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. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
28 | #include <funcpoint.h> |
|
|
29 | #include <math.h> |
27 | #include <math.h> |
30 | |
28 | |
31 | /* Distance must be less than this for the object to be blocked. |
29 | /* Distance must be less than this for the object to be blocked. |
32 | * An object is 1.0 wide, so if set to 0.5, it means the object |
30 | * An object is 1.0 wide, so if set to 0.5, it means the object |
33 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
34 | * block view in our tables. |
32 | * block view in our tables. |
35 | * .4 or less lets you see through walls. .5 is about right. |
33 | * .4 or less lets you see through walls. .5 is about right. |
36 | */ |
34 | */ |
37 | |
|
|
38 | #define SPACE_BLOCK 0.5 |
35 | #define SPACE_BLOCK 0.5 |
39 | |
36 | |
40 | typedef struct blstr |
37 | typedef struct blstr |
41 | { |
38 | { |
42 | int x[4], y[4]; |
39 | int x[4], y[4]; |
43 | int index; |
40 | int index; |
44 | } blocks; |
41 | } blocks; |
45 | |
42 | |
46 | blocks block[(MAP_CLIENT_X | 1) + 1][(MAP_CLIENT_Y | 1) + 1]; // still a speed hack |
43 | // 31/32 == a speed hack |
|
|
44 | // we would like to use 32 for speed, but the code loops endlessly |
|
|
45 | // then, reason not yet identified, so only make the array use 32, |
|
|
46 | // not the define's. |
|
|
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
47 | |
48 | |
48 | static void expand_lighted_sight (object *op); |
49 | static void expand_lighted_sight (object *op); |
49 | |
50 | |
50 | /* |
51 | /* |
51 | * Used to initialise the array used by the LOS routines. |
52 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
85 | /* since we are only doing the upper left quadrant, only |
86 | /* since we are only doing the upper left quadrant, only |
86 | * these spaces could possibly get blocked, since these |
87 | * these spaces could possibly get blocked, since these |
87 | * are the only ones further out that are still possibly in the |
88 | * are the only ones further out that are still possibly in the |
88 | * sightline. |
89 | * sightline. |
89 | */ |
90 | */ |
90 | |
|
|
91 | void |
91 | void |
92 | init_block (void) |
92 | init_block (void) |
93 | { |
93 | { |
94 | int x, y, dx, dy, i; |
|
|
95 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
94 | static int block_x[3] = { -1, -1, 0 }, |
96 | { |
95 | block_y[3] = { -1, 0, -1 }; |
97 | -1, 0, -1}; |
|
|
98 | |
96 | |
99 | for (x = 0; x < MAP_CLIENT_X; x++) |
97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
100 | for (y = 0; y < MAP_CLIENT_Y; y++) |
98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
101 | { |
|
|
102 | block[x][y].index = 0; |
99 | block[x][y].index = 0; |
103 | } |
|
|
104 | |
|
|
105 | |
100 | |
106 | /* The table should be symmetric, so only do the upper left |
101 | /* The table should be symmetric, so only do the upper left |
107 | * quadrant - makes the processing easier. |
102 | * quadrant - makes the processing easier. |
108 | */ |
103 | */ |
109 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
110 | { |
105 | { |
111 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
112 | { |
107 | { |
113 | for (i = 0; i < 3; i++) |
108 | for (int i = 0; i < 3; i++) |
114 | { |
109 | { |
115 | dx = x + block_x[i]; |
110 | int dx = x + block_x[i]; |
116 | dy = y + block_y[i]; |
111 | int dy = y + block_y[i]; |
117 | |
112 | |
118 | /* center space never blocks */ |
113 | /* center space never blocks */ |
119 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
120 | continue; |
115 | continue; |
121 | |
116 | |
… | |
… | |
125 | /* For simplicity, we mirror the coordinates to block the other |
120 | /* For simplicity, we mirror the coordinates to block the other |
126 | * quadrants. |
121 | * quadrants. |
127 | */ |
122 | */ |
128 | set_block (x, y, dx, dy); |
123 | set_block (x, y, dx, dy); |
129 | if (x == MAP_CLIENT_X / 2) |
124 | if (x == MAP_CLIENT_X / 2) |
130 | { |
|
|
131 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
125 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
132 | } |
|
|
133 | else if (y == MAP_CLIENT_Y / 2) |
126 | else if (y == MAP_CLIENT_Y / 2) |
