) |
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142 | * the line is off |
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143 | */ |
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144 | |
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145 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
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146 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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147 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
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148 | l = FABS (sqrt (d1) * s); |
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149 | |
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150 | if (l <= SPACE_BLOCK) |
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151 | { |
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152 | /* For simplicity, we mirror the coordinates to block the other |
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153 | * quadrants. |
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154 | */ |
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155 | set_block (x, y, dx, dy); |
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156 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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157 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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158 | set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); |
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159 | } |
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160 | } |
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161 | } |
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162 | } |
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163 | } |
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164 | } |
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165 | |
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166 | /* |
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167 | * Used to initialise the array used by the LOS routines. |
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168 | * x,y are indexes into the blocked[][] array. |
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169 | * This recursively sets the blocked line of sight view. |
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170 | * From the blocked[][] array, we know for example |
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171 | * that if some particular space is blocked, it blocks |
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172 | * the view of the spaces 'behind' it, and those blocked |
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173 | * spaces behind it may block other spaces, etc. |
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174 | * In this way, the chain of visibility is set. |
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175 | */ |
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176 | static void |
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177 | set_wall (object *op, int x, int y) |
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178 | { |
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179 | int i; |
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180 | |
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181 | for (i = 0; i < block[x][y].index; i++) |
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182 | { |
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183 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
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184 | |
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185 | /* ax, ay are the values as adjusted to be in the |
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186 | * socket look structure. |
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187 | */ |
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188 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
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189 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
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190 | |
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191 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
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192 | continue; |
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193 | #if 0 |
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194 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
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195 | #endif |
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196 | /* we need to adjust to the fact that the socket |
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197 | * code wants the los to start from the 0,0 |
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198 | * and not be relative to middle of los array. |
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199 | */ |
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200 | op->contr->blocked_los[ax][ay] = 100; |
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201 | set_wall (op, dx, dy); |
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202 | } |
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203 | } |
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204 | |
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205 | /* |
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206 | * Used to initialise the array used by the LOS routines. |
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207 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
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208 | * this is because they index the blocked[][] arrays. |
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209 | */ |
