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Comparing deliantra/server/common/los.C (file contents):
Revision 1.24 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.36 by root, Mon Dec 8 15:40:13 2008 UTC

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
196#endif 194#endif
197 /* we need to adjust to the fact that the socket 195 /* we need to adjust to the fact that the socket
198 * code wants the los to start from the 0,0 196 * code wants the los to start from the 0,0
199 * and not be relative to middle of los array. 197 * and not be relative to middle of los array.
200 */ 198 */
201 op->contr->blocked_los[ax][ay] = 100; 199 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
202 set_wall (op, dx, dy); 200 set_wall (op, dx, dy);
203 } 201 }
204} 202}
205 203
206/* 204/*
234 232
235 /* If this space is already blocked, prune the processing - presumably 233 /* If this space is already blocked, prune the processing - presumably
236 * whatever has set this space to be blocked has done the work and already 234 * whatever has set this space to be blocked has done the work and already
237 * done the dependency chain. 235 * done the dependency chain.
238 */ 236 */
239 if (op->contr->blocked_los[ax][ay] == 100) 237 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
240 return; 238 return;
241
242 239
243 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)) 240 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))
244 set_wall (op, x, y); 241 set_wall (op, x, y);
245} 242}
246 243
248 * Clears/initialises the los-array associated to the player 245 * Clears/initialises the los-array associated to the player
249 * controlling the object. 246 * controlling the object.
250 */ 247 */
251 248
252void 249void
253clear_los (object *op) 250clear_los (player *pl)
254{ 251{
255 /* This is safer than using the ns->mapx, mapy because 252 /* This is safer than using the ns->mapx, mapy because
256 * we index the blocked_los as a 2 way array, so clearing 253 * we index the blocked_los as a 2 way array, so clearing
257 * the first z spaces may not not cover the spaces we are 254 * the first z spaces may not not cover the spaces we are
258 * actually going to use 255 * actually going to use
259 */ 256 */
260 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 257 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
261} 258}
262 259
263/* 260/*
264 * expand_sight goes through the array of what the given player is 261 * expand_sight goes through the array of what the given player is
265 * able to see, and expands the visible area a bit, so the player will, 262 * able to see, and expands the visible area a bit, so the player will,
315 return 1; 312 return 1;
316 313
317 return 0; 314 return 0;
318} 315}
319 316
317/* radius, distance => lightness adjust */
318static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
319
320static struct darkness_init
321{
322 darkness_init ()
323 {
324 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
325 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
326 {
327 // max intensity
328 int intensity = min (LOS_MAX, abs (radius) + 1);
329
330 // actual intensity
331 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
332
333 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
334 ? min (3, intensity)
335 : LOS_MAX - intensity;
336 }
337 }
338} darkness_init;
339
320static void 340static void
321expand_lighted_sight (object *op) 341expand_lighted_sight (object *op)
322{ 342{
323 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 343 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
324 maptile *m = op->map; 344 maptile *m = op->map;
325 sint16 nx, ny; 345 sint16 nx, ny;
326 346
327 darklevel = m->darkness; 347 darklevel = m->darkness;
328 348
329 /* If the player can see in the dark, lower the darklevel for him */ 349 /* If the player can see in the dark, lower the darklevel for him */
330 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 350 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
331 darklevel -= 2; 351 darklevel -= LOS_MAX / 2;
332 352
333 /* add light, by finding all (non-null) nearby light sources, then 353 /* add light, by finding all (non-null) nearby light sources, then
334 * mark those squares specially. If the darklevel<1, there is no 354 * mark those squares specially. If the darklevel<1, there is no
335 * reason to do this, so we skip this function 355 * reason to do this, so we skip this function
336 */ 356 */
345 { 365 {
346 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 366 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
347 darklevel = MAX_DARKNESS; 367 darklevel = MAX_DARKNESS;
348 } 368 }
349 369
350 /* First, limit player furthest (unlighted) vision */ 370 /* first, make everything totally dark */
351 for (x = 0; x < op->contr->ns->mapx; x++) 371 for (x = 0; x < op->contr->ns->mapx; x++)
352 for (y = 0; y < op->contr->ns->mapy; y++) 372 for (y = 0; y < op->contr->ns->mapy; y++)
353 if (op->contr->blocked_los[x][y] != 100) 373 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
354 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 374 op->contr->blocked_los[x][y] = LOS_MAX;
355 375
356 /* the spaces[] darkness value contains the information we need. 376 int half_x = op->contr->ns->mapx / 2;
377 int half_y = op->contr->ns->mapy / 2;
378
379 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
380 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
381 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
382 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
383
384 int pass2 = 0; // negative lights have an extra pass
385
386 /*
357 * Only process the area of interest. 387 * Only process the area of interest.
358 * the basex, basey values represent the position in the op->contr->blocked_los 388 * the basex, basey values represent the position in the op->contr->blocked_los
359 * array. Its easier to just increment them here (and start with the right 389 * array. Its easier to just increment them here (and start with the right
360 * value) than to recalculate them down below. 390 * value) than to recalculate them down below.
