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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 1.48 by root, Tue Dec 23 06:58:23 2008 UTC

22 */ 22 */
23 23
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 25
26#include <global.h> 26#include <global.h>
27#include <math.h> 27#include <cmath>
28
29/* Distance must be less than this for the object to be blocked.
30 * An object is 1.0 wide, so if set to 0.5, it means the object
31 * that blocks half the view (0.0 is complete block) will
32 * block view in our tables.
33 * .4 or less lets you see through walls. .5 is about right.
34 */
35
36#define SPACE_BLOCK 0.5
37
38typedef struct blstr
39{
40 int x[4], y[4];
41 int index;
42} blocks;
43
44// 31/32 == a speed hack
45// we would like to use 32 for speed, but the code loops endlessly
46// then, reason not yet identified, so only make the array use 32,
47// not the define's.
48blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
49 28
50static void expand_lighted_sight (object *op); 29static void expand_lighted_sight (object *op);
51 30
52/* 31enum {
53 * Used to initialise the array used by the LOS routines. 32 LOS_XI = 0x01,
54 * What this sets if that x,y blocks the view of bx,by 33 LOS_YI = 0x02,
55 * This then sets up a relation - for example, something 34};
56 * at 5,4 blocks view at 5,3 which blocks view at 5,2
57 * etc. So when we check 5,4 and find it block, we have
58 * the data to know that 5,3 and 5,2 and 5,1 should also
59 * be blocked.
60 */
61 35
62static void 36struct los_info
63set_block (int x, int y, int bx, int by)
64{ 37{
65 int index = block[x][y].index, i; 38 sint8 xo, yo; // obscure angle
39 sint8 xe, ye; // angle deviation
40 uint8 culled; // culled from "tree"
41 uint8 queued; // already queued
42 uint8 visible;
43 uint8 flags; // LOS_XI/YI
44};
66 45
67 /* Due to flipping, we may get duplicates - better safe than sorry. 46// temporary storage for the los algorithm,
68 */ 47// one los_info for each lightable map space
69 for (i = 0; i < index; i++) 48static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
70 {
71 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
72 return;
73 }
74 49
75 block[x][y].x[index] = bx; 50struct point
76 block[x][y].y[index] = by;
77 block[x][y].index++;
78#ifdef LOS_DEBUG
79 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
80#endif
81}
82
83/*
84 * initialises the array used by the LOS routines.
85 */
86
87/* since we are only doing the upper left quadrant, only
88 * these spaces could possibly get blocked, since these
89 * are the only ones further out that are still possibly in the
90 * sightline.
91 */
92
93void
94init_block (void)
95{ 51{
96 int x, y, dx, dy, i;
97 static int block_x[3] = { -1, -1, 0 },
98 block_y[3] = { -1, 0, -1 };
99
100 for (x = 0; x < MAP_CLIENT_X; x++)
101 for (y = 0; y < MAP_CLIENT_Y; y++)
102 block[x][y].index = 0;
103
104
105 /* The table should be symmetric, so only do the upper left
106 * quadrant - makes the processing easier.
107 */
108 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
109 {
110 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
111 {
112 for (i = 0; i < 3; i++)
113 {
114 dx = x + block_x[i];
115 dy = y + block_y[i];
116
117 /* center space never blocks */
118 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
119 continue;
120
121 /* If its a straight line, its blocked */
122 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
123 {
124 /* For simplicity, we mirror the coordinates to block the other
125 * quadrants.
126 */
127 set_block (x, y, dx, dy);
128 if (x == MAP_CLIENT_X / 2)
129 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
130 else if (y == MAP_CLIENT_Y / 2)
131 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
132 }
133 else
134 {
135 float d1, r, s, l;
136
137 /* We use the algorihm that found out how close the point
138 * (x,y) is to the line from dx,dy to the center of the viewable
139 * area. l is the distance from x,y to the line.
140 * r is more a curiosity - it lets us know what direction (left/right)
141 * the line is off
142 */
143
144 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
145 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
146 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
147 l = FABS (sqrt (d1) * s);
148
149 if (l <= SPACE_BLOCK)
150 {
151 /* For simplicity, we mirror the coordinates to block the other
152 * quadrants.
