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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 1.49 by root, Tue Dec 23 22:03:06 2008 UTC

19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24#include <bench.h>//D
25
26#include <global.h> 25#include <global.h>
27#include <math.h> 26#include <cmath>
28 27
29/* Distance must be less than this for the object to be blocked. 28// los flags
30 * An object is 1.0 wide, so if set to 0.5, it means the object 29enum {
31 * that blocks half the view (0.0 is complete block) will 30 FLG_XI = 0x01, // we have an x-parent
32 * block view in our tables. 31 FLG_YI = 0x02, // we have an y-parent
33 * .4 or less lets you see through walls. .5 is about right. 32 FLG_BLOCKED = 0x04, // this space blocks the view
34 */ 33 FLG_QUEUED = 0x80 // already queued in queue, or border
34};
35 35
36#define SPACE_BLOCK 0.5 36struct los_info
37
38typedef struct blstr
39{ 37{
40 int x[4], y[4]; 38 uint8 flags; // FLG_xxx
41 int index; 39 uint8 culled; // culled from "tree"
42} blocks; 40 uint8 visible;
41 uint8 pad0;
43 42
44// 31/32 == a speed hack 43 sint8 xo, yo; // obscure angle
45// we would like to use 32 for speed, but the code loops endlessly 44 sint8 xe, ye; // angle deviation
46// then, reason not yet identified, so only make the array use 32, 45};
47// not the define's.
48blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
49 46
50static void expand_lighted_sight (object *op); 47// temporary storage for the los algorithm,
48// one los_info for each lightable map space
49static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
51 50
52/* 51struct point
53 * Used to initialise the array used by the LOS routines.
54 * What this sets if that x,y blocks the view of bx,by
55 * This then sets up a relation - for example, something
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
62static void
63set_block (int x, int y, int bx, int by)
64{ 52{
65 int index = block[x][y].index, i;
66
67 /* Due to flipping, we may get duplicates - better safe than sorry.
68 */
69 for (i = 0; i < index; i++)
70 {
71 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
72 return;
73 }
74
75 block[x][y].x[index] = bx;
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{
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; 53 sint8 x, y;
54};
214 55
215 if (!block[x][y].index) 56// minimum size, but must be a power of two
216 return; 57#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
217 58
218 /* ax, ay are coordinates as indexed into the look window */ 59// a queue of spaces to calculate
219 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; 60static point queue [QUEUE_LENGTH];
220 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; 61static 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 62
245/* 63/*
246 * Clears/initialises the los-array associated to the player 64 * Clears/initialises the los-array associated to the player
247 * controlling the object. 65 * controlling the object.
248 */ 66 */
249
250void 67void
251clear_los (player *pl) 68player::clear_los (sint8 value)
252{ 69{
253 /* This is safer than using the ns->mapx, mapy because 70 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} 71}
260 72
261/* 73// enqueue a single mapspace, but only if it hasn't
262 * expand_sight goes through the array of what the given player is 74// 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 75static void
269expand_sight (object *op) 76enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
270{ 77{
271 int i, x, y, dx, dy; 78 sint8 x = LOS_X0 + dx;
79 sint8 y = LOS_Y0 + dy;
272 80
273 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ 81 los_info &l = los[x][y];
274 for (y = 1; y < op->contr->ns->mapy - 1; y++) 82
83 l.flags |= flags;
84
85 if (l.flags & FLG_QUEUED)
86 return;
87
88 l.flags |= FLG_QUEUED;
89
90 queue[q1].x = dx;
91 queue[q1].y = dy;
92
93 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
94}
95
96// run the los algorithm
97// this is a variant of a spiral los algorithm taken from
98// http://www.geocities.com/temerra/los_rays.html
99// which has been simplified and changed considerably, but
100// still is basically the same algorithm.
101static void
102calculate_los (player *pl)
103{
104 {
105 // we keep one line for ourselves, for the border flag
106 // so the client area is actually MAP_CLIENT_(X|Y) - 2
107 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
108 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
109
110 // create borders, the corners are not touched
111 for (int dx = -half_x; dx <= half_x; ++dx)
112 los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
113 los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
114
115 for (int dy = -half_y; dy <= half_y; ++dy)
116 los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
117 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
118
119 // now reset the los area and also add blocked flags
120 // which supposedly is faster than doing it inside the
121 // spiral path algorithm below, except when very little
122 // area is visible, in which case it is slower, evening
123 // out los calculation times between large and small los maps.
