… | |
… | |
194 | #endif |
194 | #endif |
195 | /* we need to adjust to the fact that the socket |
195 | /* we need to adjust to the fact that the socket |
196 | * code wants the los to start from the 0,0 |
196 | * code wants the los to start from the 0,0 |
197 | * and not be relative to middle of los array. |
197 | * and not be relative to middle of los array. |
198 | */ |
198 | */ |
199 | op->contr->blocked_los[ax][ay] = 100; |
199 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
200 | set_wall (op, dx, dy); |
200 | set_wall (op, dx, dy); |
201 | } |
201 | } |
202 | } |
202 | } |
203 | |
203 | |
204 | /* |
204 | /* |
… | |
… | |
232 | |
232 | |
233 | /* If this space is already blocked, prune the processing - presumably |
233 | /* If this space is already blocked, prune the processing - presumably |
234 | * 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 |
235 | * done the dependency chain. |
235 | * done the dependency chain. |
236 | */ |
236 | */ |
237 | if (op->contr->blocked_los[ax][ay] == 100) |
237 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
238 | return; |
238 | return; |
239 | |
|
|
240 | |
239 | |
241 | 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)) |
242 | set_wall (op, x, y); |
241 | set_wall (op, x, y); |
243 | } |
242 | } |
244 | |
243 | |
… | |
… | |
313 | return 1; |
312 | return 1; |
314 | |
313 | |
315 | return 0; |
314 | return 0; |
316 | } |
315 | } |
317 | |
316 | |
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|
317 | /* radius, distance => lightness adjust */ |
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|
318 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
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319 | |
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320 | static struct darkness_init |
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321 | { |
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322 | darkness_init () |
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323 | { |
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324 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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325 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
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326 | { |
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327 | // max intensity |
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328 | int intensity = min (LOS_MAX, abs (radius) + 1); |
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329 | |
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330 | // actual intensity |
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331 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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332 | |
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333 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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334 | ? min (3, intensity) |
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335 | : LOS_MAX - intensity; |
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336 | } |
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337 | } |
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338 | } darkness_init; |
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339 | |
318 | static void |
340 | static void |
319 | expand_lighted_sight (object *op) |
341 | expand_lighted_sight (object *op) |
320 | { |
342 | { |
321 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
343 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
322 | maptile *m = op->map; |
344 | maptile *m = op->map; |
323 | sint16 nx, ny; |
345 | sint16 nx, ny; |
324 | |
346 | |
325 | darklevel = m->darkness; |
347 | darklevel = m->darkness; |
326 | |
348 | |
327 | /* 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 */ |
328 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
350 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
329 | darklevel -= 2; |
351 | darklevel -= LOS_MAX / 2; |
330 | |
352 | |
331 | /* add light, by finding all (non-null) nearby light sources, then |
353 | /* add light, by finding all (non-null) nearby light sources, then |
332 | * mark those squares specially. If the darklevel<1, there is no |
354 | * mark those squares specially. If the darklevel<1, there is no |
333 | * reason to do this, so we skip this function |
355 | * reason to do this, so we skip this function |
334 | */ |
356 | */ |
… | |
… | |
343 | { |
365 | { |
344 | 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); |
345 | darklevel = MAX_DARKNESS; |
367 | darklevel = MAX_DARKNESS; |
346 | } |
368 | } |
347 | |
369 | |
348 | /* First, limit player furthest (unlighted) vision */ |
370 | /* first, make everything totally dark */ |
349 | for (x = 0; x < op->contr->ns->mapx; x++) |
371 | for (x = 0; x < op->contr->ns->mapx; x++) |
350 | for (y = 0; y < op->contr->ns->mapy; y++) |
372 | for (y = 0; y < op->contr->ns->mapy; y++) |
351 | if (op->contr->blocked_los[x][y] != 100) |
373 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
352 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
374 | op->contr->blocked_los[x][y] = LOS_MAX; |
353 | |
375 | |
354 | /* the spaces[] darkness value contains the information we need. |
376 | int half_x = op->contr->ns->mapx / 2; |
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377 | int half_y = op->contr->ns->mapy / 2; |
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378 | |
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379 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
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380 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
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381 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
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382 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
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383 | |
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384 | int pass2 = 0; // negative lights have an extra pass |
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385 | |
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386 | /* |
355 | * Only process the area of interest. |
387 | * Only process the area of interest. |
356 | * 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 |