134 | { |
|
|
135 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
127 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
136 | } |
|
|
137 | } |
128 | } |
138 | else |
129 | else |
139 | { |
130 | { |
140 | float d1, r, s, l; |
131 | float d1, r, s, l; |
141 | |
132 | |
142 | /* We use the algorihm that found out how close the point |
133 | /* We use the algorithm that found out how close the point |
143 | * (x,y) is to the line from dx,dy to the center of the viewable |
134 | * (x,y) is to the line from dx,dy to the center of the viewable |
144 | * area. l is the distance from x,y to the line. |
135 | * area. l is the distance from x,y to the line. |
145 | * r is more a curiosity - it lets us know what direction (left/right) |
136 | * r is more a curiosity - it lets us know what direction (left/right) |
146 | * the line is off |
137 | * the line is off |
147 | */ |
138 | */ |
148 | |
139 | |
149 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f)); |
150 | r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
141 | r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; |
151 | s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
142 | s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
152 | l = FABS (sqrt (d1) * s); |
143 | l = fabs (sqrtf (d1) * s); |
153 | |
144 | |
154 | if (l <= SPACE_BLOCK) |
145 | if (l <= SPACE_BLOCK) |
155 | { |
146 | { |
156 | /* For simplicity, we mirror the coordinates to block the other |
147 | /* For simplicity, we mirror the coordinates to block the other |
157 | * quadrants. |
148 | * quadrants. |
… | |
… | |
175 | * that if some particular space is blocked, it blocks |
166 | * that if some particular space is blocked, it blocks |
176 | * the view of the spaces 'behind' it, and those blocked |
167 | * the view of the spaces 'behind' it, and those blocked |
177 | * spaces behind it may block other spaces, etc. |
168 | * spaces behind it may block other spaces, etc. |
178 | * In this way, the chain of visibility is set. |
169 | * In this way, the chain of visibility is set. |
179 | */ |
170 | */ |
180 | |
|
|
181 | static void |
171 | static void |
182 | set_wall (object *op, int x, int y) |
172 | set_wall (object *op, int x, int y) |
183 | { |
173 | { |
184 | int i; |
|
|
185 | |
|
|
186 | for (i = 0; i < block[x][y].index; i++) |
174 | for (int i = 0; i < block[x][y].index; i++) |
187 | { |
175 | { |
188 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
176 | int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
189 | |
177 | |
190 | /* ax, ay are the values as adjusted to be in the |
178 | /* ax, ay are the values as adjusted to be in the |
191 | * socket look structure. |
179 | * socket look structure. |
… | |
… | |
200 | #endif |
188 | #endif |
201 | /* we need to adjust to the fact that the socket |
189 | /* we need to adjust to the fact that the socket |
202 | * code wants the los to start from the 0,0 |
190 | * code wants the los to start from the 0,0 |
203 | * and not be relative to middle of los array. |
191 | * and not be relative to middle of los array. |
204 | */ |
192 | */ |
205 | op->contr->blocked_los[ax][ay] = 100; |
193 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
206 | set_wall (op, dx, dy); |
194 | set_wall (op, dx, dy); |
207 | } |
195 | } |
208 | } |
196 | } |
209 | |
197 | |
210 | /* |
198 | /* |
211 | * Used to initialise the array used by the LOS routines. |
199 | * Used to initialise the array used by the LOS routines. |
212 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
200 | * op is the object, x and y values based on MAP_CLIENT_X and Y. |
213 | * this is because they index the blocked[][] arrays. |
201 | * this is because they index the blocked[][] arrays. |
214 | */ |
202 | */ |
215 | |
|
|
216 | static void |
203 | static void |
217 | check_wall (object *op, int x, int y) |
204 | check_wall (object *op, int x, int y) |
218 | { |
205 | { |
219 | int ax, ay; |
206 | int ax, ay; |
220 | |
207 | |
… | |
… | |
238 | |
225 | |
239 | /* If this space is already blocked, prune the processing - presumably |
226 | /* If this space is already blocked, prune the processing - presumably |