153 */
154 set_block (x, y, dx, dy);
155 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
156 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
157 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
158 }
159 }
160 }
161 }
162 }
163}
164
165/*
166 * Used to initialise the array used by the LOS routines.
167 * x,y are indexes into the blocked[][] array.
168 * This recursively sets the blocked line of sight view.
169 * From the blocked[][] array, we know for example
170 * that if some particular space is blocked, it blocks
171 * the view of the spaces 'behind' it, and those blocked
172 * spaces behind it may block other spaces, etc.
173 * In this way, the chain of visibility is set.
174 */
175static void
176set_wall (object *op, int x, int y)
177{
178 int i;
179
180 for (i = 0; i < block[x][y].index; i++)
181 {
182 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
183
184 /* ax, ay are the values as adjusted to be in the
185 * socket look structure.
186 */
187 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
188 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
189
190 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
191 continue;
192#if 0
193 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
194#endif
195 /* we need to adjust to the fact that the socket
196 * code wants the los to start from the 0,0
197 * and not be relative to middle of los array.
198 */
199 op->contr->blocked_los[ax][ay] = 100;
200 set_wall (op, dx, dy);
201 }
202}
203
204/*
205 * Used to initialise the array used by the LOS routines.
206 * op is the object, x and y values based on MAP_CLIENT_X and Y.
207 * this is because they index the blocked[][] arrays.
208 */
209
210static void
211check_wall (object *op, int x, int y)
212{
213 int ax, ay; 52 sint8 x, y;
53};
214 54
215 if (!block[x][y].index) 55// minimum size, but must be a power of two
216 return; 56#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
217 57
218 /* ax, ay are coordinates as indexed into the look window */ 58// a queue of spaces to calculate
219 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; 59static point queue [QUEUE_LENGTH];
220 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; 60static int q1, q2; // queue start, end
221
222 /* If the converted coordinates are outside the viewable
223 * area for the client, return now.
224 */
225 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
226 return;
227
228#if 0
229 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
230 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
231#endif
232
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
235 * done the dependency chain.
236 */
237 if (op->contr->blocked_los[ax][ay] == 100)
238 return;
239
240
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))
242 set_wall (op, x, y);
243}
244 61
245/* 62/*
246 * Clears/initialises the los-array associated to the player 63 * Clears/initialises the los-array associated to the player
247 * controlling the object. 64 * controlling the object.
248 */ 65 */
249
250void 66void
251clear_los (player *pl) 67player::clear_los (sint8 value)
252{ 68{
253 /* This is safer than using the ns->mapx, mapy because 69 memset (los, value, sizeof (los));
254 * we index the blocked_los as a 2 way array, so clearing
255 * the first z spaces may not not cover the spaces we are
256 * actually going to use
257 */
258 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
259} 70}
260 71
261/* 72// enqueue a single mapspace, but only if it hasn't
262 * expand_sight goes through the array of what the given player is 73// been enqueued yet.
263 * able to see, and expands the visible area a bit, so the player will,
264 * to a certain degree, be able to see into corners.
265 * This is somewhat suboptimal, would be better to improve the formula.
266 */
267
268static void 74static void
269expand_sight (object *op) 75enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
270{ 76{
271 int i, x, y, dx, dy; 77 sint8 x = LOS_X0 + dx;
78 sint8 y = LOS_Y0 + dy;
272 79
273 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ 80 if (x < 0 || x >= MAP_CLIENT_X) return;
274 for (y = 1; y < op->contr->ns->mapy - 1; y++) 81 if (y < 0 || y >= MAP_CLIENT_Y) return;
82
83 los_info &l = los[x][y];
84
85 l.flags |= flags;
86
87 if (l.queued)
88 return;
89
90 l.queued = 1;
91
92 queue[q1].x = dx;
93 queue[q1].y = dy;
94
95 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
96}
97
98// run the los algorithm
99// this is a variant of a spiral los algorithm taken from
100// http://www.geocities.com/temerra/los_rays.html
101// which has been simplified and changed considerably, but
102// still is basically the same algorithm.
