1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | #include <bench.h>//D |
26 | |
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27 | #include <global.h> |
25 | #include <global.h> |
28 | #include <funcpoint.h> |
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29 | #include <math.h> |
26 | #include <cmath> |
30 | |
27 | |
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28 | // los flags |
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29 | enum { |
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30 | FLG_XI = 0x01, // we have an x-parent |
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31 | FLG_YI = 0x02, // we have an y-parent |
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32 | FLG_BLOCKED = 0x04, // this space blocks the view |
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33 | FLG_QUEUED = 0x80 // already queued in queue, or border |
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34 | }; |
31 | |
35 | |
32 | /* Distance must be less than this for the object to be blocked. |
36 | struct los_info |
33 | * An object is 1.0 wide, so if set to 0.5, it means the object |
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34 | * that blocks half the view (0.0 is complete block) will |
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35 | * block view in our tables. |
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36 | * .4 or less lets you see through walls. .5 is about right. |
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37 | */ |
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38 | |
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39 | #define SPACE_BLOCK 0.5 |
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40 | |
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41 | typedef struct blstr |
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42 | { |
37 | { |
43 | int x[4], y[4]; |
38 | uint8 flags; // FLG_xxx |
44 | int index; |
39 | uint8 culled; // culled from "tree" |
45 | } blocks; |
40 | uint8 visible; |
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41 | uint8 pad0; |
46 | |
42 | |
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43 | sint8 xo, yo; // obscure angle |
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44 | sint8 xe, ye; // angle deviation |
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45 | }; |
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46 | |
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47 | // temporary storage for the los algorithm, |
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48 | // one los_info for each lightable map space |
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
49 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
48 | |
50 | |
49 | static void expand_lighted_sight (object *op); |
51 | struct point |
50 | |
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51 | /* |
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52 | * Used to initialise the array used by the LOS routines. |
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53 | * What this sets if that x,y blocks the view of bx,by |
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54 | * This then sets up a relation - for example, something |
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55 | * at 5,4 blocks view at 5,3 which blocks view at 5,2 |
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56 | * etc. So when we check 5,4 and find it block, we have |
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57 | * the data to know that 5,3 and 5,2 and 5,1 should also |
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58 | * be blocked. |
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59 | */ |
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60 | |
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61 | static void |
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62 | set_block (int x, int y, int bx, int by) |
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63 | { |
52 | { |
64 | int index = block[x][y].index, i; |
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65 | |
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66 | /* Due to flipping, we may get duplicates - better safe than sorry. |
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67 | */ |
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68 | for (i = 0; i < index; i++) |
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69 | { |
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70 | if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
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71 | return; |
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72 | } |
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73 | |
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74 | block[x][y].x[index] = bx; |
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75 | block[x][y].y[index] = by; |
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76 | block[x][y].index++; |
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77 | #ifdef LOS_DEBUG |
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78 | LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); |
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79 | #endif |
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80 | } |
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81 | |
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82 | /* |
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83 | * initialises the array used by the LOS routines. |
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84 | */ |
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85 | |
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86 | /* since we are only doing the upper left quadrant, only |
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87 | * these spaces could possibly get blocked, since these |
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88 | * are the only ones further out that are still possibly in the |
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89 | * sightline. |
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90 | */ |
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91 | |
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92 | void |
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93 | init_block (void) |
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94 | { |
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95 | int x, y, dx, dy, i; |
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96 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
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97 | { |
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98 | -1, 0, -1}; |
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99 | |