240 | * whatever has set this space to be blocked has done the work and already |
227 | * whatever has set this space to be blocked has done the work and already |
241 | * done the dependency chain. |
228 | * done the dependency chain. |
242 | */ |
229 | */ |
243 | if (op->contr->blocked_los[ax][ay] == 100) |
230 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
244 | return; |
231 | return; |
245 | |
|
|
246 | |
232 | |
247 | if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
233 | if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) |
248 | set_wall (op, x, y); |
234 | set_wall (op, x, y); |
249 | } |
235 | } |
250 | |
236 | |
… | |
… | |
252 | * Clears/initialises the los-array associated to the player |
238 | * Clears/initialises the los-array associated to the player |
253 | * controlling the object. |
239 | * controlling the object. |
254 | */ |
240 | */ |
255 | |
241 | |
256 | void |
242 | void |
257 | clear_los (object *op) |
243 | clear_los (player *pl) |
258 | { |
244 | { |
259 | /* This is safer than using the ns->mapx, mapy because |
245 | /* This is safer than using the ns->mapx, mapy because |
260 | * we index the blocked_los as a 2 way array, so clearing |
246 | * we index the blocked_los as a 2 way array, so clearing |
261 | * the first z spaces may not not cover the spaces we are |
247 | * the first z spaces may not not cover the spaces we are |
262 | * actually going to use |
248 | * actually going to use |
263 | */ |
249 | */ |
264 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
250 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
265 | } |
251 | } |
266 | |
252 | |
267 | /* |
253 | /* |
268 | * expand_sight goes through the array of what the given player is |
254 | * expand_sight goes through the array of what the given player is |
269 | * able to see, and expands the visible area a bit, so the player will, |
255 | * able to see, and expands the visible area a bit, so the player will, |
270 | * to a certain degree, be able to see into corners. |
256 | * to a certain degree, be able to see into corners. |
271 | * This is somewhat suboptimal, would be better to improve the formula. |
257 | * This is somewhat suboptimal, would be better to improve the formula. |
272 | */ |
258 | */ |
273 | |
|
|
274 | static void |
259 | static void |
275 | expand_sight (object *op) |
260 | expand_sight (object *op) |
276 | { |
261 | { |
277 | int i, x, y, dx, dy; |
|
|
278 | |
|
|
279 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
280 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
281 | { |
|
|
282 | if (!op->contr->blocked_los[x][y] && |
264 | if (!op->contr->blocked_los[x][y] && |
283 | !(get_map_flags (op->map, NULL, |
265 | !(get_map_flags (op->map, NULL, |
284 | op->x - op->contr->ns->mapx / 2 + x, |
266 | op->x - op->contr->ns->mapx / 2 + x, |
285 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
286 | { |
268 | { |
287 | |
|
|
288 | for (i = 1; i <= 8; i += 1) |
269 | for (int i = 1; i <= 8; i += 1) |
289 | { /* mark all directions */ |
270 | { /* mark all directions */ |
290 | dx = x + freearr_x[i]; |
271 | int dx = x + freearr_x[i]; |
291 | dy = y + freearr_y[i]; |
272 | int dy = y + freearr_y[i]; |
|
|
273 | |
292 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
274 | if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ |
293 | op->contr->blocked_los[dx][dy] = -1; |
275 | op->contr->blocked_los[dx][dy] = -1; |
294 | } |
276 | } |
295 | } |
277 | } |
296 | } |
|
|
297 | |
278 | |
298 | if (op->map->darkness > 0) /* player is on a dark map */ |
279 | if (op->map->darkness > 0) /* player is on a dark map */ |
299 | expand_lighted_sight (op); |
280 | expand_lighted_sight (op); |
300 | |
281 | |
301 | /* clear mark squares */ |
282 | /* clear mark squares */ |
302 | for (x = 0; x < op->contr->ns->mapx; x++) |
283 | for (int x = 0; x < op->contr->ns->mapx; x++) |
303 | for (y = 0; y < op->contr->ns->mapy; y++) |
284 | for (int y = 0; y < op->contr->ns->mapy; y++) |
304 | if (op->contr->blocked_los[x][y] < 0) |
285 | if (op->contr->blocked_los[x][y] < 0) |
305 | op->contr->blocked_los[x][y] = 0; |
286 | op->contr->blocked_los[x][y] = 0; |
306 | } |
287 | } |
307 | |
288 | |
308 | /* returns true if op carries one or more lights |