357 | * 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 |
358 | * value) than to recalculate them down below. |
390 | * value) than to recalculate them down below. |
359 | */ |
391 | */ |
360 | 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++) |
361 | 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++) |
362 | { |
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363 | |
|
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364 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
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365 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
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366 | { |
394 | { |
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395 | maptile *m = op->map; |
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396 | sint16 nx = x; |
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397 | sint16 ny = y; |
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398 | |
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399 | if (!xy_normalise (m, nx, ny)) |
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|
400 | continue; |
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401 | |
|
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402 | mapspace &ms = m->at (nx, ny); |
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403 | ms.update (); |
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404 | sint8 light = ms.light; |
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405 | |
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406 | if (expect_false (light)) |
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407 | if (light < 0) |
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408 | pass2 = 1; |
|
|
409 | else |
|
|
410 | { |
|
|
411 | /* This space is providing light, so we need to brighten up the |
|
|
412 | * spaces around here. |
|
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413 | */ |
|
|
414 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
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415 | |
|
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416 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
|
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417 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
|
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418 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
|
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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++) |
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426 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
427 | { |
367 | m = op->map; |
428 | maptile *m = op->map; |
368 | nx = x; |
429 | sint16 nx = x; |
369 | ny = y; |
430 | sint16 ny = y; |
370 | |
431 | |
371 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
432 | if (!xy_normalise (m, nx, ny)) |
372 | |
|
|
373 | if (mflags & P_OUT_OF_MAP) |
|
|
374 | continue; |
433 | continue; |
375 | |
434 | |
376 | /* This space is providing light, so we need to brighten up the |
435 | mapspace &ms = m->at (nx, ny); |
377 | * spaces around here. |
436 | ms.update (); |
378 | */ |
437 | sint8 light = ms.light; |
379 | light = GET_MAP_LIGHT (m, nx, ny); |
438 | |
380 | if (light != 0) |
439 | if (expect_false (light < 0)) |
381 | { |
440 | { |
382 | #if 0 |
441 | 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 |
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385 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
386 | { |
|
|
387 | if (ax < 0 || ax >= op->contr->ns->mapx) |
|
|
388 | continue; |
|
|
389 | |
442 | |
390 | 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++) |
391 | { |
444 | 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) |
445 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
403 | { |
446 | 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 | } |
447 | } |
413 | } |
448 | } |
414 | } |
|
|
415 | |
449 | |
416 | /* Outdoor should never really be completely pitch black dark like |
450 | /* Outdoor should never really be completely pitch black dark like |
417 | * 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 |
418 | */ |
452 | */ |
419 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
453 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
420 | { |
454 | { |
421 | 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)) |
422 | 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; |
423 | |
457 | |
424 | for (x = -1; x <= 1; x++) |
458 | for (x = -1; x <= 1; x++) |
425 | for (y = -1; y <= 1; y++) |
459 | for (y = -1; y <= 1; y++) |
426 | { |
|
|
427 | 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)) |
428 | 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; |
429 | } |
|
|
430 | } |
462 | } |
431 | |
463 | |
432 | /* grant some vision to the player, based on the darklevel */ |
464 | /* grant some vision to the player, based on the darklevel */ |
433 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
465 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
434 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
466 | 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)) |
467 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED)) |
436 | 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] -= |
437 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
469 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
438 | } |
470 | } |
439 | |
471 | |
440 | /* blinded_sight() - sets all veiwable squares to blocked except |
472 | /* blinded_sight() - sets all viewable squares to blocked except |
441 | * 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 |
442 | * 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 |
443 | * really need for any reasonable game play. |
475 | * really need for any reasonable game play. |
444 | */ |
476 | */ |
445 | static void |
477 | static void |
… | |
… | |
447 | { |
479 | { |
448 | int x, y; |
480 | int x, y; |
449 | |
481 | |
450 | for (x = 0; x < op->contr->ns->mapx; x++) |
482 | for (x = 0; x < op->contr->ns->mapx; x++) |
451 | for (y = 0; y < op->contr->ns->mapy; y++) |
483 | for (y = 0; y < op->contr->ns->mapy; y++) |
452 | op->contr->blocked_los[x][y] = 100; |
484 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
453 | |
485 | |
454 | 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; |
455 | } |
487 | } |
456 | |
488 | |
457 | /* |
489 | /* |