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100 | for (x = 0; x < MAP_CLIENT_X; x++) |
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101 | for (y = 0; y < MAP_CLIENT_Y; y++) |
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102 | { |
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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 | |
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107 | /* The table should be symmetric, so only do the upper left |
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108 | * quadrant - makes the processing easier. |
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109 | */ |
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110 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
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111 | { |
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112 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
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113 | { |
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114 | for (i = 0; i < 3; i++) |
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115 | { |
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116 | dx = x + block_x[i]; |
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117 | dy = y + block_y[i]; |
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118 | |
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119 | /* center space never blocks */ |
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120 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
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121 | continue; |
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122 | |
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123 | /* If its a straight line, its blocked */ |
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124 | if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
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125 | { |
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126 | /* For simplicity, we mirror the coordinates to block the other |
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127 | * quadrants. |
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128 | */ |
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129 | set_block (x, y, dx, dy); |
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130 | if (x == MAP_CLIENT_X / 2) |
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131 | { |
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132 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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133 | } |
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134 | else if (y == MAP_CLIENT_Y / 2) |
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135 | { |
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136 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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137 | } |
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138 | } |
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139 | else |
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140 | { |
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141 | float d1, r, s, l; |
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142 | |
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143 | /* We use the algorihm that found out how close the point |
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144 | * (x,y) is to the line from dx,dy to the center of the viewable |
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145 | * area. l is the distance from x,y to the line. |
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146 | * r is more a curiosity - it lets us know what direction (left/right) |
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147 | * the line is off |
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148 | */ |
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149 | |
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150 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
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151 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
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152 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
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153 | l = FABS (sqrt (d1) * s); |
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154 | |
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155 | if (l <= SPACE_BLOCK) |
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156 | { |
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157 | /* For simplicity, we mirror the coordinates to block the other |
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158 | * quadrants. |
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159 | */ |
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160 | set_block (x, y, dx, dy); |
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161 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
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162 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
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163 | 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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164 | } |
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165 | } |
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166 | } |
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167 | } |
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168 | } |
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169 | } |
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170 | |
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171 | /* |
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172 | * Used to initialise the array used by the LOS routines. |
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173 | * x,y are indexes into the blocked[][] array. |
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174 | * This recursively sets the blocked line of sight view. |
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175 | * From the blocked[][] array, we know for example |
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176 | * that if some particular space is blocked, it blocks |
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177 | * the view of the spaces 'behind' it, and those blocked |
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178 | * spaces behind it may block other spaces, etc. |
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179 | * In this way, the chain of visibility is set. |
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180 | */ |
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181 | |
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182 | static void |