289 | /* returns true if op carries one or more lights |
309 | * This is a trivial function now days, but it used to |
290 | * This is a trivial function now days, but it used to |
310 | * be a bit longer. Probably better for callers to just |
291 | * be a bit longer. Probably better for callers to just |
311 | * check the op->glow_radius instead of calling this. |
292 | * check the op->glow_radius instead of calling this. |
312 | */ |
293 | */ |
313 | |
|
|
314 | int |
294 | int |
315 | has_carried_lights (const object *op) |
295 | has_carried_lights (const object *op) |
316 | { |
296 | { |
317 | /* op may glow! */ |
297 | /* op may glow! */ |
318 | if (op->glow_radius > 0) |
298 | if (op->glow_radius > 0) |
319 | return 1; |
299 | return 1; |
320 | |
300 | |
321 | return 0; |
301 | return 0; |
322 | } |
302 | } |
323 | |
303 | |
|
|
304 | /* radius, distance => lightness adjust */ |
|
|
305 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
|
|
306 | |
|
|
307 | static struct darkness_init |
|
|
308 | { |
|
|
309 | darkness_init () |
|
|
310 | { |
|
|
311 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
|
312 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
313 | { |
|
|
314 | // max intensity |
|
|
315 | int intensity = min (LOS_MAX, abs (radius) + 1); |
|
|
316 | |
|
|
317 | // actual intensity |
|
|
318 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
|
|
319 | |
|
|
320 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
|
|
321 | ? min (3, intensity) |
|
|
322 | : LOS_MAX - intensity; |
|
|
323 | } |
|
|
324 | } |
|
|
325 | } darkness_init; |
|
|
326 | |
324 | static void |
327 | static void |
325 | expand_lighted_sight (object *op) |
328 | expand_lighted_sight (object *op) |
326 | { |
329 | { |
327 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
330 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
328 | maptile *m = op->map; |
331 | maptile *m = op->map; |
329 | sint16 nx, ny; |
332 | sint16 nx, ny; |
330 | |
333 | |
331 | darklevel = m->darkness; |
334 | darklevel = m->darkness; |
332 | |
335 | |
333 | /* If the player can see in the dark, lower the darklevel for him */ |
336 | /* If the player can see in the dark, lower the darklevel for him */ |
334 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
337 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
335 | darklevel -= 2; |
338 | darklevel -= LOS_MAX / 2; |
336 | |
339 | |
337 | /* add light, by finding all (non-null) nearby light sources, then |
340 | /* add light, by finding all (non-null) nearby light sources, then |
338 | * mark those squares specially. If the darklevel<1, there is no |
341 | * mark those squares specially. If the darklevel<1, there is no |
339 | * reason to do this, so we skip this function |
342 | * reason to do this, so we skip this function |
340 | */ |
343 | */ |
… | |
… | |
349 | { |
352 | { |
350 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
353 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
351 | darklevel = MAX_DARKNESS; |
354 | darklevel = MAX_DARKNESS; |
352 | } |
355 | } |
353 | |
356 | |
354 | /* First, limit player furthest (unlighted) vision */ |
357 | /* first, make everything totally dark */ |
355 | for (x = 0; x < op->contr->ns->mapx; x++) |
358 | for (x = 0; x < op->contr->ns->mapx; x++) |
356 | for (y = 0; y < op->contr->ns->mapy; y++) |
359 | for (y = 0; y < op->contr->ns->mapy; y++) |
357 | if (op->contr->blocked_los[x][y] != 100) |
360 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
358 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
361 | op->contr->blocked_los[x][y] = LOS_MAX; |
359 | |
362 | |
360 | /* the spaces[] darkness value contains the information we need. |
363 | int half_x = op->contr->ns->mapx / 2; |
|
|
364 | int half_y = op->contr->ns->mapy / 2; |
|
|
365 | |
|
|
366 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
367 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
368 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
369 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
370 | |
|
|
371 | int pass2 = 0; // negative lights have an extra pass |
|
|
372 | |
|
|
373 | /* |
361 | * Only process the area of interest. |
