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]; |
… | |
… | |
89 | /* since we are only doing the upper left quadrant, only |
86 | /* since we are only doing the upper left quadrant, only |
90 | * these spaces could possibly get blocked, since these |
87 | * these spaces could possibly get blocked, since these |
91 | * 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 |
92 | * sightline. |
89 | * sightline. |
93 | */ |
90 | */ |
94 | |
|
|
95 | void |
91 | void |
96 | init_block (void) |
92 | init_block (void) |
97 | { |
93 | { |
98 | int x, y, dx, dy, i; |
|
|
99 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
94 | static int block_x[3] = { -1, -1, 0 }, |
100 | { |
95 | block_y[3] = { -1, 0, -1 }; |
101 | -1, 0, -1}; |
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|
102 | |
96 | |
103 | for (x = 0; x < MAP_CLIENT_X; x++) |
97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
104 | for (y = 0; y < MAP_CLIENT_Y; y++) |
98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
105 | { |
|
|
106 | block[x][y].index = 0; |
99 | block[x][y].index = 0; |
107 | } |
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|
108 | |
|
|
109 | |
100 | |
110 | /* The table should be symmetric, so only do the upper left |
101 | /* The table should be symmetric, so only do the upper left |
111 | * quadrant - makes the processing easier. |
102 | * quadrant - makes the processing easier. |
112 | */ |
103 | */ |
113 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
114 | { |
105 | { |
115 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
116 | { |
107 | { |
117 | for (i = 0; i < 3; i++) |
108 | for (int i = 0; i < 3; i++) |
118 | { |
109 | { |
119 | dx = x + block_x[i]; |
110 | int dx = x + block_x[i]; |
120 | dy = y + block_y[i]; |
111 | int dy = y + block_y[i]; |
121 | |
112 | |
122 | /* center space never blocks */ |
113 | /* center space never blocks */ |
123 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
124 | continue; |
115 | continue; |
125 | |
116 | |
… | |
… | |
129 | /* For simplicity, we mirror the coordinates to block the other |
120 | /* For simplicity, we mirror the coordinates to block the other |
130 | * quadrants. |
121 | * quadrants. |
131 | */ |
122 | */ |
132 | set_block (x, y, dx, dy); |
123 | set_block (x, y, dx, dy); |
133 | if (x == MAP_CLIENT_X / 2) |
124 | if (x == MAP_CLIENT_X / 2) |
134 | { |
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|
135 | 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); |
136 | } |
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|
137 | else if (y == MAP_CLIENT_Y / 2) |
126 | else if (y == MAP_CLIENT_Y / 2) |
138 | { |
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|
139 | 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); |
140 | } |
|
|
141 | } |
128 | } |
142 | else |
129 | else |
143 | { |
130 | { |
144 | float d1, r, s, l; |
131 | float d1, r, s, l; |
145 | |
132 | |
146 | /* We use the algorihm that found out how close the point |
133 | /* We use the algorithm that found out how close the point |
147 | * (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 |
148 | * area. l is the distance from x,y to the line. |
135 | * area. l is the distance from x,y to the line. |
149 | * 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) |
150 | * the line is off |
137 | * the line is off |
151 | */ |
138 | */ |
152 | |
139 | |
153 | 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)); |
154 | 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; |
155 | 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; |
156 | l = FABS (sqrt (d1) * s); |
143 | l = fabs (sqrtf (d1) * s); |
157 | |
144 | |
158 | if (l <= SPACE_BLOCK) |
145 | if (l <= SPACE_BLOCK) |
159 | { |
146 | { |
160 | /* For simplicity, we mirror the coordinates to block the other |
147 | /* For simplicity, we mirror the coordinates to block the other |
161 | * quadrants. |
148 | * quadrants. |
… | |
… | |
179 | * that if some particular space is blocked, it blocks |
166 | * that if some particular space is blocked, it blocks |
180 | * the view of the spaces 'behind' it, and those blocked |
167 | * the view of the spaces 'behind' it, and those blocked |
181 | * spaces behind it may block other spaces, etc. |
168 | * spaces behind it may block other spaces, etc. |
182 | * In this way, the chain of visibility is set. |
169 | * In this way, the chain of visibility is set. |
183 | */ |
170 | */ |
184 | |
|
|
185 | static void |
171 | static void |
186 | set_wall (object *op, int x, int y) |
172 | set_wall (object *op, int x, int y) |
187 | { |
173 | { |
188 | int i; |
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|
189 | |
|
|
190 | for (i = 0; i < block[x][y].index; i++) |
174 | for (int i = 0; i < block[x][y].index; i++) |
191 | { |
175 | { |
192 | 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; |
193 | |
177 | |
194 | /* ax, ay are the values as adjusted to be in the |
178 | /* ax, ay are the values as adjusted to be in the |
195 | * socket look structure. |
179 | * socket look structure. |
… | |
… | |
204 | #endif |
188 | #endif |
205 | /* we need to adjust to the fact that the socket |