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183 | set_wall (object *op, int x, int y) |
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184 | { |
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185 | int i; |
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186 | |
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187 | for (i = 0; i < block[x][y].index; i++) |
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188 | { |
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189 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
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190 | |
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191 | /* ax, ay are the values as adjusted to be in the |
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192 | * socket look structure. |
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193 | */ |
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194 | ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
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195 | ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
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196 | |
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197 | if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) |
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198 | continue; |
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199 | #if 0 |
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200 | LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); |
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201 | #endif |
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202 | /* we need to adjust to the fact that the socket |
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203 | * code wants the los to start from the 0,0 |
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204 | * and not be relative to middle of los array. |
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205 | */ |
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206 | op->contr->blocked_los[ax][ay] = 100; |
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207 | set_wall (op, dx, dy); |
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208 | } |
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209 | } |
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210 | |
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211 | /* |
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212 | * Used to initialise the array used by the LOS routines. |
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213 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
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214 | * this is because they index the blocked[][] arrays. |
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215 | */ |
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216 | |
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217 | static void |
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218 | check_wall (object *op, int x, int y) |
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219 | { |
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220 | int ax, ay; |
53 | sint8 x, y; |
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54 | }; |
221 | |
55 | |
222 | if (!block[x][y].index) |
56 | // minimum size, but must be a power of two |
223 | return; |
57 | #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
224 | |
58 | |
225 | /* ax, ay are coordinates as indexed into the look window */ |
59 | // a queue of spaces to calculate |
226 | ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
60 | static point queue [QUEUE_LENGTH]; |
227 | ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
61 | static int q1, q2; // queue start, end |
228 | |
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229 | /* If the converted coordinates are outside the viewable |
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230 | * area for the client, return now. |
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231 | */ |
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232 | if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) |
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233 | return; |
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234 | |
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235 | #if 0 |
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236 | LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
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237 | ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
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238 | #endif |
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239 | |
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240 | /* If this space is already blocked, prune the processing - presumably |
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241 | * whatever has set this space to be blocked has done the work and already |
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242 | * done the dependency chain. |
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243 | */ |
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244 | if (op->contr->blocked_los[ax][ay] == 100) |
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245 | return; |
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246 | |
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247 | |
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248 | 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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249 | set_wall (op, x, y); |
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250 | } |
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251 | |
62 | |
252 | /* |
63 | /* |
253 | * Clears/initialises the los-array associated to the player |
64 | * Clears/initialises the los-array associated to the player |
254 | * controlling the object. |
65 | * controlling the object. |
255 | */ |
66 | */ |
256 | |
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257 | void |
67 | void |
258 | clear_los (object *op) |
68 | player::clear_los (sint8 value) |
259 | { |
69 | { |
260 | /* This is safer than using the ns->mapx, mapy because |
70 | memset (los, value, sizeof (los)); |
261 | * we index the blocked_los as a 2 way array, so clearing |
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262 | * the first z spaces may not not cover the spaces we are |
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263 | * actually going to use |
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264 | */ |
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265 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
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266 | } |
71 | } |
267 | |
72 | |
268 | /* |
