--- deliantra/server/common/los.C 2009/01/08 21:35:54 1.57 +++ deliantra/server/common/los.C 2009/11/04 17:24:00 1.64 @@ -1,22 +1,21 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -127,7 +126,7 @@ // 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. - unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) + unordered_mapwalk (pl->viewpoint, -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; @@ -290,7 +289,7 @@ 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) @@ -304,12 +303,21 @@ } } los_init; +// brighten area, ignore los +sint8 +los_brighten_nolos (sint8 b, sint8 l) +{ + return min (b, l); +} + +// brighten area, but respect los sint8 los_brighten (sint8 b, sint8 l) { return b == LOS_BLOCKED ? b : min (b, l); } +// darken area, respect los sint8 los_darken (sint8 b, sint8 l) { @@ -344,19 +352,20 @@ static void apply_lights (player *pl) { - object *op = pl->observe; + object *op = pl->viewpoint; int darklevel = op->map->darklevel (); + maptile::outdoor_darkness = 4;//D int half_x = pl->ns->mapx / 2; int half_y = pl->ns->mapy / 2; 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 + maprect *rects = pl->viewpoint->map->split_to_tiles ( + pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, + pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, + pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, + pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 ); /* If the player can see in the dark, increase light/vision radius */ @@ -390,7 +399,7 @@ else { 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]); + apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]); } } @@ -399,18 +408,22 @@ int light; if (!op->map->outdoor) // not outdoor, darkness becomes light radius - light = op->map->darkness; + 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, 0, MAX_VISION); + light = clamp (light + bonus, 0, MAX_VISION); apply_light (pl, 0, 0, light, vision_atten [light]); } } + // when we fly high, we have some minimum viewable area around us, like x-ray + if (op->move_type & MOVE_FLY_HIGH) + apply_light (pl, 0, 0, 9, vision_atten [9]); + // possibly do 2nd pass for rare negative glow radii // for effect, those are always considered to be stronger than anything else // but they can't darken a place completely @@ -425,7 +438,7 @@ 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]); + apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); } } } @@ -453,7 +466,7 @@ if (ob->flag [FLAG_WIZLOOK]) clear_los (0); - else if (observe->flag [FLAG_BLIND]) /* player is blind */ + else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */ { clear_los (); blinded_sight (this); @@ -465,7 +478,7 @@ apply_lights (this); } - if (observe->flag [FLAG_XRAYS]) + if (viewpoint->flag [FLAG_XRAYS]) for (int dx = -2; dx <= 2; dx++) for (int dy = -2; dy <= 2; dy++) min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); @@ -504,10 +517,6 @@ void update_all_los (const maptile *map, int x, int y) { - // no need to do anything if we don't have darkness - if (map->darklevel () <= 0) - return; - map->at (x, y).invalidate (); for_all_players (pl) @@ -518,54 +527,12 @@ 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; - - /* 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; - } + rv_vector rv; + + 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; } }