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210 | |
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211 | static void |
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212 | check_wall (object *op, int x, int y) |
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213 | { |
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214 | int ax, ay; |
55 | sint8 x, y; |
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56 | }; |
215 | |
57 | |
216 | if (!block[x][y].index) |
58 | // minimum size, but must be a power of two |
217 | return; |
59 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
218 | |
60 | |
219 | /* ax, ay are coordinates as indexed into the look window */ |
61 | // a queue of spaces to calculate |
220 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
62 | static point queue [QUEUE_LENGTH]; |
221 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
63 | static int q1, q2; // queue start, end |
222 | |
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223 | /* If the converted coordinates are outside the viewable |
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224 | * area for the client, return now. |
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225 | */ |
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226 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
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227 | return; |
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228 | |
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229 | #if 0 |
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230 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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231 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
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232 | #endif |
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233 | |
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234 | /* If this space is already blocked, prune the processing - presumably |
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235 | * whatever has set this space to be blocked has done the work and already |
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236 | * done the dependency chain. |
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237 | */ |
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238 | if (op->contr->blocked_los[ax][ay] == 100) |
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239 | return; |
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240 | |
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241 | |
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242 | 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)) |
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243 | set_wall (op, x, y); |
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244 | } |
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245 | |
64 | |
246 | /* |
65 | /* |
247 | * Clears/initialises the los-array associated to the player |
66 | * Clears/initialises the los-array associated to the player |
248 | * controlling the object. |
67 | * controlling the object. |
249 | */ |
68 | */ |
250 | |
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251 | void |
69 | void |
252 | clear_los (player *pl) |
70 | player::clear_los (sint8 value) |
253 | { |
71 | { |
254 | /* This is safer than using the ns->mapx, mapy because |
72 | memset (los, value, sizeof (los)); |
255 | * we index the blocked_los as a 2 way array, so clearing |
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256 | * the first z spaces may not not cover the spaces we are |
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257 | * actually going to use |
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258 | */ |
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259 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
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260 | } |
73 | } |
261 | |
74 | |
262 | /* |
75 | // enqueue a single mapspace, but only if it hasn't |
263 | * expand_sight goes through the array of what the given player is |
76 | // been enqueued yet. |
264 | * able to see, and expands the visible area a bit, so the player will, |
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265 | * to a certain degree, be able to see into corners. |
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266 | * This is somewhat suboptimal, would be better to improve the formula. |
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267 | */ |
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268 | |
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269 | static void |
77 | static void |
270 | expand_sight (object *op) |
78 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
271 | { |
79 | { |
272 | int i, x, y, dx, dy; |
80 | sint8 x = LOS_X0 + dx; |
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81 | sint8 y = LOS_Y0 + dy; |
273 | |
82 | |
274 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
83 | los_info &l = los[x][y]; |
275 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
84 | |
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85 | l.flags |= flags; |
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86 | |
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87 | if (l.flags & FLG_QUEUED) |
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88 | return; |
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89 | |
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90 | l.flags |= FLG_QUEUED; |
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91 | |
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92 | queue[q1].x = dx; |
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93 | queue[q1].y = dy; |
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94 | |