124 // apply_lights also iterates over this area, maybe these
125 // two passes could be combined somehow.
126 rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y)
127 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
128 l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
129 rectangular_mapspace_iterate_end
130 }
131
132 q1 = 0; q2 = 0; // initialise queue, not strictly required
133 enqueue (0, 0); // enqueue center
134
135 // treat the origin specially
136 los[LOS_X0][LOS_Y0].visible = 1;
137 pl->los[LOS_X0][LOS_Y0] = 0;
138
139 // loop over all enqueued points until the queue is empty
140 // the order in which this is done ensures that we
141 // never touch a mapspace whose input spaces we haven't checked
142 // yet.
143 while (q1 != q2)
144 {
145 sint8 dx = queue[q2].x;
146 sint8 dy = queue[q2].y;
147
148 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
149
150 sint8 x = LOS_X0 + dx;
151 sint8 y = LOS_Y0 + dy;
152
153 los_info &l = los[x][y];
154
155 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
275 { 156 {
276 if (!op->contr->blocked_los[x][y] && 157 l.culled = 1;
277 !(get_map_flags (op->map, NULL, 158 l.xo = l.yo = l.xe = l.ye = 0;
278 op->x - op->contr->ns->mapx / 2 + x, 159
279 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) 160 // check contributing spaces, first horizontal
161 if (expect_true (l.flags & FLG_XI))
280 { 162 {
163 los_info *xi = &los[x - sign (dx)][y];
281 164
282 for (i = 1; i <= 8; i += 1) 165 // don't cull unless obscured
283 { /* mark all directions */ 166 l.culled &= !xi->visible;
284 dx = x + freearr_x[i]; 167
285 dy = y + freearr_y[i]; 168 /* merge input space */
286 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 169 if (expect_false (xi->xo || xi->yo))
287 op->contr->blocked_los[dx][dy] = -1; 170 {
171 // The X input can provide two main pieces of information:
172 // 1. Progressive X obscurity.
173 // 2. Recessive Y obscurity.
174
175 // Progressive X obscurity, favouring recessive input angle
176 if (xi->xe > 0 && l.xo == 0)
177 {
178 l.xe = xi->xe - xi->yo;
179 l.ye = xi->ye + xi->yo;
180 l.xo = xi->xo;
181 l.yo = xi->yo;
182 }
183
184 // Recessive Y obscurity
185 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
186 {
187 l.ye = xi->yo + xi->ye;
188 l.xe = xi->xe - xi->yo;
189 l.xo = xi->xo;
190 l.yo = xi->yo;
191 }
288 } 192 }
289 } 193 }
194
195 // check contributing spaces, last vertical, identical structure
196 if (expect_true (l.flags & FLG_YI))
197 {
198 los_info *yi = &los[x][y - sign (dy)];
199
200 // don't cull unless obscured
201 l.culled &= !yi->visible;
202
203 /* merge input space */
204 if (expect_false (yi->yo || yi->xo))
205 {
206 // The Y input can provide two main pieces of information:
207 // 1. Progressive Y obscurity.
208 // 2. Recessive X obscurity.
209
210 // Progressive Y obscurity, favouring recessive input angle
211 if (yi->ye > 0 && l.yo == 0)
212 {
213 l.ye = yi->ye - yi->xo;
214 l.xe = yi->xe + yi->xo;
215 l.yo = yi->yo;
216 l.xo = yi->xo;
217 }
218
219 // Recessive X obscurity
220 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
221 {
222 l.xe = yi->xo + yi->xe;
223 l.ye = yi->ye - yi->xo;
224 l.yo = yi->yo;
225 l.xo = yi->xo;
226 }
227 }
228 }
229
230 if (l.flags & FLG_BLOCKED)
231 {
232 l.xo = l.xe = abs (dx);
233 l.yo = l.ye = abs (dy);
234
235 // we obscure dependents, but might be visible
236 // copy the los from the square towards the player,
237 // so outward diagonal corners are lit.
