--- deliantra/server/common/los.C 2008/12/24 01:37:23 1.51 +++ deliantra/server/common/los.C 2009/05/05 04:51:56 1.61 @@ -1,7 +1,7 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * @@ -24,7 +24,8 @@ #include #include -#define SEE_IN_DARK_RADIUS 3 +#define SEE_IN_DARK_RADIUS 2 +#define MAX_VISION 10 // maximum visible radius // los flags enum { @@ -103,6 +104,8 @@ calculate_los (player *pl) { { + memset (los, 0, sizeof (los)); + // we keep one line for ourselves, for the border flag // so the client area is actually MAP_CLIENT_(X|Y) - 2 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); @@ -120,14 +123,15 @@ // now reset the los area and also add blocked flags // which supposedly is faster than doing it inside the // spiral path algorithm below, except when very little - // area is visible, in which case it is slower, evening + // area is visible, in which case it is slower. which evens // out los calculation times between large and small los maps. // apply_lights also iterates over this area, maybe these // two passes could be combined somehow. - rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) - los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; - l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; - rectangular_mapspace_iterate_end + unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) + { + los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; + l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; + } } q1 = 0; q2 = 0; // initialise queue, not strictly required @@ -267,24 +271,9 @@ } } -/* returns true if op carries one or more lights - * This is a trivial function now days, but it used to - * be a bit longer. Probably better for callers to just - * check the op->glow_radius instead of calling this. - */ -int -has_carried_lights (const object *op) -{ - /* op may glow! */ - if (op->glow_radius > 0) - return 1; - - return 0; -} - /* radius, distance => lightness adjust */ static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; -static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; +static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; static struct los_init { @@ -301,7 +290,7 @@ int intensity = min (LOS_MAX, abs (radius) + 1); // actual intensity - intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); + intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0)); light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 ? min (3, intensity) @@ -309,9 +298,9 @@ } /* for general vision */ - for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) - for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) - vision_atten [radius][distance] = distance <= radius ? 3 : 4; + for (int radius = 0; radius <= MAX_VISION; ++radius) + for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) + vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; } } los_init; @@ -363,6 +352,16 @@ int pass2 = 0; // negative lights have an extra pass + maprect *rects = pl->observe->map->split_to_tiles ( + pl->observe->x - half_x - MAX_LIGHT_RADIUS, + pl->observe->y - half_y - MAX_LIGHT_RADIUS, + pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, + pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 + ); + + /* If the player can see in the dark, increase light/vision radius */ + int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; + if (!darklevel) pass2 = 1; else @@ -378,8 +377,8 @@ * array. Its easier to just increment them here (and start with the right * value) than to recalculate them down below. */ - rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) - if (m) + for (maprect *r = rects; r->m; ++r) + rect_mapwalk (r, 0, 0) { mapspace &ms = m->at (nx, ny); ms.update (); @@ -389,17 +388,24 @@ if (light < 0) pass2 = 1; else - apply_light (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); + { + light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); + apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); + } } - rectangular_mapspace_iterate_end - /* grant some vision to the player, based on the darklevel */ + /* grant some vision to the player, based on outside, outdoor, and darklevel */ { - int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); + int light; - /* If the player can see in the dark, lower the darklevel for him */ - if (op->flag [FLAG_SEE_IN_DARK]) - light += SEE_IN_DARK_RADIUS; + if (!op->map->outdoor) // not outdoor, darkness becomes light radius + light = MAX_DARKNESS - op->map->darkness; + else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius + light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); + else // outdoor and darkness <= 0 => start wide and decrease quickly + light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); + + light = clamp (light + bonus, 0, MAX_VISION); apply_light (pl, 0, 0, light, vision_atten [light]); } @@ -409,17 +415,19 @@ // for effect, those are always considered to be stronger than anything else // but they can't darken a place completely if (pass2) - rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) - if (m) - { - mapspace &ms = m->at (nx, ny); - ms.update (); - sint8 light = ms.light; - - if (expect_false (light < 0)) - apply_light (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); - } - rectangular_mapspace_iterate_end + for (maprect *r = rects; r->m; ++r) + rect_mapwalk (r, 0, 0) + { + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light < 0)) + { + light = clamp (light - bonus, 0, MAX_DARKNESS); + apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); + } + } } /* blinded_sight() - sets all viewable squares to blocked except @@ -506,56 +514,12 @@ if (!pl->ob || !pl->ob->map || !pl->ns) continue; - /* Same map is simple case - see if pl is close enough. - * Note in all cases, we did the check for same map first, - * and then see if the player is close enough and update - * los if that is the case. If the player is on the - * corresponding map, but not close enough, then the - * player can't be on another map that may be closer, - * so by setting it up this way, we trim processing - * some. - */ - if (pl->ob->map == map) - { - if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) - pl->do_los = 1; - } + rv_vector rv; - /* Now we check to see if player is on adjacent - * maps to the one that changed and also within - * view. The tile_maps[] could be null, but in that - * case it should never match the pl->ob->map, so - * we want ever try to dereference any of the data in it. - * - * The logic for 0 and 3 is to see how far the player is - * from the edge of the map (height/width) - pl->ob->(x,y) - * and to add current position on this map - that gives a - * distance. - * For 1 and 2, we check to see how far the given - * coordinate (x,y) is from the corresponding edge, - * and then add the players location, which gives - * a distance. - */ - else if (pl->ob->map == map->tile_map[0]) - { - if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) - pl->do_los = 1; - } - else if (pl->ob->map == map->tile_map[2]) - { - if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) - pl->do_los = 1; - } - else if (pl->ob->map == map->tile_map[1]) - { - if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) - pl->do_los = 1; - } - else if (pl->ob->map == map->tile_map[3]) - { - if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) - pl->do_los = 1; - } + get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); + + if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) + pl->do_los = 1; } } @@ -638,3 +602,4 @@ pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) pl->do_los = 1; } +