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95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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96 | } |
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97 | |
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98 | // run the los algorithm |
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99 | // this is a variant of a spiral los algorithm taken from |
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100 | // http://www.geocities.com/temerra/los_rays.html |
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101 | // which has been simplified and changed considerably, but |
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102 | // still is basically the same algorithm. |
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103 | static void |
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104 | calculate_los (player *pl) |
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105 | { |
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106 | { |
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107 | memset (los, 0, sizeof (los)); |
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108 | |
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109 | // we keep one line for ourselves, for the border flag |
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110 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
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111 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
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112 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
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113 | |
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114 | // create borders, the corners are not touched |
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115 | for (int dx = -half_x; dx <= half_x; ++dx) |
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116 | los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
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117 | los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
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118 | |
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119 | for (int dy = -half_y; dy <= half_y; ++dy) |
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120 | los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
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121 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
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122 | |
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123 | // now reset the los area and also add blocked flags |
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124 | // which supposedly is faster than doing it inside the |
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125 | // spiral path algorithm below, except when very little |
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126 | // area is visible, in which case it is slower. which evens |
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127 | // out los calculation times between large and small los maps. |
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128 | // apply_lights also iterates over this area, maybe these |
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129 | // two passes could be combined somehow. |
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130 | unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
276 | { |
131 | { |
277 | if (!op->contr->blocked_los[x][y] && |
132 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
278 | !(get_map_flags (op->map, NULL, |
133 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
279 | op->x - op->contr->ns->mapx / 2 + x, |
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280 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
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281 | { |
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282 | |
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283 | for (i = 1; i <= 8; i += 1) |
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284 | { /* mark all directions */ |
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285 | dx = x + freearr_x[i]; |
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286 | dy = y + freearr_y[i]; |
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287 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
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288 | op->contr->blocked_los[dx][dy] = -1; |
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289 | } |
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290 | } |
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291 | } |
134 | } |
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135 | } |
292 | |
136 | |
293 | if (op->map->darkness > 0) /* player is on a dark map */ |
137 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
294 | expand_lighted_sight (op); |
138 | enqueue (0, 0); // enqueue center |
295 | |
139 | |
296 | /* clear mark squares */ |
140 | // treat the origin specially |
297 | for (x = 0; x < op->contr->ns->mapx; x++) |
141 | los[LOS_X0][LOS_Y0].visible = 1; |
298 | for (y = 0; y < op->contr->ns->mapy; y++) |
142 | pl->los[LOS_X0][LOS_Y0] = 0; |
299 | if (op->contr->blocked_los[x][y] < 0) |
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300 | op->contr->blocked_los[x][y] = 0; |
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301 | } |
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302 | |
143 | |
303 | /* returns true if op carries one or more lights |
144 | // loop over all enqueued points until the queue is empty |
304 | * This is a trivial function now days, but it used to |
145 | // the order in which this is done ensures that we |
305 | * be a bit longer. Probably better for callers to just |
146 | // never touch a mapspace whose input spaces we haven't checked |