103static void
104calculate_los (player *pl)
105{
106 int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2;
107
108 memset (los, 0, sizeof (los));
109
110 q1 = 0; q2 = 0; // initialise queue, not strictly required
111 enqueue (0, 0); // enqueue center
112
113 // treat the origin specially
114 los[LOS_X0][LOS_Y0].visible = 1;
115 pl->los[LOS_X0][LOS_Y0] = 0;
116
117 // loop over all enqueued points until the queue is empty
118 // the order in which this is done ensures that we
119 // never touch a mapspace whose input spaces we haven't checked
120 // yet.
121 while (q1 != q2)
122 {
123 sint8 dx = queue[q2].x;
124 sint8 dy = queue[q2].y;
125
126 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
127
128 sint8 x = LOS_X0 + dx;
129 sint8 y = LOS_Y0 + dy;
130
131 //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D
132 int distance = 0;//D
133
134 los_info &l = los[x][y];
135
136 if (expect_true (l.flags & (LOS_XI | LOS_YI)))
275 { 137 {
276 if (!op->contr->blocked_los[x][y] && 138 l.culled = 1;
277 !(get_map_flags (op->map, NULL, 139
278 op->x - op->contr->ns->mapx / 2 + x, 140 // check contributing spaces, first horizontal
279 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) 141 if (expect_true (l.flags & LOS_XI))
280 { 142 {
143 los_info *xi = &los[x - sign (dx)][y];
281 144
282 for (i = 1; i <= 8; i += 1) 145 // don't cull unless obscured
283 { /* mark all directions */ 146 l.culled &= !xi->visible;
284 dx = x + freearr_x[i]; 147
285 dy = y + freearr_y[i]; 148 /* merge input space */
286 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 149 if (expect_false (xi->xo || xi->yo))
287 op->contr->blocked_los[dx][dy] = -1; 150 {
151 // The X input can provide two main pieces of information:
152 // 1. Progressive X obscurity.
153 // 2. Recessive Y obscurity.
154
155 // Progressive X obscurity, favouring recessive input angle
156 if (xi->xe > 0 && l.xo == 0)
157 {
158 l.xe = xi->xe - xi->yo;
159 l.ye = xi->ye + xi->yo;
160 l.xo = xi->xo;
161 l.yo = xi->yo;
162 }
163
164 // Recessive Y obscurity
165 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
166 {
167 l.ye = xi->yo + xi->ye;
168 l.xe = xi->xe - xi->yo;
169 l.xo = xi->xo;
170 l.yo = xi->yo;
171 }
288 } 172 }
289 } 173 }
174
175 // check contributing spaces, last vertical, identical structure
176 if (expect_true (l.flags & LOS_YI))
177 {
178 los_info *yi = &los[x][y - sign (dy)];
179
180 // don't cull unless obscured
181 l.culled &= !yi->visible;
182
183 /* merge input space */
184 if (expect_false (yi->yo || yi->xo))
185 {
186 // The Y input can provide two main pieces of information:
187 // 1. Progressive Y obscurity.
188 // 2. Recessive X obscurity.
189
190 // Progressive Y obscurity, favouring recessive input angle
191 if (yi->ye > 0 && l.yo == 0)
192 {
193 l.ye = yi->ye - yi->xo;
194 l.xe = yi->xe + yi->xo;
195 l.yo = yi->yo;
196 l.xo = yi->xo;
197 }
198
199 // Recessive X obscurity
200 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
201 {
202 l.xe = yi->xo + yi->xe;
203 l.ye = yi->ye - yi->xo;
204 l.yo = yi->yo;
205 l.xo = yi->xo;
206 }
207 }
208 }
209
210 // check whether this space blocks the view
211 maptile *m = pl->observe->map;
212 sint16 nx = pl->observe->x + dx;
213 sint16 ny = pl->observe->y + dy;
214
215 if (expect_true (!xy_normalise (m, nx, ny))
216 || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW))
217 {
218 l.xo = l.xe = abs (dx);
219 l.yo = l.ye = abs (dy);
220
221 // we obscure dependents, but might be visible
222 // copy the los from the square towards the player,
223 // so outward diagonal corners are lit.