189 | /* we need to adjust to the fact that the socket |
206 | * code wants the los to start from the 0,0 |
190 | * code wants the los to start from the 0,0 |
207 | * and not be relative to middle of los array. |
191 | * and not be relative to middle of los array. |
208 | */ |
192 | */ |
209 | op->contr->blocked_los[ax][ay] = 100; |
193 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
210 | set_wall (op, dx, dy); |
194 | set_wall (op, dx, dy); |
211 | } |
195 | } |
212 | } |
196 | } |
213 | |
197 | |
214 | /* |
198 | /* |
215 | * Used to initialise the array used by the LOS routines. |
199 | * Used to initialise the array used by the LOS routines. |
216 | * 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. |
217 | * this is because they index the blocked[][] arrays. |
201 | * this is because they index the blocked[][] arrays. |
218 | */ |
202 | */ |
219 | |
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|
220 | static void |
203 | static void |
221 | check_wall (object *op, int x, int y) |
204 | check_wall (object *op, int x, int y) |
222 | { |
205 | { |
223 | int ax, ay; |
206 | int ax, ay; |
224 | |
207 | |
… | |
… | |
242 | |
225 | |
243 | /* If this space is already blocked, prune the processing - presumably |
226 | /* If this space is already blocked, prune the processing - presumably |
244 | * 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 |
245 | * done the dependency chain. |
228 | * done the dependency chain. |
246 | */ |
229 | */ |
247 | if (op->contr->blocked_los[ax][ay] == 100) |
230 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
248 | return; |
231 | return; |
249 | |
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|
250 | |
232 | |
251 | 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)) |
252 | set_wall (op, x, y); |
234 | set_wall (op, x, y); |
253 | } |
235 | } |
254 | |
236 | |
… | |
… | |
256 | * Clears/initialises the los-array associated to the player |
238 | * Clears/initialises the los-array associated to the player |
257 | * controlling the object. |
239 | * controlling the object. |
258 | */ |
240 | */ |
259 | |
241 | |
260 | void |
242 | void |
261 | clear_los (object *op) |
243 | clear_los (player *pl) |
262 | { |
244 | { |
263 | /* This is safer than using the ns->mapx, mapy because |
245 | /* This is safer than using the ns->mapx, mapy because |
264 | * 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 |
265 | * 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 |
266 | * actually going to use |
248 | * actually going to use |
267 | */ |
249 | */ |
268 | (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); |
269 | } |
251 | } |
270 | |
252 | |
271 | /* |
253 | /* |
272 | * 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 |
273 | * 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, |
274 | * to a certain degree, be able to see into corners. |
256 | * to a certain degree, be able to see into corners. |
275 | * This is somewhat suboptimal, would be better to improve the formula. |
257 | * This is somewhat suboptimal, would be better to improve the formula. |
276 | */ |
258 | */ |
277 | |
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|
278 | static void |
259 | static void |
279 | expand_sight (object *op) |
260 | expand_sight (object *op) |
280 | { |
261 | { |
281 | int i, x, y, dx, dy; |
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282 | |
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283 | 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 */ |
284 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
285 | { |
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|
286 | if (!op->contr->blocked_los[x][y] && |
264 | if (!op->contr->blocked_los[x][y] && |
287 | !(get_map_flags (op->map, NULL, |
265 | !(get_map_flags (op->map, NULL, |
288 | op->x - op->contr->ns->mapx / 2 + x, |
266 | op->x - op->contr->ns->mapx / 2 + x, |
289 | 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))) |
290 | { |
268 | { |
291 | |
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|
292 | for (i = 1; i <= 8; i += 1) |
269 | for (int i = 1; i <= 8; i += 1) |
293 | { /* mark all directions */ |
270 | { /* mark all directions */ |
294 | dx = x + freearr_x[i]; |
271 | int dx = x + freearr_x[i]; |
295 | dy = y + freearr_y[i]; |
272 | int dy = y + freearr_y[i]; |
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|
273 | |
296 | 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 */ |
297 | op->contr->blocked_los[dx][dy] = -1; |
275 | op->contr->blocked_los[dx][dy] = -1; |
298 | } |
276 | } |
299 | } |
277 | } |
300 | } |
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301 | |
278 | |
302 | if (op->map->darkness > 0) /* player is on a dark map */ |
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303 | expand_lighted_sight (op); |
279 | expand_lighted_sight (op); |
304 | |
280 | |
305 | /* clear mark squares */ |
281 | /* clear mark squares */ |
306 | for (x = 0; x < op->contr->ns->mapx; x++) |
282 | for (int x = 0; x < op->contr->ns->mapx; x++) |
307 | for (y = 0; y < op->contr->ns->mapy; y++) |
283 | for (int y = 0; y < op->contr->ns->mapy; y++) |