238 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
239
240 l.visible = false;
241 }
242 else
243 {
244 // we are not blocked, so calculate visibility, by checking
245 // whether we are inside or outside the shadow
246 l.visible = (l.xe <= 0 || l.xe > l.xo)
247 && (l.ye <= 0 || l.ye > l.yo);
248
249 pl->los[x][y] = l.culled ? LOS_BLOCKED
250 : l.visible ? 0
251 : 3;
252 }
253
290 } 254 }
291 255
292 if (op->map->darkness > 0) /* player is on a dark map */ 256 // Expands by the unit length in each component's current direction.
293 expand_lighted_sight (op); 257 // If a component has no direction, then it is expanded in both of its
294 258 // positive and negative directions.
295 /* clear mark squares */ 259 if (!l.culled)
296 for (x = 0; x < op->contr->ns->mapx; x++) 260 {
297 for (y = 0; y < op->contr->ns->mapy; y++) 261 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
298 if (op->contr->blocked_los[x][y] < 0) 262 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
299 op->contr->blocked_los[x][y] = 0; 263 if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
264 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
265 }
266 }
300} 267}
301 268
302/* returns true if op carries one or more lights 269/* returns true if op carries one or more lights
303 * This is a trivial function now days, but it used to 270 * This is a trivial function now days, but it used to
304 * be a bit longer. Probably better for callers to just 271 * be a bit longer. Probably better for callers to just
305 * check the op->glow_radius instead of calling this. 272 * check the op->glow_radius instead of calling this.
306 */ 273 */
307
308int 274int
309has_carried_lights (const object *op) 275has_carried_lights (const object *op)
310{ 276{
311 /* op may glow! */ 277 /* op may glow! */
312 if (op->glow_radius > 0) 278 if (op->glow_radius > 0)
313 return 1; 279 return 1;
314 280
315 return 0; 281 return 0;
316} 282}
317 283
284/* radius, distance => lightness adjust */
285static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
286static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1];
287
288static struct los_init
289{
290 los_init ()
291 {
292 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
293 !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
294
295 /* for lights */
296 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
297 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
298 {
299 // max intensity
300 int intensity = min (LOS_MAX, abs (radius) + 1);
301
302 // actual intensity
303 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
304
305 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
306 ? min (3, intensity)
307 : LOS_MAX - intensity;
308 }
309
310 /* for general vision */
311 for (int radius = 0; radius <= MAX_DARKNESS; ++radius)
312 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance)
313 {
314 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
315 }
316 }
317} los_init;
318
319sint8
320los_brighten (sint8 b, sint8 l)
321{
322 return b == LOS_BLOCKED ? b : min (b, l);
323}
324
325sint8
326los_darken (sint8 b, sint8 l)
327{
328 return max (b, l);
329}
330
331template<sint8 change_it (sint8, sint8)>
318static void 332static void
319expand_lighted_sight (object *op) 333apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
320{ 334{
321 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 335 // min or max the circular area around basex, basey
322 maptile *m = op->map; 336 dx += LOS_X0;
323 sint16 nx, ny; 337 dy += LOS_Y0;
324 338
325 darklevel = m->darkness; 339 int hx = pl->ns->mapx / 2;
340 int hy = pl->ns->mapy / 2;
341
342 int ax0 = max (LOS_X0 - hx, dx - light);
343 int ay0 = max (LOS_Y0 - hy, dy - light);
344 int ax1 = min (dx + light, LOS_X0 + hx);
345 int ay1 = min (dy + light, LOS_Y0 + hy);
346
347 for (int ax = ax0; ax <= ax1; ax++)
348 for (int ay = ay0; ay <= ay1; ay++)
349 pl->los[ax][ay] =
350 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
351}
352
353/* add light, by finding all (non-null) nearby light sources, then
354 * mark those squares specially.
355 */
356static void
357apply_lights (player *pl)
358{
359 object *op = pl->observe;
360 int darklevel = op->map->darklevel ();
326 361
327 /* If the player can see in the dark, lower the darklevel for him */ 362 /* If the player can see in the dark, lower the darklevel for him */
328 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 363 if (op->flag [FLAG_SEE_IN_DARK])
329 darklevel -= 2; 364 darklevel = max (0, darklevel - 2);
330 365
331 /* add light, by finding all (non-null) nearby light sources, then 366 int half_x = pl->ns->mapx / 2;
332 * mark those squares specially. If the darklevel<1, there is no 367 int half_y = pl->ns->mapy / 2;
333 * reason to do this, so we skip this function
334 */
335 368
369 int pass2 = 0; // negative lights have an extra pass
370
336 if (darklevel < 1) 371 if (!darklevel)
337 return; 372 pass2 = 1;
338 373 else
339 /* Do a sanity check. If not valid, some code below may do odd
340 * things.