73 | // enqueue a single mapspace, but only if it hasn't |
269 | * expand_sight goes through the array of what the given player is |
74 | // been enqueued yet. |
270 | * able to see, and expands the visible area a bit, so the player will, |
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271 | * to a certain degree, be able to see into corners. |
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272 | * This is somewhat suboptimal, would be better to improve the formula. |
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273 | */ |
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274 | |
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275 | static void |
75 | static void |
276 | expand_sight (object *op) |
76 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
277 | { |
77 | { |
278 | int i, x, y, dx, dy; |
78 | sint8 x = LOS_X0 + dx; |
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79 | sint8 y = LOS_Y0 + dy; |
279 | |
80 | |
280 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
81 | los_info &l = los[x][y]; |
281 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
82 | |
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83 | l.flags |= flags; |
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84 | |
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85 | if (l.flags & FLG_QUEUED) |
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86 | return; |
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87 | |
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88 | l.flags |= FLG_QUEUED; |
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89 | |
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90 | queue[q1].x = dx; |
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91 | queue[q1].y = dy; |
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92 | |
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93 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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94 | } |
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95 | |
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96 | // run the los algorithm |
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97 | // this is a variant of a spiral los algorithm taken from |
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98 | // http://www.geocities.com/temerra/los_rays.html |
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99 | // which has been simplified and changed considerably, but |
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100 | // still is basically the same algorithm. |
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101 | static void |
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102 | calculate_los (player *pl) |
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103 | { |
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104 | { |
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105 | // we keep one line for ourselves, for the border flag |
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106 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
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107 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
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108 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
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109 | |
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110 | // create borders, the corners are not touched |
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111 | for (int dx = -half_x; dx <= half_x; ++dx) |
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112 | los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
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113 | los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
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114 | |
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115 | for (int dy = -half_y; dy <= half_y; ++dy) |
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116 | los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
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117 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
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118 | |
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119 | // now reset the los area and also add blocked flags |
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120 | // which supposedly is faster than doing it inside the |
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121 | // spiral path algorithm below, except when very little |
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122 | // area is visible, in which case it is slower, evening |
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123 | // out los calculation times between large and small los maps. |
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124 | // apply_lights also iterates over this area, maybe these |
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125 | // two passes could be combined somehow. |
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126 | rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) |
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127 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
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128 | l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
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129 | rectangular_mapspace_iterate_end |
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130 | } |
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131 | |
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132 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
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133 | enqueue (0, 0); // enqueue center |
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134 | |
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135 | // treat the origin specially |
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136 | los[LOS_X0][LOS_Y0].visible = 1; |
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137 | pl->los[LOS_X0][LOS_Y0] = 0; |
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138 | |
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139 | // loop over all enqueued points until the queue is empty |
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140 | // the order in which this is done ensures that we |
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141 | // never touch a mapspace whose input spaces we haven't checked |
|
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142 | // yet. |
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143 | while (q1 != q2) |
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144 | { |
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145 | sint8 dx = queue[q2].x; |
