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Comparing deliantra/server/common/los.C (file contents):
Revision 1.30 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.33 by root, Thu Dec 4 03:48:37 2008 UTC

32 * block view in our tables. 32 * block view in our tables.
33 * .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.
34 */ 34 */
35 35
36#define SPACE_BLOCK 0.5 36#define SPACE_BLOCK 0.5
37#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */
37 38
38typedef struct blstr 39typedef struct blstr
39{ 40{
40 int x[4], y[4]; 41 int x[4], y[4];
41 int index; 42 int index;
313 return 1; 314 return 1;
314 315
315 return 0; 316 return 0;
316} 317}
317 318
319/* radius, distance => lightness adjust */
320static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1];
321
322static struct darkness_init
323{
324 darkness_init ()
325 {
326 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
327 for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance)
328 {
329 // max intensity
330 int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1);
331
332 // actual intensity
333 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
334
335 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
336 ? intensity
337 : MAX_DARKNESS_LOS - intensity;
338 }
339 }
340} darkness_init;
341
318static void 342static void
319expand_lighted_sight (object *op) 343expand_lighted_sight (object *op)
320{ 344{
321 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 345 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
322 maptile *m = op->map; 346 maptile *m = op->map;
323 sint16 nx, ny; 347 sint16 nx, ny;
324 348
325 darklevel = m->darkness; 349 darklevel = m->darkness;
326 350
327 /* If the player can see in the dark, lower the darklevel for him */ 351 /* If the player can see in the dark, lower the darklevel for him */
328 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 352 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
329 darklevel -= 2; 353 darklevel -= MAX_DARKNESS_LOS / 2;
330 354
331 /* add light, by finding all (non-null) nearby light sources, then 355 /* add light, by finding all (non-null) nearby light sources, then
332 * mark those squares specially. If the darklevel<1, there is no 356 * mark those squares specially. If the darklevel<1, there is no
333 * reason to do this, so we skip this function 357 * reason to do this, so we skip this function
334 */ 358 */
343 { 367 {
344 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 368 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
345 darklevel = MAX_DARKNESS; 369 darklevel = MAX_DARKNESS;
346 } 370 }
347 371
348 /* First, limit player furthest (unlighted) vision */ 372 /* first, make everything totally dark */
349 for (x = 0; x < op->contr->ns->mapx; x++) 373 for (x = 0; x < op->contr->ns->mapx; x++)
350 for (y = 0; y < op->contr->ns->mapy; y++) 374 for (y = 0; y < op->contr->ns->mapy; y++)
351 if (op->contr->blocked_los[x][y] != 100) 375 if (op->contr->blocked_los[x][y] != 100)
352 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 376 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
353 377
354 /* the spaces[] darkness value contains the information we need. 378 int half_x = op->contr->ns->mapx / 2;
379 int half_y = op->contr->ns->mapy / 2;
380
381 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
382 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
383 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
384 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
385
386 int pass2 = 0; // negative lights have an extra pass
387
388 /*
355 * Only process the area of interest. 389 * Only process the area of interest.
356 * the basex, basey values represent the position in the op->contr->blocked_los 390 * the basex, basey values represent the position in the op->contr->blocked_los
357 * array. Its easier to just increment them here (and start with the right 391 * array. Its easier to just increment them here (and start with the right
358 * value) than to recalculate them down below. 392 * value) than to recalculate them down below.
359 */ 393 */
360 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 394 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
361 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 395 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
362 {
363
364 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
365 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
366 { 396 {
397 maptile *m = op->map;
398 sint16 nx = x;
399 sint16 ny = y;
400
401 if (!xy_normalise (m, nx, ny))
402 continue;
403
404 mapspace &ms = m->at (nx, ny);
405 ms.update ();
406 sint8 light = ms.light;
407
408 if (expect_false (light))
409 if (light < 0)
410 pass2 = 1;
411 else
412 {
413 /* This space is providing light, so we need to brighten up the
414 * spaces around here.
415 */
416 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
417
418 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
419 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
420 if (op->contr->blocked_los[ax][ay] != 100)
421 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
422 }
423 }
424
425 // psosibly do 2nd pass for rare negative glow radii
426 if (pass2)
427 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
428 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
429 {
367 m = op->map; 430 maptile *m = op->map;
368 nx = x; 431 sint16 nx = x;
369 ny = y; 432 sint16 ny = y;
370 433
371 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 434 if (!xy_normalise (m, nx, ny))
372
373 if (mflags & P_OUT_OF_MAP)
374 continue; 435 continue;
375 436
376 /* This space is providing light, so we need to brighten up the 437 mapspace &ms = m->at (nx, ny);
377 * spaces around here. 438 ms.update ();
378 */ 439 sint8 light = ms.light;
379 light = GET_MAP_LIGHT (m, nx, ny); 440
380 if (light != 0) 441 if (expect_false (light < 0))
381 { 442 {
382#if 0 443 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
383 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
384#endif
385 for (ax = basex - light; ax <= basex + light; ax++)
386 {
387 if (ax < 0 || ax >= op->contr->ns->mapx)
388 continue;
389 444
390 for (ay = basey - light; ay <= basey + light; ay++) 445 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
391 { 446 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
392 if (ay < 0 || ay >= op->contr->ns->mapy)
393 continue;
394
395 /* If the space is fully blocked, do nothing. Otherwise, we
396 * brighten the space. The further the light is away from the
397 * source (basex-x), the less effect it has. Though light used
398 * to dim in a square manner, it now dims in a circular manner
399 * using the the pythagorean theorem. glow_radius still
400 * represents the radius
401 */
402 if (op->contr->blocked_los[ax][ay] != 100) 447 if (op->contr->blocked_los[ax][ay] != 100)
403 { 448 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
404 x1 = abs (basex - ax) * abs (basex - ax);
405 y1 = abs (basey - ay) * abs (basey - ay);
406
407 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
408 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
409 }
410 }
411 }
412 } 449 }
413 } 450 }
414 }
415 451
416 /* Outdoor should never really be completely pitch black dark like 452 /* Outdoor should never really be completely pitch black dark like
417 * a dungeon, so let the player at least see a little around themselves 453 * a dungeon, so let the player at least see a little around themselves
418 */ 454 */
419 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 455 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
420 { 456 {
421 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 457 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
422 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 458 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
423 459
424 for (x = -1; x <= 1; x++) 460 for (x = -1; x <= 1; x++)
432 /* grant some vision to the player, based on the darklevel */ 468 /* grant some vision to the player, based on the darklevel */
433 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 469 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
434 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 470 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
435 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 471 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
436 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 472 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
437 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 473 max (0, 6 - darklevel - max (abs (x), abs (y)));
438} 474}
439 475
440/* blinded_sight() - sets all veiwable squares to blocked except 476/* blinded_sight() - sets all viewable squares to blocked except
441 * for the one the central one that the player occupies. A little 477 * for the one the central one that the player occupies. A little
442 * odd that you can see yourself (and what your standing on), but 478 * odd that you can see yourself (and what your standing on), but
443 * really need for any reasonable game play. 479 * really need for any reasonable game play.
444 */ 480 */
445static void 481static void

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