224 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
225 l.visible = false;
226 }
227 else
228 {
229 // we are not blocked, so calculate visibility, by checking
230 // whether we are inside or outside the shadow
231 l.visible = (l.xe <= 0 || l.xe > l.xo)
232 && (l.ye <= 0 || l.ye > l.yo);
233
234 pl->los[x][y] = l.culled ? LOS_BLOCKED
235 : l.visible ? max (0, 2 - max_radius + distance)
236 : 3;
237 }
238
290 } 239 }
291 240
292 if (op->map->darkness > 0) /* player is on a dark map */ 241 // Expands by the unit length in each component's current direction.
293 expand_lighted_sight (op); 242 // If a component has no direction, then it is expanded in both of its
294 243 // positive and negative directions.
295 /* clear mark squares */ 244 if (!l.culled)
296 for (x = 0; x < op->contr->ns->mapx; x++) 245 {
297 for (y = 0; y < op->contr->ns->mapy; y++) 246 if (dx >= 0) enqueue (dx + 1, dy, LOS_XI);
298 if (op->contr->blocked_los[x][y] < 0) 247 if (dx <= 0) enqueue (dx - 1, dy, LOS_XI);
299 op->contr->blocked_los[x][y] = 0; 248 if (dy >= 0) enqueue (dx, dy + 1, LOS_YI);
249 if (dy <= 0) enqueue (dx, dy - 1, LOS_YI);
250 }
251 }
300} 252}
301 253
302/* returns true if op carries one or more lights 254/* returns true if op carries one or more lights
303 * This is a trivial function now days, but it used to 255 * This is a trivial function now days, but it used to
304 * be a bit longer. Probably better for callers to just 256 * be a bit longer. Probably better for callers to just
305 * check the op->glow_radius instead of calling this. 257 * check the op->glow_radius instead of calling this.
306 */ 258 */
307
308int 259int
309has_carried_lights (const object *op) 260has_carried_lights (const object *op)
310{ 261{
311 /* op may glow! */ 262 /* op may glow! */
312 if (op->glow_radius > 0) 263 if (op->glow_radius > 0)
313 return 1; 264 return 1;
314 265
315 return 0; 266 return 0;
316} 267}
317 268
269/* radius, distance => lightness adjust */
270static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
271static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1];
272
273static struct los_init
274{
275 los_init ()
276 {
277 /* for lights */
278 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
279 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
280 {
281 // max intensity
282 int intensity = min (LOS_MAX, abs (radius) + 1);
283
284 // actual intensity
285 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
286
287 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
288 ? min (3, intensity)
289 : LOS_MAX - intensity;
290 }
291
292 /* for general vision */
293 for (int radius = 0; radius <= MAX_DARKNESS; ++radius)
294 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance)
295 {
296 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
297 }
298 }
299} los_init;
300
301sint8
302los_brighten (sint8 b, sint8 l)
303{
304 return b == LOS_BLOCKED ? b : min (b, l);
305}
306
307sint8
308los_darken (sint8 b, sint8 l)
309{
310 return max (b, l);
311}
312
313template<sint8 change_it (sint8, sint8)>
318static void 314static void
319expand_lighted_sight (object *op) 315apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
320{ 316{
321 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 317 // min or max the circular area around basex, basey
322 maptile *m = op->map; 318 dx += LOS_X0;
323 sint16 nx, ny; 319 dy += LOS_Y0;
324 320
325 darklevel = m->darkness; 321 int hx = pl->ns->mapx / 2;
322 int hy = pl->ns->mapy / 2;
323
324 int ax0 = max (LOS_X0 - hx, dx - light);
325 int ay0 = max (LOS_Y0 - hy, dy - light);
326 int ax1 = min (dx + light, LOS_X0 + hx);
327 int ay1 = min (dy + light, LOS_Y0 + hy);
328
329 for (int ax = ax0; ax <= ax1; ax++)
330 for (int ay = ay0; ay <= ay1; ay++)
331 pl->los[ax][ay] =
332 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
333}
334
335/* add light, by finding all (non-null) nearby light sources, then
336 * mark those squares specially.