306 | * check the op->glow_radius instead of calling this. |
147 | // yet. |
307 | */ |
148 | while (q1 != q2) |
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149 | { |
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150 | sint8 dx = queue[q2].x; |
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151 | sint8 dy = queue[q2].y; |
308 | |
152 | |
309 | int |
153 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
310 | has_carried_lights (const object *op) |
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311 | { |
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312 | /* op may glow! */ |
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313 | if (op->glow_radius > 0) |
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314 | return 1; |
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315 | |
154 | |
316 | return 0; |
155 | sint8 x = LOS_X0 + dx; |
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156 | sint8 y = LOS_Y0 + dy; |
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157 | |
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158 | los_info &l = los[x][y]; |
|
|
159 | |
|
|
160 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
|
|
161 | { |
|
|
162 | l.culled = 1; |
|
|
163 | l.xo = l.yo = l.xe = l.ye = 0; |
|
|
164 | |
|
|
165 | // check contributing spaces, first horizontal |
|
|
166 | if (expect_true (l.flags & FLG_XI)) |
|
|
167 | { |
|
|
168 | los_info *xi = &los[x - sign (dx)][y]; |
|
|
169 | |
|
|
170 | // don't cull unless obscured |
|
|
171 | l.culled &= !xi->visible; |
|
|
172 | |
|
|
173 | /* merge input space */ |
|
|
174 | if (expect_false (xi->xo || xi->yo)) |
|
|
175 | { |
|
|
176 | // The X input can provide two main pieces of information: |
|
|
177 | // 1. Progressive X obscurity. |
|
|
178 | // 2. Recessive Y obscurity. |
|
|
179 | |
|
|
180 | // Progressive X obscurity, favouring recessive input angle |
|
|
181 | if (xi->xe > 0 && l.xo == 0) |
|
|
182 | { |
|
|
183 | l.xe = xi->xe - xi->yo; |
|
|
184 | l.ye = xi->ye + xi->yo; |
|
|
185 | l.xo = xi->xo; |
|
|
186 | l.yo = xi->yo; |
|
|
187 | } |
|
|
188 | |
|
|
189 | // Recessive Y obscurity |
|
|
190 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
|
|
191 | { |
|
|
192 | l.ye = xi->yo + xi->ye; |
|
|
193 | l.xe = xi->xe - xi->yo; |
|
|
194 | l.xo = xi->xo; |
|
|
195 | l.yo = xi->yo; |
|
|
196 | } |
|
|
197 | } |
|
|
198 | } |
|
|
199 | |
|
|
200 | // check contributing spaces, last vertical, identical structure |
|
|
201 | if (expect_true (l.flags & FLG_YI)) |
|
|
202 | { |
|
|
203 | los_info *yi = &los[x][y - sign (dy)]; |
|
|
204 | |
|
|
205 | // don't cull unless obscured |
|
|
206 | l.culled &= !yi->visible; |
|
|
207 | |
|
|
208 | /* merge input space */ |
|
|
209 | if (expect_false (yi->yo || yi->xo)) |
|
|
210 | { |
|
|
211 | // The Y input can provide two main pieces of information: |
|
|
212 | // 1. Progressive Y obscurity. |
|
|
213 | // 2. Recessive X obscurity. |
|
|
214 | |
|
|
215 | // Progressive Y obscurity, favouring recessive input angle |
|
|
216 | if (yi->ye > 0 && l.yo == 0) |
|
|
217 | { |
|
|
218 | l.ye = yi->ye - yi->xo; |
|
|
219 | l.xe = yi->xe + yi->xo; |
|
|
220 | l.yo = yi->yo; |
|
|
221 | l.xo = yi->xo; |
|
|
222 | } |
|
|
223 | |
|
|
224 | // Recessive X obscurity |
|
|
225 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
|
|
226 | { |
|
|
227 | l.xe = yi->xo + yi->xe; |
|
|
228 | l.ye = yi->ye - yi->xo; |
|
|
229 | l.yo = yi->yo; |
|
|
230 | l.xo = yi->xo; |
|
|
231 | } |
|
|
232 | } |
|
|
233 | } |
|
|
234 | |
|
|
235 | if (l.flags & FLG_BLOCKED) |
|
|
236 | { |
|
|
237 | l.xo = l.xe = abs (dx); |
|
|
238 | l.yo = l.ye = abs (dy); |
|
|
239 | |
|
|
240 | // we obscure dependents, but might be visible |
|
|
241 | // copy the los from the square towards the player, |
|
|
242 | // so outward diagonal corners are lit. |
|
|
243 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
244 | |
|
|
245 | l.visible = false; |
|
|
246 | } |
|
|
247 | else |
|
|
248 | { |
|
|
249 | // we are not blocked, so calculate visibility, by checking |
|
|
250 | // whether we are inside or outside the shadow |
|
|
251 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
252 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
253 | |
|
|
254 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
255 | : l.visible ? 0 |
|
|
256 | : 3; |
|
|
257 | } |
|
|
258 | |
|
|
259 | } |
|
|
260 | |
|
|
261 | // Expands by the unit length in each component's current direction. |
|
|
262 | // If a component has no direction, then it is expanded in both of its |
|
|
263 | // positive and negative directions. |
|
|
264 | if (!l.culled) |
|
|
265 | { |
|
|
266 | if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
|
|
267 | if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
|
|
268 | if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
|
|
269 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
|
|
270 | } |
|
|
271 | } |
317 | } |
272 | } |
318 | |
273 | |
319 | /* radius, distance => lightness adjust */ |
274 | /* radius, distance => lightness adjust */ |
320 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1]; |
275 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
276 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
321 | |
277 | |
322 | static struct darkness_init |
278 | static struct los_init |
323 | { |
279 | { |
324 | darkness_init () |
280 | los_init () |
325 | { |
281 | { |
|
|
282 | assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
|
|
283 | !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
|
|
284 | |
|
|
285 | /* for lights */ |
326 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
286 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
327 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance) |
287 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
328 | { |
288 | { |
329 | // max intensity |