308 | if (op->contr->blocked_los[x][y] < 0) |
284 | if (op->contr->blocked_los[x][y] < 0) |
309 | op->contr->blocked_los[x][y] = 0; |
285 | op->contr->blocked_los[x][y] = 0; |
310 | } |
286 | } |
311 | |
287 | |
312 | /* returns true if op carries one or more lights |
288 | /* returns true if op carries one or more lights |
313 | * This is a trivial function now days, but it used to |
289 | * This is a trivial function now days, but it used to |
314 | * be a bit longer. Probably better for callers to just |
290 | * be a bit longer. Probably better for callers to just |
315 | * check the op->glow_radius instead of calling this. |
291 | * check the op->glow_radius instead of calling this. |
316 | */ |
292 | */ |
317 | |
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|
318 | int |
293 | int |
319 | has_carried_lights (const object *op) |
294 | has_carried_lights (const object *op) |
320 | { |
295 | { |
321 | /* op may glow! */ |
296 | /* op may glow! */ |
322 | if (op->glow_radius > 0) |
297 | if (op->glow_radius > 0) |
323 | return 1; |
298 | return 1; |
324 | |
299 | |
325 | return 0; |
300 | return 0; |
326 | } |
301 | } |
327 | |
302 | |
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|
303 | /* radius, distance => lightness adjust */ |
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|
304 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
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305 | |
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306 | static struct darkness_init |
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307 | { |
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308 | darkness_init () |
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309 | { |
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310 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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311 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
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312 | { |
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313 | // max intensity |
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314 | int intensity = min (LOS_MAX, abs (radius) + 1); |
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315 | |
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316 | // actual intensity |
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317 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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318 | |
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319 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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320 | ? min (3, intensity) |
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321 | : LOS_MAX - intensity; |
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322 | } |
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323 | } |
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324 | } darkness_init; |
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325 | |
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326 | sint8 |
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327 | los_brighten (sint8 b, sint8 l) |
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328 | { |
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329 | return b == LOS_BLOCKED ? b : min (b, l); |
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330 | } |
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331 | |
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332 | sint8 |
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333 | los_darken (sint8 b, sint8 l) |
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334 | { |
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335 | return max (b, l); |
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336 | } |
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337 | |
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338 | template<sint8 change_it (sint8, sint8)> |
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339 | static void |
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340 | apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table) |
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341 | { |
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342 | // min or max the ciruclar area around basex, basey |
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343 | player *pl = op->contr; |
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344 | |
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345 | int ax0 = max (0, basex - light); |
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346 | int ay0 = max (0, basey - light); |
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347 | int ax1 = min (basex + light, pl->ns->mapx - 1); |
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348 | int ay1 = min (basey + light, pl->ns->mapy - 1); |
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349 | |
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350 | for (int ax = ax0; ax <= ax1; ax++) |