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146 | sint8 dy = queue[q2].y; |
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147 | |
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148 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
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149 | |
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150 | sint8 x = LOS_X0 + dx; |
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151 | sint8 y = LOS_Y0 + dy; |
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152 | |
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153 | los_info &l = los[x][y]; |
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154 | |
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155 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
282 | { |
156 | { |
283 | if (!op->contr->blocked_los[x][y] && |
157 | l.culled = 1; |
284 | !(get_map_flags (op->map, NULL, |
158 | l.xo = l.yo = l.xe = l.ye = 0; |
285 | op->x - op->contr->ns->mapx / 2 + x, |
159 | |
286 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
160 | // check contributing spaces, first horizontal |
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161 | if (expect_true (l.flags & FLG_XI)) |
287 | { |
162 | { |
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163 | los_info *xi = &los[x - sign (dx)][y]; |
288 | |
164 | |
289 | for (i = 1; i <= 8; i += 1) |
165 | // don't cull unless obscured |
290 | { /* mark all directions */ |
166 | l.culled &= !xi->visible; |
291 | dx = x + freearr_x[i]; |
167 | |
292 | dy = y + freearr_y[i]; |
168 | /* merge input space */ |
293 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
169 | if (expect_false (xi->xo || xi->yo)) |
294 | op->contr->blocked_los[dx][dy] = -1; |
170 | { |
|
|
171 | // The X input can provide two main pieces of information: |
|
|
172 | // 1. Progressive X obscurity. |
|
|
173 | // 2. Recessive Y obscurity. |
|
|
174 | |
|
|
175 | // Progressive X obscurity, favouring recessive input angle |
|
|
176 | if (xi->xe > 0 && l.xo == 0) |
|
|
177 | { |
|
|
178 | l.xe = xi->xe - xi->yo; |
|
|
179 | l.ye = xi->ye + xi->yo; |
|
|
180 | l.xo = xi->xo; |
|
|
181 | l.yo = xi->yo; |
|
|
182 | } |
|
|
183 | |
|
|
184 | // Recessive Y obscurity |
|
|
185 | if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
|
|
186 | { |
|
|
187 | l.ye = xi->yo + xi->ye; |
|
|
188 | l.xe = xi->xe - xi->yo; |
|
|
189 | l.xo = xi->xo; |
|
|
190 | l.yo = xi->yo; |
|
|
191 | } |
295 | } |
192 | } |
296 | } |
193 | } |
|
|
194 | |
|
|
195 | // check contributing spaces, last vertical, identical structure |
|
|
196 | if (expect_true (l.flags & FLG_YI)) |
|
|
197 | { |
|
|
198 | los_info *yi = &los[x][y - sign (dy)]; |
|
|
199 | |
|
|
200 | // don't cull unless obscured |
|
|
201 | l.culled &= !yi->visible; |
|
|
202 | |
|
|
203 | /* merge input space */ |
|
|
204 | if (expect_false (yi->yo || yi->xo)) |
|
|
205 | { |
|
|
206 | // The Y input can provide two main pieces of information: |
|
|
207 | // 1. Progressive Y obscurity. |
|
|
208 | // 2. Recessive X obscurity. |
|
|
209 | |
|
|
210 | // Progressive Y obscurity, favouring recessive input angle |
|
|
211 | if (yi->ye > 0 && l.yo == 0) |
|
|
212 | { |
|
|
213 | l.ye = yi->ye - yi->xo; |
|
|
214 | l.xe = yi->xe + yi->xo; |
|
|
215 | l.yo = yi->yo; |
|
|
216 | l.xo = yi->xo; |
|
|
217 | } |
|
|
218 | |
|
|
219 | // Recessive X obscurity |
|
|
220 | if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
|
|
221 | { |
|
|
222 | l.xe = yi->xo + yi->xe; |
|
|
223 | l.ye = yi->ye - yi->xo; |
|
|
224 | l.yo = yi->yo; |
|
|
225 | l.xo = yi->xo; |
|
|
226 | } |
|
|
227 | } |
|
|
228 | } |
|
|
229 | |
|
|
230 | if (l.flags & FLG_BLOCKED) |
|
|
231 | { |
|
|
232 | l.xo = l.xe = abs (dx); |
|
|
233 | l.yo = l.ye = abs (dy); |
|
|
234 | |
|
|
235 | // we obscure dependents, but might be visible |
|
|
236 | // copy the los from the square towards the player, |
|
|
237 | // so outward diagonal corners are lit. |
|
|
238 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
239 | |
|
|
240 | l.visible = false; |
|
|
241 | } |
|
|
242 | else |
|
|
243 | { |
|
|
244 | // we are not blocked, so calculate visibility, by checking |
|
|
245 | // whether we are inside or outside the shadow |
|
|
246 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
|
|
247 | && (l.ye <= 0 || l.ye > l.yo); |
|
|
248 | |
|
|
249 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
|
|
250 | : l.visible ? 0 |
|
|
251 | : 3; |
|
|
252 | } |
|
|
253 | |
297 | } |
254 | } |
298 | |
255 | |
299 | if (op->map->darkness > 0) /* player is on a dark map */ |
256 | // Expands by the unit length in each component's current direction. |
300 | expand_lighted_sight (op); |
257 | // If a component has no direction, then it is expanded in both of its |
301 | |
258 | // positive and negative directions. |
302 | |
259 | if (!l.culled) |
303 | /* clear mark squares */ |
260 | { |
304 | for (x = 0; x < op->contr->ns->mapx; x++) |
261 | if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
305 | for (y = 0; y < op->contr->ns->mapy; y++) |
262 | if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
306 | if (op->contr->blocked_los[x][y] < 0) |
263 | if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
307 | op->contr->blocked_los[x][y] = 0; |
264 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
|
|
265 | } |
|
|
266 | } |
308 | } |
267 | } |
309 | |
|
|
310 | |
|
|
311 | |
|
|
312 | |
268 | |
313 | /* returns true if op carries one or more lights |
269 | /* returns true if op carries one or more lights |
314 | * This is a trivial function now days, but it used to |
270 | * This is a trivial function now days, but it used to |
315 | * be a bit longer. Probably better for callers to just |
271 | * be a bit longer. Probably better for callers to just |
316 | * check the op->glow_radius instead of calling this. |
272 | * check the op->glow_radius instead of calling this. |
317 | */ |
273 | */ |
318 | |
|
|
319 | int |
274 | int |
320 | has_carried_lights (const object *op) |
275 | has_carried_lights (const object *op) |
321 | { |
276 | { |
322 | /* op may glow! */ |
277 | /* op may glow! */ |
323 | if (op->glow_radius > 0) |
278 | if (op->glow_radius > 0) |
324 | return 1; |
279 | return 1; |
325 | |
280 | |
326 | return 0; |
281 | return 0; |
327 | } |
282 | } |
328 | |
283 | |
|
|
284 | /* radius, distance => lightness adjust */ |
|
|
285 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
286 | static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
|
|
287 | |
|
|
288 | static struct los_init |
|
|
289 | { |
|
|
290 | los_init () |
|
|
291 | { |
|
|
292 | assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
|
|
293 | !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
|
|
294 | |
|
|
295 | /* for lights */ |
|
|
296 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