289 | // max intensity |
330 | int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1); |
290 | int intensity = min (LOS_MAX, abs (radius) + 1); |
331 | |
291 | |
332 | // actual intensity |
292 | // actual intensity |
333 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
293 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
334 | |
294 | |
335 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
295 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
336 | ? intensity |
296 | ? min (3, intensity) |
337 | : MAX_DARKNESS_LOS - intensity; |
297 | : LOS_MAX - intensity; |
338 | } |
298 | } |
|
|
299 | |
|
|
300 | /* for general vision */ |
|
|
301 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
|
|
302 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
|
|
303 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
339 | } |
304 | } |
340 | } darkness_init; |
305 | } los_init; |
341 | |
306 | |
|
|
307 | sint8 |
|
|
308 | los_brighten (sint8 b, sint8 l) |
|
|
309 | { |
|
|
310 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
311 | } |
|
|
312 | |
|
|
313 | sint8 |
|
|
314 | los_darken (sint8 b, sint8 l) |
|
|
315 | { |
|
|
316 | return max (b, l); |
|
|
317 | } |
|
|
318 | |
|
|
319 | template<sint8 change_it (sint8, sint8)> |
342 | static void |
320 | static void |
343 | expand_lighted_sight (object *op) |
321 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
344 | { |
322 | { |
345 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
323 | // min or max the circular area around basex, basey |
346 | maptile *m = op->map; |
324 | dx += LOS_X0; |
347 | sint16 nx, ny; |
325 | dy += LOS_Y0; |
348 | |
326 | |
349 | darklevel = m->darkness; |
327 | int hx = pl->ns->mapx / 2; |
350 | darklevel = MAX_DARKNESS;//D |
328 | int hy = pl->ns->mapy / 2; |
351 | |
329 | |
352 | /* If the player can see in the dark, lower the darklevel for him */ |
330 | int ax0 = max (LOS_X0 - hx, dx - light); |
353 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
331 | int ay0 = max (LOS_Y0 - hy, dy - light); |
354 | darklevel -= MAX_DARKNESS_LOS / 2; |
332 | int ax1 = min (dx + light, LOS_X0 + hx); |
|
|
333 | int ay1 = min (dy + light, LOS_Y0 + hy); |
355 | |
334 | |
|
|
335 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
336 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
337 | pl->los[ax][ay] = |
|
|
338 | change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
|
|
339 | } |
|
|
340 | |
356 | /* add light, by finding all (non-null) nearby light sources, then |
341 | /* add light, by finding all (non-null) nearby light sources, then |
357 | * mark those squares specially. If the darklevel<1, there is no |
342 | * mark those squares specially. |
358 | * reason to do this, so we skip this function |
|
|
359 | */ |
343 | */ |
|
|
344 | static void |
|
|
345 | apply_lights (player *pl) |
|
|
346 | { |
|
|
347 | object *op = pl->observe; |
|
|
348 | int darklevel = op->map->darklevel (); |
360 | |
349 | |
|
|
350 | int half_x = pl->ns->mapx / 2; |
|
|
351 | int half_y = pl->ns->mapy / 2; |
|
|
352 | |
|
|
353 | int pass2 = 0; // negative lights have an extra pass |
|
|
354 | |
|
|
355 | maprect *rects = pl->observe->map->split_to_tiles ( |
|
|
356 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
|
|
357 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
|
|
358 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
|
|
359 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
|
|
360 | ); |
|
|
361 | |
|
|
362 | /* If the player can see in the dark, increase light/vision radius */ |
|
|
363 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
|
|
364 | |
361 | if (darklevel < 1) |
365 | if (!darklevel) |
362 | return; |
366 | pass2 = 1; |
363 | |
367 | else |
364 | /* Do a sanity check. If not valid, some code below may do odd |
|
|
365 | * things. |
|
|
366 | */ |
|
|
367 | if (darklevel > MAX_DARKNESS) |
|
|
368 | { |
368 | { |
369 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
369 | /* first, make everything totally dark */ |
370 | darklevel = MAX_DARKNESS; |
370 | for (int dx = -half_x; dx <= half_x; dx++) |
|
|
371 | for (int dy = -half_x; dy <= half_y; dy++) |
|
|
372 | max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
|
|
373 | |
|
|
374 | /* |
|
|
375 | * Only process the area of interest. |
|
|
376 | * the basex, basey values represent the position in the op->contr->los |
|
|
377 | * array. Its easier to just increment them here (and start with the right |
|
|
378 | * value) than to recalculate them down below. |
|
|
379 | */ |
|
|
380 | for (maprect *r = rects; r->m; ++r) |
|
|
381 | rect_mapwalk (r, 0, 0) |
|
|
382 | { |
|
|
383 | mapspace &ms = m->at (nx, ny); |
|
|
384 | ms.update (); |
|
|
385 | sint8 light = ms.light; |
|
|
386 | |
|
|
387 | if (expect_false (light)) |
|
|
388 | if (light < 0) |
|
|
389 | pass2 = 1; |
|
|
390 | else |
|
|
391 | { |
|
|
392 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
|
|
393 | apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
394 | } |
|
|
395 | } |
|
|
396 | |
|
|
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
|
|
398 | { |
|
|
399 | int light; |
|
|
400 | |
|
|
401 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
|
|
402 | light = MAX_DARKNESS - op->map->darkness; |
|
|
403 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
|
|
404 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
|
|
405 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
|
|
406 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
|
|
407 | |
|
|
408 | light = clamp (light + bonus, 0, MAX_VISION); |
|
|
409 | |
|
|
410 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
|
|
411 | } |
371 | } |
412 | } |
372 | |
413 | |
373 | /* first, make everything totally dark */ |
|
|
374 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
375 | for (y = 0; y < op->contr->ns->mapy; y++) |
|
|
376 | if (op->contr->blocked_los[x][y] != 100) |