337 */
338static void
339apply_lights (player *pl)
340{
341 object *op = pl->observe;
342 int darklevel = op->map->darklevel ();
326 343
327 /* If the player can see in the dark, lower the darklevel for him */ 344 /* If the player can see in the dark, lower the darklevel for him */
328 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 345 if (op->flag [FLAG_SEE_IN_DARK])
329 darklevel -= 2; 346 darklevel = max (0, darklevel - 2);
330 347
331 /* add light, by finding all (non-null) nearby light sources, then 348 int half_x = pl->ns->mapx / 2;
332 * mark those squares specially. If the darklevel<1, there is no 349 int half_y = pl->ns->mapy / 2;
333 * reason to do this, so we skip this function
334 */
335 350
351 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
352 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
353 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
354 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
355
356 int pass2 = 0; // negative lights have an extra pass
357
336 if (darklevel < 1) 358 if (!darklevel)
337 return; 359 pass2 = 1;
338 360 else
339 /* Do a sanity check. If not valid, some code below may do odd
340 * things.
341 */
342 if (darklevel > MAX_DARKNESS)
343 { 361 {
344 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 362 /* first, make everything totally dark */
345 darklevel = MAX_DARKNESS; 363 for (int dx = -half_x; dx <= half_x; dx++)
364 for (int dy = -half_x; dy <= half_y; dy++)
365 if (pl->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED)
366 pl->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX;
367
368 /*
369 * Only process the area of interest.
370 * the basex, basey values represent the position in the op->contr->los
371 * array. Its easier to just increment them here (and start with the right
372 * value) than to recalculate them down below.
373 */
374 for (int x = min_x; x <= max_x; x++)
375 for (int y = min_y; y <= max_y; y++)
376 {
377 maptile *m = pl->observe->map;
378 sint16 nx = x;
379 sint16 ny = y;
380
381 if (!xy_normalise (m, nx, ny))
382 continue;
383
384 mapspace &ms = m->at (nx, ny);
385 ms.update ();
386 sint8 light = ms.light;
387
388 if (expect_false (light))
389 if (light < 0)
390 pass2 = 1;
391 else
392 apply_light<los_brighten> (pl, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
393 }
394
395 /* grant some vision to the player, based on the darklevel */
396 {
397 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
398
399 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
400 }
346 } 401 }
347 402
348 /* First, limit player furthest (unlighted) vision */ 403 // possibly do 2nd pass for rare negative glow radii
349 for (x = 0; x < op->contr->ns->mapx; x++) 404 // for effect, those are always considered to be stronger than anything else
350 for (y = 0; y < op->contr->ns->mapy; y++) 405 // but they can't darken a place completely
351 if (op->contr->blocked_los[x][y] != 100) 406 if (pass2)
352 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 407 for (int x = min_x; x <= max_x; x++)
353 408 for (int y = min_y; y <= max_y; y++)
354 /* the spaces[] darkness value contains the information we need.
355 * Only process the area of interest.
356 * 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
358 * value) than to recalculate them down below.
359 */
360 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
361 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
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 { 409 {
367 m = op->map; 410 maptile *m = pl->observe->map;
368 nx = x; 411 sint16 nx = x;
369 ny = y; 412 sint16 ny = y;
370 413
371 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 414 if (!xy_normalise (m, nx, ny))
372
373 if (mflags & P_OUT_OF_MAP)
374 continue; 415 continue;
375 416
376 /* This space is providing light, so we need to brighten up the 417 mapspace &ms = m->at (nx, ny);
377 * spaces around here. 418 ms.update ();
378 */ 419 sint8 light = ms.light;
379 light = GET_MAP_LIGHT (m, nx, ny);
380 if (light != 0)
381 {
382#if 0
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;
389 420
390 for (ay = basey - light; ay <= basey + light; ay++) 421 if (expect_false (light < 0))
391 { 422 apply_light<los_darken> (pl, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
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)
403 {
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 }
413 }
414 }
415
416 /* Outdoor should never really be completely pitch black dark like
417 * a dungeon, so let the player at least see a little around themselves
418 */
419 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
420 {
421 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;
423
424 for (x = -1; x <= 1; x++)
425 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))
428 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
429 } 423 }
430 }
431
432 /* grant some vision to the player, based on the darklevel */
433 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
434 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))
436 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)));
438} 424}
439 425
440/* blinded_sight() - sets all veiwable squares to blocked except 426/* blinded_sight() - sets all viewable squares to blocked except
441 * for the one the central one that the player occupies. A little 427 * 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 428 * odd that you can see yourself (and what your standing on), but
443 * really need for any reasonable game play. 429 * really need for any reasonable game play.