374 | * Only process the area of interest. |
362 | * the basex, basey values represent the position in the op->contr->blocked_los |
375 | * the basex, basey values represent the position in the op->contr->blocked_los |
363 | * array. Its easier to just increment them here (and start with the right |
376 | * array. Its easier to just increment them here (and start with the right |
364 | * value) than to recalculate them down below. |
377 | * value) than to recalculate them down below. |
365 | */ |
378 | */ |
366 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
379 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
367 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
380 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
368 | { |
|
|
369 | |
|
|
370 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
|
|
371 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
|
|
372 | { |
381 | { |
|
|
382 | maptile *m = op->map; |
|
|
383 | sint16 nx = x; |
|
|
384 | sint16 ny = y; |
|
|
385 | |
|
|
386 | if (!xy_normalise (m, nx, ny)) |
|
|
387 | continue; |
|
|
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 | { |
|
|
398 | /* This space is providing light, so we need to brighten up the |
|
|
399 | * spaces around here. |
|
|
400 | */ |
|
|
401 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
|
402 | |
|
|
403 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
|
|
404 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
|
|
405 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
|
|
406 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
407 | } |
|
|
408 | } |
|
|
409 | |
|
|
410 | // psosibly do 2nd pass for rare negative glow radii |
|
|
411 | if (expect_false (pass2)) |
|
|
412 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
413 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
414 | { |
373 | m = op->map; |
415 | maptile *m = op->map; |
374 | nx = x; |
416 | sint16 nx = x; |
375 | ny = y; |
417 | sint16 ny = y; |
376 | |
418 | |
377 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
419 | if (!xy_normalise (m, nx, ny)) |
378 | |
|
|
379 | if (mflags & P_OUT_OF_MAP) |
|
|
380 | continue; |
420 | continue; |
381 | |
421 | |
382 | /* This space is providing light, so we need to brighten up the |
422 | mapspace &ms = m->at (nx, ny); |
383 | * spaces around here. |
423 | ms.update (); |
384 | */ |
424 | sint8 light = ms.light; |
385 | light = GET_MAP_LIGHT (m, nx, ny); |
425 | |
386 | if (light != 0) |
426 | if (expect_false (light < 0)) |
387 | { |
427 | { |
388 | #if 0 |
428 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
389 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
|
390 | #endif |
|
|
391 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
392 | { |
|
|
393 | if (ax < 0 || ax >= op->contr->ns->mapx) |
|
|
394 | continue; |
|
|
395 | |
429 | |
396 | for (ay = basey - light; ay <= basey + light; ay++) |
430 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
397 | { |
431 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
398 | if (ay < 0 || ay >= op->contr->ns->mapy) |
|
|
399 | continue; |
|
|
400 | |
|
|
401 | /* If the space is fully blocked, do nothing. Otherwise, we |
|
|
402 | * brighten the space. The further the light is away from the |
|
|
403 | * source (basex-x), the less effect it has. Though light used |
|
|
404 | * to dim in a square manner, it now dims in a circular manner |
|
|
405 | * using the the pythagorean theorem. glow_radius still |
|
|
406 | * represents the radius |
|
|
407 | */ |
|
|
408 | if (op->contr->blocked_los[ax][ay] != 100) |
432 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
409 | { |
433 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
410 | x1 = abs (basex - ax) * abs (basex - ax); |
|
|
411 | y1 = abs (basey - ay) * abs (basey - ay); |
|
|
412 | |
|
|
413 | if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
|
|
414 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
|
|
415 | } |
|
|
416 | } |
|
|
417 | } |
|
|
418 | } |
434 | } |
419 | } |
435 | } |
420 | } |
|
|
421 | |
436 | |
422 | /* Outdoor should never really be completely pitch black dark like |