|
|
377 | op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS; |
|
|
378 | |
|
|
379 | int half_x = op->contr->ns->mapx / 2; |
|
|
380 | int half_y = op->contr->ns->mapy / 2; |
|
|
381 | |
|
|
382 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
383 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
384 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
385 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
386 | |
|
|
387 | int pass2 = 0; // negative lights have an extra pass |
|
|
388 | |
|
|
389 | /* |
|
|
390 | * Only process the area of interest. |
|
|
391 | * the basex, basey values represent the position in the op->contr->blocked_los |
|
|
392 | * array. Its easier to just increment them here (and start with the right |
|
|
393 | * value) than to recalculate them down below. |
|
|
394 | */ |
|
|
395 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
396 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
397 | { |
|
|
398 | maptile *m = op->map; |
|
|
399 | sint16 nx = x; |
|
|
400 | sint16 ny = y; |
|
|
401 | |
|
|
402 | if (!xy_normalise (m, nx, ny)) |
|
|
403 | continue; |
|
|
404 | |
|
|
405 | mapspace &ms = m->at (nx, ny); |
|
|
406 | ms.update (); |
|
|
407 | sint8 light = ms.light; |
|
|
408 | |
|
|
409 | if (expect_false (light)) |
|
|
410 | if (light < 0) |
|
|
411 | pass2 = 1; |
|
|
412 | else |
|
|
413 | { |
|
|
414 | /* This space is providing light, so we need to brighten up the |
|
|
415 | * spaces around here. |
|
|
416 | */ |
|
|
417 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
|
418 | |
|
|
419 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
|
|
420 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
|
|
421 | if (op->contr->blocked_los[ax][ay] != 100) |
|
|
422 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
423 | } |
|
|
424 | } |
|
|
425 | |
|
|
426 | // psosibly do 2nd pass for rare negative glow radii |
414 | // possibly do 2nd pass for rare negative glow radii |
|
|
415 | // for effect, those are always considered to be stronger than anything else |
|
|
416 | // but they can't darken a place completely |
427 | if (pass2) |
417 | if (pass2) |
428 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
418 | for (maprect *r = rects; r->m; ++r) |
429 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
419 | rect_mapwalk (r, 0, 0) |
430 | { |
420 | { |
431 | maptile *m = op->map; |
|
|
432 | sint16 nx = x; |
|
|
433 | sint16 ny = y; |
|
|
434 | |
|
|
435 | if (!xy_normalise (m, nx, ny)) |
|
|
436 | continue; |
|
|
437 | |
|
|
438 | mapspace &ms = m->at (nx, ny); |
421 | mapspace &ms = m->at (nx, ny); |
439 | ms.update (); |
422 | ms.update (); |
440 | sint8 light = ms.light; |
423 | sint8 light = ms.light; |
441 | |
424 | |
442 | if (expect_false (light < 0)) |
425 | if (expect_false (light < 0)) |
443 | { |
426 | { |
444 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
427 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
445 | |
428 | apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
446 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
|
|
447 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
|
|
448 | if (op->contr->blocked_los[ax][ay] != 100) |
|
|
449 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
450 | } |
429 | } |
451 | } |
430 | } |
452 | |
|
|
453 | /* Outdoor should never really be completely pitch black dark like |
|
|
454 | * a dungeon, so let the player at least see a little around themselves |
|
|
455 | */ |
|
|
456 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
|
|
457 | { |
|
|
458 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
|
|
459 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
|
|
460 | |
|
|
461 | for (x = -1; x <= 1; x++) |
|
|
462 | for (y = -1; y <= 1; y++) |
|
|
463 | { |
|
|
464 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
|
|
465 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
|
|
466 | } |
|
|
467 | } |
|
|
468 | |
|
|
469 | /* grant some vision to the player, based on the darklevel */ |
|
|
470 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
|
|
471 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
|
|
472 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
|
|
473 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
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474 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
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475 | } |
431 | } |
476 | |
432 | |
477 | /* blinded_sight() - sets all viewable squares to blocked except |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
478 | * for the one the central one that the player occupies. A little |
434 | * for the one the central one that the player occupies. A little |
479 | * odd that you can see yourself (and what your standing on), but |
435 | * odd that you can see yourself (and what your standing on), but |
480 | * really need for any reasonable game play. |
436 | * really need for any reasonable game play. |
481 | */ |
437 | */ |
482 | static void |
438 | static void |
483 | blinded_sight (object *op) |
439 | blinded_sight (player *pl) |
484 | { |
440 | { |
485 | int x, y; |
441 | pl->los[LOS_X0][LOS_Y0] = 1; |
486 | |
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487 | for (x = 0; x < op->contr->ns->mapx; x++) |
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488 | for (y = 0; y < op->contr->ns->mapy; y++) |
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489 | op->contr->blocked_los[x][y] = 100; |
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490 | |
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491 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
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492 | } |
442 | } |
493 | |
443 | |
494 | /* |
444 | /* |
495 | * update_los() recalculates the array which specifies what is |