361 */ 391 */
362 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 392 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
363 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 393 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
364 {
365
366 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
367 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
368 { 394 {
395 maptile *m = op->map;
396 sint16 nx = x;
397 sint16 ny = y;
398
399 if (!xy_normalise (m, nx, ny))
400 continue;
401
402 mapspace &ms = m->at (nx, ny);
403 ms.update ();
404 sint8 light = ms.light;
405
406 if (expect_false (light))
407 if (light < 0)
408 pass2 = 1;
409 else
410 {
411 /* This space is providing light, so we need to brighten up the
412 * spaces around here.
413 */
414 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
415
416 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
417 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
418 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
419 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
420 }
421 }
422
423 // psosibly do 2nd pass for rare negative glow radii
424 if (expect_false (pass2))
425 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
426 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
427 {
369 m = op->map; 428 maptile *m = op->map;
370 nx = x; 429 sint16 nx = x;
371 ny = y; 430 sint16 ny = y;
372 431
373 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 432 if (!xy_normalise (m, nx, ny))
374
375 if (mflags & P_OUT_OF_MAP)
376 continue; 433 continue;
377 434
378 /* This space is providing light, so we need to brighten up the 435 mapspace &ms = m->at (nx, ny);
379 * spaces around here. 436 ms.update ();
380 */ 437 sint8 light = ms.light;
381 light = GET_MAP_LIGHT (m, nx, ny); 438
382 if (light != 0) 439 if (expect_false (light < 0))
383 { 440 {
384#if 0 441 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
385 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
386#endif
387 for (ax = basex - light; ax <= basex + light; ax++)
388 {
389 if (ax < 0 || ax >= op->contr->ns->mapx)
390 continue;
391 442
392 for (ay = basey - light; ay <= basey + light; ay++) 443 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
393 { 444 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
394 if (ay < 0 || ay >= op->contr->ns->mapy)
395 continue;
396
397 /* If the space is fully blocked, do nothing. Otherwise, we
398 * brighten the space. The further the light is away from the
399 * source (basex-x), the less effect it has. Though light used
400 * to dim in a square manner, it now dims in a circular manner
401 * using the the pythagorean theorem. glow_radius still
402 * represents the radius
403 */
404 if (op->contr->blocked_los[ax][ay] != 100) 445 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
405 { 446 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
406 x1 = abs (basex - ax) * abs (basex - ax);
407 y1 = abs (basey - ay) * abs (basey - ay);
408
409 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
410 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
411 }
412 }
413 }
414 } 447 }
415 } 448 }
416 }
417 449
418 /* Outdoor should never really be completely pitch black dark like 450 /* Outdoor should never really be completely pitch black dark like
419 * a dungeon, so let the player at least see a little around themselves 451 * a dungeon, so let the player at least see a little around themselves
420 */ 452 */
421 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 453 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
422 { 454 {
423 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 455 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3))
424 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 456 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3;
425 457
426 for (x = -1; x <= 1; x++) 458 for (x = -1; x <= 1; x++)
427 for (y = -1; y <= 1; y++) 459 for (y = -1; y <= 1; y++)
428 {
429 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 460 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2))
430 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; 461 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2;
431 }
432 } 462 }
433 463
434 /* grant some vision to the player, based on the darklevel */ 464 /* grant some vision to the player, based on the darklevel */
435 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 465 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
436 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 466 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
437 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 467 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED))
438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 468 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
439 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 469 max (0, 6 - darklevel - max (abs (x), abs (y)));
440} 470}
441 471
442/* blinded_sight() - sets all veiwable squares to blocked except 472/* blinded_sight() - sets all viewable squares to blocked except
443 * for the one the central one that the player occupies. A little 473 * for the one the central one that the player occupies. A little
444 * odd that you can see yourself (and what your standing on), but 474 * odd that you can see yourself (and what your standing on), but
445 * really need for any reasonable game play. 475 * really need for any reasonable game play.
446 */ 476 */
447static void 477static void
449{ 479{
450 int x, y; 480 int x, y;
451 481
452 for (x = 0; x < op->contr->ns->mapx; x++) 482 for (x = 0; x < op->contr->ns->mapx; x++)
453 for (y = 0; y < op->contr->ns->mapy; y++) 483 for (y = 0; y < op->contr->ns->mapy; y++)
454 op->contr->blocked_los[x][y] = 100; 484 op->contr->blocked_los[x][y] = LOS_BLOCKED;
455 485
456 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; 486 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
457} 487}
458 488
459/* 489/*
460 * update_los() recalculates the array which specifies what is 490 * update_los() recalculates the array which specifies what is
461 * visible for the given player-object. 491 * visible for the given player-object.
462 */ 492 */
463
464void 493void
465update_los (object *op) 494update_los (object *op)
466{ 495{
467 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 496 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
468 497
469 if (QUERY_FLAG (op, FLAG_REMOVED)) 498 if (QUERY_FLAG (op, FLAG_REMOVED))
470 return; 499 return;
471 500
472 clear_los (op); 501 clear_los (op->contr);
502
473 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 503 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
474 return; 504 return;
475 505
476 /* For larger maps, this is more efficient than the old way which 506 /* For larger maps, this is more efficient than the old way which
477 * used the chaining of the block array. Since many space views could 507 * used the chaining of the block array. Since many space views could

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