|
297 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
298 | { |
|
|
299 | // max intensity |
|
|
300 | int intensity = min (LOS_MAX, abs (radius) + 1); |
|
|
301 | |
|
|
302 | // actual intensity |
|
|
303 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
|
|
304 | |
|
|
305 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
|
|
306 | ? min (3, intensity) |
|
|
307 | : LOS_MAX - intensity; |
|
|
308 | } |
|
|
309 | |
|
|
310 | /* for general vision */ |
|
|
311 | for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
|
|
312 | for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
|
|
313 | { |
|
|
314 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
|
|
315 | } |
|
|
316 | } |
|
|
317 | } los_init; |
|
|
318 | |
|
|
319 | sint8 |
|
|
320 | los_brighten (sint8 b, sint8 l) |
|
|
321 | { |
|
|
322 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
323 | } |
|
|
324 | |
|
|
325 | sint8 |
|
|
326 | los_darken (sint8 b, sint8 l) |
|
|
327 | { |
|
|
328 | return max (b, l); |
|
|
329 | } |
|
|
330 | |
|
|
331 | template<sint8 change_it (sint8, sint8)> |
329 | static void |
332 | static void |
330 | expand_lighted_sight (object *op) |
333 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
331 | { |
334 | { |
332 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
335 | // min or max the circular area around basex, basey |
333 | maptile *m = op->map; |
336 | dx += LOS_X0; |
334 | sint16 nx, ny; |
337 | dy += LOS_Y0; |
335 | |
338 | |
336 | darklevel = m->darkness; |
339 | int hx = pl->ns->mapx / 2; |
|
|
340 | int hy = pl->ns->mapy / 2; |
|
|
341 | |
|
|
342 | int ax0 = max (LOS_X0 - hx, dx - light); |
|
|
343 | int ay0 = max (LOS_Y0 - hy, dy - light); |
|
|
344 | int ax1 = min (dx + light, LOS_X0 + hx); |
|
|
345 | int ay1 = min (dy + light, LOS_Y0 + hy); |
|
|
346 | |
|
|
347 | for (int ax = ax0; ax <= ax1; ax++) |
|
|
348 | for (int ay = ay0; ay <= ay1; ay++) |
|
|
349 | pl->los[ax][ay] = |
|
|
350 | change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); |
|
|
351 | } |
|
|
352 | |
|
|
353 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
354 | * mark those squares specially. |
|
|
355 | */ |
|
|
356 | static void |
|
|
357 | apply_lights (player *pl) |
|
|
358 | { |
|
|
359 | object *op = pl->observe; |
|
|
360 | int darklevel = op->map->darklevel (); |
337 | |
361 | |
338 | /* If the player can see in the dark, lower the darklevel for him */ |
362 | /* If the player can see in the dark, lower the darklevel for him */ |
339 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
363 | if (op->flag [FLAG_SEE_IN_DARK]) |
340 | darklevel -= 2; |
364 | darklevel = max (0, darklevel - 2); |
341 | |
365 | |
342 | /* add light, by finding all (non-null) nearby light sources, then |
366 | int half_x = pl->ns->mapx / 2; |
343 | * mark those squares specially. If the darklevel<1, there is no |
367 | int half_y = pl->ns->mapy / 2; |
344 | * reason to do this, so we skip this function |
|
|
345 | */ |
|
|
346 | |
368 | |
|
|
369 | int pass2 = 0; // negative lights have an extra pass |
|
|
370 | |
347 | if (darklevel < 1) |
371 | if (!darklevel) |
348 | return; |
372 | pass2 = 1; |
349 | |
373 | else |
350 | /* Do a sanity check. If not valid, some code below may do odd |
|
|
351 | * things. |
|
|
352 | */ |
|
|
353 | if (darklevel > MAX_DARKNESS) |
|
|
354 | { |
374 | { |
355 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
375 | /* first, make everything totally dark */ |
356 | darklevel = MAX_DARKNESS; |
376 | for (int dx = -half_x; dx <= half_x; dx++) |
|
|
377 | for (int dy = -half_x; dy <= half_y; dy++) |
|
|
378 | max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
|
|
379 | |
|
|
380 | /* |
|
|
381 | * Only process the area of interest. |
|
|
382 | * the basex, basey values represent the position in the op->contr->los |
|
|
383 | * array. Its easier to just increment them here (and start with the right |
|
|
384 | * value) than to recalculate them down below. |
|
|
385 | */ |
|
|
386 | 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) |
|
|
387 | if (m) |
|
|
388 | { |
|
|
389 | mapspace &ms = m->at (nx, ny); |
|
|
390 | ms.update (); |
|
|
391 | sint8 light = ms.light; |
|
|
392 | |
|
|
393 | if (expect_false (light)) |
|
|
394 | if (light < 0) |
|
|
395 | pass2 = 1; |
|
|
396 | else |
|
|
397 | apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
398 | } |
|
|
399 | rectangular_mapspace_iterate_end |
|
|
400 | |
|
|
401 | /* grant some vision to the player, based on the darklevel */ |
|
|
402 | { |
|
|
403 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
|
|
404 | |
|
|
405 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
|
|
406 | } |
357 | } |
407 | } |
358 | |
408 | |
359 | /* First, limit player furthest (unlighted) vision */ |
409 | // possibly do 2nd pass for rare negative glow radii |
360 | for (x = 0; x < op->contr->ns->mapx; x++) |
410 | // for effect, those are always considered to be stronger than anything else |
361 | for (y = 0; y < op->contr->ns->mapy; y++) |
411 | // but they can't darken a place completely |
362 | if (op->contr->blocked_los[x][y] != 100) |
412 | if (pass2) |
363 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
413 | 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) |
364 | |
414 | if (m) |
365 | /* the spaces[] darkness value contains the information we need. |
|
|
366 | * Only process the area of interest. |
|
|
367 | * the basex, basey values represent the position in the op->contr->blocked_los |
|
|
368 | * array. Its easier to just increment them here (and start with the right |
|
|
369 | * value) than to recalculate them down below. |
|
|
370 | */ |
|
|
371 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
|
|
372 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
|
|
373 | { |
|
|
374 | |
|
|
375 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
|
|
376 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
|
|
377 | { |
415 | { |
378 | m = op->map; |
416 | mapspace &ms = m->at (nx, ny); |
379 | nx = x; |
417 | ms.update (); |
380 | ny = y; |
418 | sint8 light = ms.light; |
381 | |
419 | |
382 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
420 | if (expect_false (light < 0)) |
383 | |
421 | apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
384 | if (mflags & P_OUT_OF_MAP) |
|
|
385 | continue; |
|
|
386 | |
|
|
387 | /* This space is providing light, so we need to brighten up the |
|
|
388 | * spaces around here. |
|
|
389 | */ |
|
|
390 | light = GET_MAP_LIGHT (m, nx, ny); |
|
|
391 | if (light != 0) |
|
|
392 | { |
|
|
393 | #if 0 |
|
|
394 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
|
395 | #endif |
|
|
396 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
397 | { |
|
|
398 | if (ax < 0 || ax >= op->contr->ns->mapx) |
|
|
399 | continue; |
|
|
400 | for (ay = basey - light; ay <= basey + light; ay++) |
|
|