444 */ 430 */
445static void 431static void
446blinded_sight (object *op) 432blinded_sight (player *pl)
447{ 433{
448 int x, y; 434 pl->los[LOS_X0][LOS_Y0] = 1;
449
450 for (x = 0; x < op->contr->ns->mapx; x++)
451 for (y = 0; y < op->contr->ns->mapy; y++)
452 op->contr->blocked_los[x][y] = 100;
453
454 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
455} 435}
456 436
457/* 437/*
458 * update_los() recalculates the array which specifies what is 438 * update_los() recalculates the array which specifies what is
459 * visible for the given player-object. 439 * visible for the given player-object.
460 */ 440 */
461void 441void
462update_los (object *op) 442player::update_los ()
463{ 443{
464 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 444 if (ob->flag [FLAG_REMOVED])//D really needed?
465
466 if (QUERY_FLAG (op, FLAG_REMOVED))
467 return; 445 return;
468 446
469 clear_los (op->contr); 447 clear_los ();
470 448
471 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 449 if (ob->flag [FLAG_WIZLOOK])
472 return; 450 memset (los, 0, sizeof (los));
473 451 else if (observe->flag [FLAG_BLIND]) /* player is blind */
474 /* For larger maps, this is more efficient than the old way which
475 * used the chaining of the block array. Since many space views could
476 * be blocked by different spaces in front, this mean that a lot of spaces
477 * could be examined multile times, as each path would be looked at.
478 */
479 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
480 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
481 check_wall (op, x, y);
482
483 /* do the los of the player. 3 (potential) cases */
484 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
485 blinded_sight (op); 452 blinded_sight (this);
486 else 453 else
487 expand_sight (op); 454 {
455 calculate_los (this);
456 apply_lights (this);
457 }
488 458
489 //TODO: no range-checking whatsoever :( 459 if (observe->flag [FLAG_XRAYS])
490 if (QUERY_FLAG (op, FLAG_XRAYS))
491 for (int x = -2; x <= 2; x++) 460 for (int dx = -2; dx <= 2; dx++)
492 for (int y = -2; y <= 2; y++) 461 for (int dy = -2; dy <= 2; dy++)
493 op->contr->blocked_los[dx + x][dy + y] = 0; 462 min_it (los[dx + LOS_X0][dy + LOS_X0], 1);
494} 463}
495 464
496/* update all_map_los is like update_all_los below, 465/* update all_map_los is like update_all_los below,
497 * but updates everyone on the map, no matter where they 466 * but updates everyone on the map, no matter where they
498 * are. This generally should not be used, as a per 467 * are. This generally should not be used, as a per
505 * change_map_light function 474 * change_map_light function
506 */ 475 */
507void 476void
508update_all_map_los (maptile *map) 477update_all_map_los (maptile *map)
509{ 478{
510 for_all_players (pl) 479 for_all_players_on_map (pl, map)
511 if (pl->ob && pl->ob->map == map)
512 pl->do_los = 1; 480 pl->do_los = 1;
513} 481}
514 482
515/* 483/*
516 * This function makes sure that update_los() will be called for all 484 * This function makes sure that update_los() will be called for all
517 * players on the given map within the next frame. 485 * players on the given map within the next frame.
525 * map is the map that changed, x and y are the coordinates. 493 * map is the map that changed, x and y are the coordinates.