445 | * update_los() recalculates the array which specifies what is |
496 | * visible for the given player-object. |
446 | * visible for the given player-object. |
497 | */ |
447 | */ |
498 | void |
448 | void |
499 | update_los (object *op) |
449 | player::update_los () |
500 | { |
450 | { |
501 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
451 | if (ob->flag [FLAG_REMOVED])//D really needed? |
502 | |
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|
503 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
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|
504 | return; |
452 | return; |
505 | |
453 | |
506 | clear_los (op->contr); |
454 | if (ob->flag [FLAG_WIZLOOK]) |
507 | |
455 | clear_los (0); |
508 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
456 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
509 | return; |
457 | { |
510 | |
458 | clear_los (); |
511 | /* For larger maps, this is more efficient than the old way which |
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512 | * used the chaining of the block array. Since many space views could |
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513 | * be blocked by different spaces in front, this mean that a lot of spaces |
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514 | * could be examined multile times, as each path would be looked at. |
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515 | */ |
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516 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
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517 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
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518 | check_wall (op, x, y); |
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519 | |
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520 | /* do the los of the player. 3 (potential) cases */ |
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521 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
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522 | blinded_sight (op); |
459 | blinded_sight (this); |
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|
460 | } |
523 | else |
461 | else |
524 | expand_sight (op); |
462 | { |
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463 | clear_los (); |
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464 | calculate_los (this); |
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465 | apply_lights (this); |
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466 | } |
525 | |
467 | |
526 | //TODO: no range-checking whatsoever :( |
468 | if (observe->flag [FLAG_XRAYS]) |
527 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
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|
528 | for (int x = -2; x <= 2; x++) |
469 | for (int dx = -2; dx <= 2; dx++) |
529 | for (int y = -2; y <= 2; y++) |
470 | for (int dy = -2; dy <= 2; dy++) |
530 | op->contr->blocked_los[dx + x][dy + y] = 0; |
471 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
531 | } |
472 | } |
532 | |
473 | |
533 | /* update all_map_los is like update_all_los below, |
474 | /* update all_map_los is like update_all_los below, |
534 | * but updates everyone on the map, no matter where they |
475 | * but updates everyone on the map, no matter where they |
535 | * are. This generally should not be used, as a per |
476 | * are. This generally should not be used, as a per |
… | |
… | |
542 | * change_map_light function |
483 | * change_map_light function |
543 | */ |
484 | */ |
544 | void |
485 | void |
545 | update_all_map_los (maptile *map) |
486 | update_all_map_los (maptile *map) |
546 | { |
487 | { |
547 | for_all_players (pl) |
488 | for_all_players_on_map (pl, map) |
548 | if (pl->ob && pl->ob->map == map) |
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|
549 | pl->do_los = 1; |
489 | pl->do_los = 1; |
550 | } |
490 | } |
551 | |
491 | |
552 | /* |
492 | /* |
553 | * This function makes sure that update_los() will be called for all |
493 | * This function makes sure that update_los() will be called for all |
554 | * players on the given map within the next frame. |
494 | * players on the given map within the next frame. |
… | |
… | |
562 | * map is the map that changed, x and y are the coordinates. |
502 | * map is the map that changed, x and y are the coordinates. |
563 | */ |
503 | */ |
564 | void |
504 | void |
565 | update_all_los (const maptile *map, int x, int y) |
505 | update_all_los (const maptile *map, int x, int y) |
566 | { |
506 | { |
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|
507 | // no need to do anything if we don't have darkness |
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508 | if (map->darklevel () <= 0) |
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|
509 | return; |
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|
510 | |
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|
511 | map->at (x, y).invalidate (); |
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512 | |
567 | for_all_players (pl) |
513 | for_all_players (pl) |
568 | { |
514 | { |
569 | /* Player should not have a null map, but do this |
515 | /* Player should not have a null map, but do this |
570 | * check as a safety |
516 | * check as a safety |
571 | */ |
517 | */ |
… | |
… | |
580 | * player can't be on another map that may be closer, |
526 | * player can't be on another map that may be closer, |
581 | * so by setting it up this way, we trim processing |
527 | * so by setting it up this way, we trim processing |
582 | * some. |
528 | * some. |
583 | */ |
529 | */ |
584 | if (pl->ob->map == map) |
530 | if (pl->ob->map == map) |
585 | { |
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586 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
531 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
587 | pl->do_los = 1; |
532 | pl->do_los = 1; |