401 | { |
|
|
402 | if (ay < 0 || ay >= op->contr->ns->mapy) |
|
|
403 | continue; |
|
|
404 | |
|
|
405 | /* If the space is fully blocked, do nothing. Otherwise, we |
|
|
406 | * brighten the space. The further the light is away from the |
|
|
407 | * source (basex-x), the less effect it has. Though light used |
|
|
408 | * to dim in a square manner, it now dims in a circular manner |
|
|
409 | * using the the pythagorean theorem. glow_radius still |
|
|
410 | * represents the radius |
|
|
411 | */ |
|
|
412 | if (op->contr->blocked_los[ax][ay] != 100) |
|
|
413 | { |
|
|
414 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
415 | y1 = abs (basey - ay) * abs (basey - ay); |
|
|
416 | if (light > 0) |
|
|
417 | op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
|
|
418 | if (light < 0) |
|
|
419 | op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
|
|
420 | } |
|
|
421 | } /* for ay */ |
|
|
422 | } /* for ax */ |
|
|
423 | } /* if this space is providing light */ |
|
|
424 | } /* for y */ |
|
|
425 | } /* for x */ |
|
|
426 | |
|
|
427 | /* Outdoor should never really be completely pitch black dark like |
|
|
428 | * a dungeon, so let the player at least see a little around themselves |
|
|
429 | */ |
|
|
430 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
|
|
431 | { |
|
|
432 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
|
|
433 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
|
|
434 | |
|
|
435 | for (x = -1; x <= 1; x++) |
|
|
436 | for (y = -1; y <= 1; y++) |
|
|
437 | { |
|
|
438 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
|
|
439 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
|
|
440 | } |
422 | } |
441 | } |
423 | rectangular_mapspace_iterate_end |
442 | /* grant some vision to the player, based on the darklevel */ |
|
|
443 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
|
|
444 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
|
|
445 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
|
|
446 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
|
|
447 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
|
|
448 | } |
424 | } |
449 | |
425 | |
450 | /* blinded_sight() - sets all veiwable squares to blocked except |
426 | /* blinded_sight() - sets all viewable squares to blocked except |
451 | * for the one the central one that the player occupies. A little |
427 | * for the one the central one that the player occupies. A little |
452 | * odd that you can see yourself (and what your standing on), but |
428 | * odd that you can see yourself (and what your standing on), but |
453 | * really need for any reasonable game play. |
429 | * really need for any reasonable game play. |
454 | */ |
430 | */ |
455 | |
|
|
456 | static void |
431 | static void |
457 | blinded_sight (object *op) |
432 | blinded_sight (player *pl) |
458 | { |
433 | { |
459 | int x, y; |
434 | pl->los[LOS_X0][LOS_Y0] = 1; |
460 | |
|
|
461 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
462 | for (y = 0; y < op->contr->ns->mapy; y++) |
|
|
463 | op->contr->blocked_los[x][y] = 100; |
|
|
464 | |
|
|
465 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
|
|
466 | } |
435 | } |
467 | |
436 | |
468 | /* |
437 | /* |
469 | * update_los() recalculates the array which specifies what is |
438 | * update_los() recalculates the array which specifies what is |
470 | * visible for the given player-object. |
439 | * visible for the given player-object. |
471 | */ |
440 | */ |
472 | |
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473 | void |
441 | void |
474 | update_los (object *op) |
442 | player::update_los () |
475 | { |
443 | { |
476 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
444 | if (ob->flag [FLAG_REMOVED])//D really needed? |
477 | |
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478 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
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479 | return; |
445 | return; |
480 | |
446 | |
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447 | if (ob->flag [FLAG_WIZLOOK]) |
481 | clear_los (op); |
448 | clear_los (0); |
482 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
449 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
483 | return; |
450 | { |
484 | |
451 | clear_los (); |
485 | /* For larger maps, this is more efficient than the old way which |
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|
486 | * used the chaining of the block array. Since many space views could |
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487 | * be blocked by different spaces in front, this mean that a lot of spaces |
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488 | * could be examined multile times, as each path would be looked at. |
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489 | */ |
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490 | 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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491 | 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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492 | check_wall (op, x, y); |
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493 | |
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494 | |
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495 | /* do the los of the player. 3 (potential) cases */ |
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496 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
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497 | blinded_sight (op); |
452 | blinded_sight (this); |
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453 | } |
498 | else |
454 | else |
499 | expand_sight (op); |
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500 | |
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501 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
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|
502 | { |
455 | { |
503 | int x, y; |
456 | clear_los (); |
504 | |
457 | calculate_los (this); |
505 | for (x = -2; x <= 2; x++) |
458 | apply_lights (this); |
506 | for (y = -2; y <= 2; y++) |
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507 | op->contr->blocked_los[dx + x][dy + y] = 0; |
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508 | } |
459 | } |
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460 | |
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461 | if (observe->flag [FLAG_XRAYS]) |
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462 | for (int dx = -2; dx <= 2; dx++) |
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463 | for (int dy = -2; dy <= 2; dy++) |
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|
464 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
509 | } |
465 | } |
510 | |
466 | |
511 | /* update all_map_los is like update_all_los below, |
467 | /* update all_map_los is like update_all_los below, |