437 | /* Outdoor should never really be completely pitch black dark like |
423 | * a dungeon, so let the player at least see a little around themselves |
438 | * a dungeon, so let the player at least see a little around themselves |
424 | */ |
439 | */ |
425 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
440 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
426 | { |
441 | { |
427 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
442 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3)) |
428 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
443 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3; |
429 | |
444 | |
430 | for (x = -1; x <= 1; x++) |
445 | for (x = -1; x <= 1; x++) |
431 | for (y = -1; y <= 1; y++) |
446 | for (y = -1; y <= 1; y++) |
432 | { |
|
|
433 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
447 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2)) |
434 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
448 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2; |
435 | } |
|
|
436 | } |
449 | } |
437 | |
450 | |
438 | /* grant some vision to the player, based on the darklevel */ |
451 | /* grant some vision to the player, based on the darklevel */ |
439 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
452 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
440 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
453 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
441 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
454 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED)) |
442 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
455 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
443 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
456 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
444 | } |
457 | } |
445 | |
458 | |
446 | /* blinded_sight() - sets all veiwable squares to blocked except |
459 | /* blinded_sight() - sets all viewable squares to blocked except |
447 | * for the one the central one that the player occupies. A little |
460 | * for the one the central one that the player occupies. A little |
448 | * odd that you can see yourself (and what your standing on), but |
461 | * odd that you can see yourself (and what your standing on), but |
449 | * really need for any reasonable game play. |
462 | * really need for any reasonable game play. |
450 | */ |
463 | */ |
451 | static void |
464 | static void |
… | |
… | |
453 | { |
466 | { |
454 | int x, y; |
467 | int x, y; |
455 | |
468 | |
456 | for (x = 0; x < op->contr->ns->mapx; x++) |
469 | for (x = 0; x < op->contr->ns->mapx; x++) |
457 | for (y = 0; y < op->contr->ns->mapy; y++) |
470 | for (y = 0; y < op->contr->ns->mapy; y++) |
458 | op->contr->blocked_los[x][y] = 100; |
471 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
459 | |
472 | |
460 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
473 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
461 | } |
474 | } |
462 | |
475 | |
463 | /* |
476 | /* |
464 | * update_los() recalculates the array which specifies what is |
477 | * update_los() recalculates the array which specifies what is |
465 | * visible for the given player-object. |
478 | * visible for the given player-object. |
466 | */ |
479 | */ |
467 | |
|
|
468 | void |
480 | void |
469 | update_los (object *op) |
481 | update_los (object *op) |
470 | { |
482 | { |
471 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
483 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
472 | |
484 | |
473 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
485 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
474 | return; |
486 | return; |
475 | |
487 | |
476 | clear_los (op); |
488 | clear_los (op->contr); |
|
|
489 | |
477 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
490 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
478 | return; |
491 | return; |
479 | |
492 | |
480 | /* For larger maps, this is more efficient than the old way which |
493 | /* For larger maps, this is more efficient than the old way which |
481 | * used the chaining of the block array. Since many space views could |
494 | * used the chaining of the block array. Since many space views could |