526 */ 494 */
527void 495void
528update_all_los (const maptile *map, int x, int y) 496update_all_los (const maptile *map, int x, int y)
529{ 497{
498 map->at (x, y).invalidate ();
499
530 for_all_players (pl) 500 for_all_players (pl)
531 { 501 {
532 /* Player should not have a null map, but do this 502 /* Player should not have a null map, but do this
533 * check as a safety 503 * check as a safety
534 */ 504 */
586 pl->do_los = 1; 556 pl->do_los = 1;
587 } 557 }
588 } 558 }
589} 559}
590 560
561static const int season_darkness[5][HOURS_PER_DAY] = {
562 /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */
563 { 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 },
564 { 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 },
565 { 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 },
566 { 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 },
567 { 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 }
568};
569
591/* 570/*
592 * Debug-routine which dumps the array which specifies the visible 571 * Tell players the time and compute the darkness level for all maps in the game.
593 * area of a player. Triggered by the z key in DM mode. 572 * MUST be called exactly once per hour.
594 */ 573 */
595void 574void
596print_los (object *op) 575maptile::adjust_daylight ()
597{ 576{
598 int x, y; 577 timeofday_t tod;
599 char buf[50], buf2[10];
600 578
601 strcpy (buf, " "); 579 get_tod (&tod);
602 580
603 for (x = 0; x < op->contr->ns->mapx; x++) 581 // log the time to log-1 every hour, and to chat every day
604 { 582 {
605 sprintf (buf2, "%2d", x); 583 char todbuf[512];
606 strcat (buf, buf2); 584
585 format_tod (todbuf, sizeof (todbuf), &tod);
586
587 for_all_players (pl)
588 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
607 } 589 }
608 590
609 new_draw_info (NDI_UNIQUE, 0, op, buf); 591 /* If the light level isn't changing, no reason to do all
592 * the work below.
593 */
594 sint8 new_darkness = season_darkness[tod.season][tod.hour];
610 595
611 for (y = 0; y < op->contr->ns->mapy; y++) 596 if (new_darkness == maptile::outdoor_darkness)
612 { 597 return;
613 sprintf (buf, "%2d:", y);
614 598
615 for (x = 0; x < op->contr->ns->mapx; x++) 599 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
616 { 600 new_darkness > maptile::outdoor_darkness
617 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 601 ? "It becomes darker."
618 strcat (buf, buf2); 602 : "It becomes brighter.");
619 }
620 603
621 new_draw_info (NDI_UNIQUE, 0, op, buf); 604 maptile::outdoor_darkness = new_darkness;
622 } 605
606 // we simply update the los for all players, which is unnecessarily
607 // costly, but should do for the moment.
608 for_all_players (pl)
609 pl->do_los = 1;
623} 610}
624 611
625/* 612/*
626 * make_sure_seen: The object is supposed to be visible through walls, thus 613 * make_sure_seen: The object is supposed to be visible through walls, thus
627 * check if any players are nearby, and edit their LOS array. 614 * check if any players are nearby, and edit their LOS array.
628 */ 615 */
629
630void 616void
631make_sure_seen (const object *op) 617make_sure_seen (const object *op)
632{ 618{
633 for_all_players (pl) 619 for_all_players (pl)
634 if (pl->ob->map == op->map && 620 if (pl->ob->map == op->map &&
635 pl->ob->y - pl->ns->mapy / 2 <= op->y && 621 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
636 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) 622 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
637 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; 623 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0;
638} 624}
639 625
640/* 626/*
641 * make_sure_not_seen: The object which is supposed to be visible through 627 * make_sure_not_seen: The object which is supposed to be visible through
642 * walls has just been removed from the map, so update the los of any 628 * walls has just been removed from the map, so update the los of any
643 * players within its range 629 * players within its range
644 */ 630 */
645
646void 631void
647make_sure_not_seen (const object *op) 632make_sure_not_seen (const object *op)
648{ 633{
649 for_all_players (pl) 634 for_all_players (pl)
650 if (pl->ob->map == op->map && 635 if (pl->ob->map == op->map &&

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