588 | } |
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589 | |
533 | |
590 | /* Now we check to see if player is on adjacent |
534 | /* Now we check to see if player is on adjacent |
591 | * maps to the one that changed and also within |
535 | * maps to the one that changed and also within |
592 | * view. The tile_maps[] could be null, but in that |
536 | * view. The tile_maps[] could be null, but in that |
593 | * case it should never match the pl->ob->map, so |
537 | * case it should never match the pl->ob->map, so |
… | |
… | |
623 | pl->do_los = 1; |
567 | pl->do_los = 1; |
624 | } |
568 | } |
625 | } |
569 | } |
626 | } |
570 | } |
627 | |
571 | |
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572 | static const int season_darkness[5][HOURS_PER_DAY] = { |
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573 | /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ |
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574 | { 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 }, |
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575 | { 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 }, |
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576 | { 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 }, |
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|
577 | { 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 }, |
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578 | { 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 } |
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|
579 | }; |
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580 | |
628 | /* |
581 | /* |
629 | * Debug-routine which dumps the array which specifies the visible |
582 | * Tell players the time and compute the darkness level for all maps in the game. |
630 | * area of a player. Triggered by the z key in DM mode. |
583 | * MUST be called exactly once per hour. |
631 | */ |
584 | */ |
632 | void |
585 | void |
633 | print_los (object *op) |
586 | maptile::adjust_daylight () |
634 | { |
587 | { |
635 | int x, y; |
588 | timeofday_t tod; |
636 | char buf[50], buf2[10]; |
|
|
637 | |
589 | |
638 | strcpy (buf, " "); |
590 | get_tod (&tod); |
639 | |
591 | |
640 | for (x = 0; x < op->contr->ns->mapx; x++) |
592 | // log the time to log-1 every hour, and to chat every day |
641 | { |
593 | { |
642 | sprintf (buf2, "%2d", x); |
594 | char todbuf[512]; |
643 | strcat (buf, buf2); |
595 | |
|
|
596 | format_tod (todbuf, sizeof (todbuf), &tod); |
|
|
597 | |
|
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598 | for_all_players (pl) |
|
|
599 | pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
644 | } |
600 | } |
645 | |
601 | |
646 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
602 | /* If the light level isn't changing, no reason to do all |
|
|
603 | * the work below. |
|
|
604 | */ |
|
|
605 | sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
647 | |
606 | |
648 | for (y = 0; y < op->contr->ns->mapy; y++) |
607 | if (new_darkness == maptile::outdoor_darkness) |
649 | { |
608 | return; |
650 | sprintf (buf, "%2d:", y); |
|
|
651 | |
609 | |
652 | for (x = 0; x < op->contr->ns->mapx; x++) |
610 | new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
653 | { |
611 | new_darkness > maptile::outdoor_darkness |
654 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
612 | ? "It becomes darker." |
655 | strcat (buf, buf2); |
613 | : "It becomes brighter."); |
656 | } |
|
|
657 | |
614 | |
658 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
615 | maptile::outdoor_darkness = new_darkness; |
659 | } |
616 | |
|
|
617 | // we simply update the los for all players, which is unnecessarily |
|
|
618 | // costly, but should do for the moment. |
|
|
619 | for_all_players (pl) |
|
|
620 | pl->do_los = 1; |
660 | } |
621 | } |
661 | |
622 | |
662 | /* |
623 | /* |
663 | * make_sure_seen: The object is supposed to be visible through walls, thus |
624 | * make_sure_seen: The object is supposed to be visible through walls, thus |
664 | * check if any players are nearby, and edit their LOS array. |
625 | * check if any players are nearby, and edit their LOS array. |
665 | */ |
626 | */ |
666 | |
|
|
667 | void |
627 | void |
668 | make_sure_seen (const object *op) |
628 | make_sure_seen (const object *op) |
669 | { |
629 | { |
670 | for_all_players (pl) |
630 | for_all_players (pl) |
671 | if (pl->ob->map == op->map && |
631 | if (pl->ob->map == op->map && |
672 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
632 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
673 | 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) |
633 | 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) |
674 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
634 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
675 | } |
635 | } |
676 | |
636 | |
677 | /* |
637 | /* |
678 | * make_sure_not_seen: The object which is supposed to be visible through |
638 | * make_sure_not_seen: The object which is supposed to be visible through |
679 | * walls has just been removed from the map, so update the los of any |
639 | * walls has just been removed from the map, so update the los of any |
680 | * players within its range |
640 | * players within its range |
681 | */ |
641 | */ |
682 | |
|
|
683 | void |
642 | void |
684 | make_sure_not_seen (const object *op) |
643 | make_sure_not_seen (const object *op) |
685 | { |
644 | { |
686 | for_all_players (pl) |
645 | for_all_players (pl) |
687 | if (pl->ob->map == op->map && |
646 | if (pl->ob->map == op->map && |
688 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
647 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
689 | 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) |
648 | 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) |
690 | pl->do_los = 1; |
649 | pl->do_los = 1; |
691 | } |
650 | } |
|
|
651 | |