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351 | for (int ay = ay0; ay <= ay1; ay++) |
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352 | pl->blocked_los[ax][ay] = |
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353 | change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
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354 | } |
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355 | |
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356 | /* add light, by finding all (non-null) nearby light sources, then |
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357 | * mark those squares specially. |
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358 | */ |
328 | static void |
359 | static void |
329 | expand_lighted_sight (object *op) |
360 | expand_lighted_sight (object *op) |
330 | { |
361 | { |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
362 | int darklevel, mflags, light, x1, y1; |
332 | maptile *m = op->map; |
363 | maptile *m = op->map; |
333 | sint16 nx, ny; |
364 | sint16 nx, ny; |
334 | |
365 | |
335 | darklevel = m->darkness; |
366 | darklevel = m->darkness; |
336 | |
367 | |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
368 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
369 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | darklevel -= 2; |
370 | darklevel -= LOS_MAX / 2; |
340 | |
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341 | /* add light, by finding all (non-null) nearby light sources, then |
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342 | * mark those squares specially. If the darklevel<1, there is no |
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343 | * reason to do this, so we skip this function |
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344 | */ |
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345 | |
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346 | if (darklevel < 1) |
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347 | return; |
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348 | |
371 | |
349 | /* Do a sanity check. If not valid, some code below may do odd |
372 | /* Do a sanity check. If not valid, some code below may do odd |
350 | * things. |
373 | * things. |
351 | */ |
374 | */ |
352 | if (darklevel > MAX_DARKNESS) |
375 | if (darklevel > MAX_DARKNESS) |
353 | { |
376 | { |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
377 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 | darklevel = MAX_DARKNESS; |
378 | darklevel = MAX_DARKNESS; |
356 | } |
379 | } |
357 | |
380 | |
358 | /* First, limit player furthest (unlighted) vision */ |
381 | int half_x = op->contr->ns->mapx / 2; |
|
|
382 | int half_y = op->contr->ns->mapy / 2; |
|
|
383 | |
|
|
384 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
385 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
386 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
387 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
388 | |
|
|
389 | int pass2 = 0; // negative lights have an extra pass |
|
|
390 | |
|
|
391 | if (darklevel < 1) |
|
|
392 | pass2 = 1; |
|
|
393 | else |
|
|
394 | { |
|
|
395 | /* first, make everything totally dark */ |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
396 | for (int x = 0; x < op->contr->ns->mapx; x++) |
360 | for (y = 0; y < op->contr->ns->mapy; y++) |
397 | for (int y = 0; y < op->contr->ns->mapy; y++) |
361 | if (op->contr->blocked_los[x][y] != 100) |
398 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
362 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
399 | op->contr->blocked_los[x][y] = LOS_MAX; |
363 | |
400 | |
364 | /* the spaces[] darkness value contains the information we need. |
401 | /* |
365 | * Only process the area of interest. |
402 | * Only process the area of interest. |
366 | * the basex, basey values represent the position in the op->contr->blocked_los |
403 | * the basex, basey values represent the position in the op->contr->blocked_los |
367 | * array. Its easier to just increment them here (and start with the right |
404 | * array. Its easier to just increment them here (and start with the right |
368 | * value) than to recalculate them down below. |
405 | * value) than to recalculate them down below. |
369 | */ |
406 | */ |
370 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
407 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
371 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
408 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
372 | { |
|
|
373 | |
|
|
374 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
|
|
375 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
|
|
376 | { |
409 | { |
|
|
410 | maptile *m = op->map; |
|
|
411 | sint16 nx = x; |
|
|
412 | sint16 ny = y; |
|
|
413 | |
|
|
414 | if (!xy_normalise (m, nx, ny)) |
|
|
415 | continue; |
|
|
416 | |
|
|
417 | mapspace &ms = m->at (nx, ny); |
|
|
418 | ms.update (); |
|
|
419 | sint8 light = ms.light; |
|
|
420 | |
|
|
421 | if (expect_false (light)) |
|
|
422 | if (light < 0) |
|
|
423 | pass2 = 1; |
|
|
424 | else |
|
|
425 | apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