512 | * but updates everyone on the map, no matter where they |
468 | * but updates everyone on the map, no matter where they |
513 | * are. This generally should not be used, as a per |
469 | * are. This generally should not be used, as a per |
… | |
… | |
520 | * change_map_light function |
476 | * change_map_light function |
521 | */ |
477 | */ |
522 | void |
478 | void |
523 | update_all_map_los (maptile *map) |
479 | update_all_map_los (maptile *map) |
524 | { |
480 | { |
525 | for_all_players (pl) |
481 | for_all_players_on_map (pl, map) |
526 | if (pl->ob && pl->ob->map == map) |
|
|
527 | pl->do_los = 1; |
482 | pl->do_los = 1; |
528 | } |
483 | } |
529 | |
484 | |
530 | /* |
485 | /* |
531 | * This function makes sure that update_los() will be called for all |
486 | * This function makes sure that update_los() will be called for all |
532 | * players on the given map within the next frame. |
487 | * players on the given map within the next frame. |
… | |
… | |
540 | * map is the map that changed, x and y are the coordinates. |
495 | * map is the map that changed, x and y are the coordinates. |
541 | */ |
496 | */ |
542 | void |
497 | void |
543 | update_all_los (const maptile *map, int x, int y) |
498 | update_all_los (const maptile *map, int x, int y) |
544 | { |
499 | { |
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500 | map->at (x, y).invalidate (); |
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|
501 | |
545 | for_all_players (pl) |
502 | for_all_players (pl) |
546 | { |
503 | { |
547 | /* Player should not have a null map, but do this |
504 | /* Player should not have a null map, but do this |
548 | * check as a safety |
505 | * check as a safety |
549 | */ |
506 | */ |
… | |
… | |
601 | pl->do_los = 1; |
558 | pl->do_los = 1; |
602 | } |
559 | } |
603 | } |
560 | } |
604 | } |
561 | } |
605 | |
562 | |
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|
563 | static const int season_darkness[5][HOURS_PER_DAY] = { |
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564 | /*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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565 | { 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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566 | { 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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567 | { 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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568 | { 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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569 | { 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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570 | }; |
|
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571 | |
606 | /* |
572 | /* |
607 | * Debug-routine which dumps the array which specifies the visible |
573 | * Tell players the time and compute the darkness level for all maps in the game. |
608 | * area of a player. Triggered by the z key in DM mode. |
574 | * MUST be called exactly once per hour. |
609 | */ |
575 | */ |
610 | void |
576 | void |
611 | print_los (object *op) |
577 | maptile::adjust_daylight () |
612 | { |
578 | { |
613 | int x, y; |
579 | timeofday_t tod; |
614 | char buf[50], buf2[10]; |
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|
615 | |
580 | |
616 | strcpy (buf, " "); |
581 | get_tod (&tod); |
617 | |
582 | |
618 | for (x = 0; x < op->contr->ns->mapx; x++) |
583 | // log the time to log-1 every hour, and to chat every day |
619 | { |
584 | { |
620 | sprintf (buf2, "%2d", x); |
585 | char todbuf[512]; |
621 | strcat (buf, buf2); |
586 | |
|
|
587 | format_tod (todbuf, sizeof (todbuf), &tod); |
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|
588 | |
|
|
589 | for_all_players (pl) |
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|
590 | pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
622 | } |
591 | } |
623 | |
592 | |
624 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
593 | /* If the light level isn't changing, no reason to do all |
|
|
594 | * the work below. |
|
|
595 | */ |
|
|
596 | sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
625 | |
597 | |
626 | for (y = 0; y < op->contr->ns->mapy; y++) |
598 | if (new_darkness == maptile::outdoor_darkness) |
627 | { |
599 | return; |
628 | sprintf (buf, "%2d:", y); |
|
|
629 | |
600 | |
630 | for (x = 0; x < op->contr->ns->mapx; x++) |
601 | new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
631 | { |
602 | new_darkness > maptile::outdoor_darkness |
632 | sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); |
603 | ? "It becomes darker." |
633 | strcat (buf, buf2); |
604 | : "It becomes brighter."); |
634 | } |
|
|
635 | |
605 | |
636 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
606 | maptile::outdoor_darkness = new_darkness; |
637 | } |
607 | |
|
|
608 | // we simply update the los for all players, which is unnecessarily |
|
|
609 | // costly, but should do for the moment. |
|
|
610 | for_all_players (pl) |
|
|
611 | pl->do_los = 1; |
638 | } |
612 | } |
639 | |
613 | |
640 | /* |
614 | /* |
641 | * make_sure_seen: The object is supposed to be visible through walls, thus |
615 | * make_sure_seen: The object is supposed to be visible through walls, thus |
642 | * check if any players are nearby, and edit their LOS array. |
616 | * check if any players are nearby, and edit their LOS array. |
643 | */ |
617 | */ |
644 | |
|
|
645 | void |
618 | void |
646 | make_sure_seen (const object *op) |
619 | make_sure_seen (const object *op) |
647 | { |
620 | { |
648 | for_all_players (pl) |
621 | for_all_players (pl) |
649 | if (pl->ob->map == op->map && |
622 | if (pl->ob->map == op->map && |
650 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
623 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
651 | 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) |
624 | 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) |
652 | pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; |
625 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
653 | } |
626 | } |
654 | |
627 | |
655 | /* |
628 | /* |
656 | * make_sure_not_seen: The object which is supposed to be visible through |
629 | * make_sure_not_seen: The object which is supposed to be visible through |
657 | * walls has just been removed from the map, so update the los of any |
630 | * walls has just been removed from the map, so update the los of any |
658 | * players within its range |
631 | * players within its range |
659 | */ |
632 | */ |
660 | |
|
|
661 | void |
633 | void |
662 | make_sure_not_seen (const object *op) |
634 | make_sure_not_seen (const object *op) |
663 | { |
635 | { |
664 | for_all_players (pl) |
636 | for_all_players (pl) |
665 | if (pl->ob->map == op->map && |
637 | if (pl->ob->map == op->map && |