426 | } |
|
|
427 | |
|
|
428 | /* grant some vision to the player, based on the darklevel */ |
|
|
429 | /* for outdoor maps, ensure some mininum visibility radius */ |
|
|
430 | { |
|
|
431 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
|
|
432 | |
|
|
433 | apply_light<los_brighten> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
434 | } |
|
|
435 | } |
|
|
436 | |
|
|
437 | // possibly do 2nd pass for rare negative glow radii |
|
|
438 | // for effect, those are always considered to be stronger than anything else |
|
|
439 | // but they can't darken a place completely |
|
|
440 | if (pass2) |
|
|
441 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
442 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
443 | { |
377 | m = op->map; |
444 | maptile *m = op->map; |
378 | nx = x; |
445 | sint16 nx = x; |
379 | ny = y; |
446 | sint16 ny = y; |
380 | |
447 | |
381 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
448 | if (!xy_normalise (m, nx, ny)) |
382 | |
|
|
383 | if (mflags & P_OUT_OF_MAP) |
|
|
384 | continue; |
449 | continue; |
385 | |
450 | |
386 | /* This space is providing light, so we need to brighten up the |
451 | mapspace &ms = m->at (nx, ny); |
387 | * spaces around here. |
452 | ms.update (); |
388 | */ |
453 | sint8 light = ms.light; |
389 | light = GET_MAP_LIGHT (m, nx, ny); |
|
|
390 | if (light != 0) |
|
|
391 | { |
|
|
392 | #if 0 |
|
|
393 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
|
394 | #endif |
|
|
395 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
396 | { |
|
|
397 | if (ax < 0 || ax >= op->contr->ns->mapx) |
|
|
398 | continue; |
|
|
399 | |
454 | |
400 | for (ay = basey - light; ay <= basey + light; ay++) |
455 | if (expect_false (light < 0)) |
401 | { |
456 | apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]); |
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 | |
|
|
417 | if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
|
|
418 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
|
|
419 | } |
|
|
420 | } |
|
|
421 | } |
|
|
422 | } |
|
|
423 | } |
|
|
424 | } |
|
|
425 | |
|
|
426 | /* Outdoor should never really be completely pitch black dark like |
|
|
427 | * a dungeon, so let the player at least see a little around themselves |
|
|
428 | */ |
|
|
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
|
|
430 | { |
|
|
431 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
|
|
432 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
|
|
433 | |
|
|
434 | for (x = -1; x <= 1; x++) |
|
|
435 | for (y = -1; y <= 1; y++) |
|
|
436 | { |
|
|
437 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
|
|
438 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
|
|
439 | } |
457 | } |
440 | } |
|
|
441 | |
|
|
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 | } |
458 | } |
449 | |
459 | |
450 | /* blinded_sight() - sets all veiwable squares to blocked except |
460 | /* blinded_sight() - sets all viewable squares to blocked except |
451 | * for the one the central one that the player occupies. A little |
461 | * 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 |
462 | * odd that you can see yourself (and what your standing on), but |
453 | * really need for any reasonable game play. |
463 | * really need for any reasonable game play. |
454 | */ |
464 | */ |
455 | static void |
465 | static void |
… | |
… | |
457 | { |
467 | { |
458 | int x, y; |
468 | int x, y; |
459 | |
469 | |
460 | for (x = 0; x < op->contr->ns->mapx; x++) |
470 | for (x = 0; x < op->contr->ns->mapx; x++) |
461 | for (y = 0; y < op->contr->ns->mapy; y++) |
471 | for (y = 0; y < op->contr->ns->mapy; y++) |
462 | op->contr->blocked_los[x][y] = 100; |
472 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
463 | |
473 | |
464 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
474 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
465 | } |
475 | } |
466 | |
476 | |
467 | /* |
477 | /* |
468 | * update_los() recalculates the array which specifies what is |
478 | * update_los() recalculates the array which specifies what is |
469 | * visible for the given player-object. |
479 | * visible for the given player-object. |
470 | */ |
480 | */ |
471 | |
|
|
472 | void |
481 | void |
473 | update_los (object *op) |
482 | update_los (object *op) |
474 | { |
483 | { |
475 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
484 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
476 | |
485 | |
477 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
486 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 | return; |
487 | return; |
479 | |
488 | |
480 | clear_los (op); |
489 | clear_los (op->contr); |
|
|
490 | |
481 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
491 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
482 | return; |
492 | return; |
483 | |
493 | |
484 | /* For larger maps, this is more efficient than the old way which |
494 | /* For larger maps, this is more efficient than the old way which |
485 | * used the chaining of the block array. Since many space views could |
495 | * used the chaining of the block array. Since many space views could |