341 */
342 if (darklevel > MAX_DARKNESS)
343 { 374 {
344 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 375 /* first, make everything totally dark */
345 darklevel = MAX_DARKNESS; 376 for (int dx = -half_x; dx <= half_x; dx++)
377 for (int dy = -half_x; dy <= half_y; dy++)
378 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
379
380 /*
381 * Only process the area of interest.
382 * the basex, basey values represent the position in the op->contr->los
383 * array. Its easier to just increment them here (and start with the right
384 * value) than to recalculate them down below.
385 */
386 rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS)
387 if (m)
388 {
389 mapspace &ms = m->at (nx, ny);
390 ms.update ();
391 sint8 light = ms.light;
392
393 if (expect_false (light))
394 if (light < 0)
395 pass2 = 1;
396 else
397 apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]);
398 }
399 rectangular_mapspace_iterate_end
400
401 /* grant some vision to the player, based on the darklevel */
402 {
403 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
404
405 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
406 }
346 } 407 }
347 408
348 /* First, limit player furthest (unlighted) vision */ 409 // possibly do 2nd pass for rare negative glow radii
349 for (x = 0; x < op->contr->ns->mapx; x++) 410 // for effect, those are always considered to be stronger than anything else
350 for (y = 0; y < op->contr->ns->mapy; y++) 411 // but they can't darken a place completely
351 if (op->contr->blocked_los[x][y] != 100) 412 if (pass2)
352 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 413 rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS)
353 414 if (m)
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 { 415 {
367 m = op->map; 416 mapspace &ms = m->at (nx, ny);
368 nx = x; 417 ms.update ();
369 ny = y; 418 sint8 light = ms.light;
370 419
371 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 420 if (expect_false (light < 0))
372 421 apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]);
373 if (mflags & P_OUT_OF_MAP)
374 continue;
375
376 /* This space is providing light, so we need to brighten up the
377 * spaces around here.
378 */
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
390 for (ay = basey - light; ay <= basey + light; ay++)
391 {
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 } 422 }
414 } 423 rectangular_mapspace_iterate_end
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 }
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 if (ob->flag [FLAG_WIZLOOK])
470 448 clear_los (0);
471 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 449 else if (observe->flag [FLAG_BLIND]) /* player is blind */
472 return; 450 {
473 451 clear_los ();
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);
453 }
486 else 454 else
487 expand_sight (op); 455 {
456 clear_los ();
457 calculate_los (this);
458 apply_lights (this);
459 }
488 460
489 //TODO: no range-checking whatsoever :( 461 if (observe->flag [FLAG_XRAYS])
490 if (QUERY_FLAG (op, FLAG_XRAYS))
491 for (int x = -2; x <= 2; x++) 462 for (int dx = -2; dx <= 2; dx++)
492 for (int y = -2; y <= 2; y++) 463 for (int dy = -2; dy <= 2; dy++)
493 op->contr->blocked_los[dx + x][dy + y] = 0; 464 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
494} 465}
495 466
496/* update all_map_los is like update_all_los below, 467/* update all_map_los is like update_all_los below,
497 * but updates everyone on the map, no matter where they 468 * but updates everyone on the map, no matter where they
498 * are. This generally should not be used, as a per 469 * are. This generally should not be used, as a per
505 * change_map_light function 476 * change_map_light function
506 */ 477 */
507void 478void
508update_all_map_los (maptile *map) 479update_all_map_los (maptile *map)
509{ 480{
510 for_all_players (pl) 481 for_all_players_on_map (pl, map)
511 if (pl->ob && pl->ob->map == map)
512 pl->do_los = 1; 482 pl->do_los = 1;
513} 483}
514 484
515/* 485/*
516 * This function makes sure that update_los() will be called for all 486 * This function makes sure that update_los() will be called for all
517 * players on the given map within the next frame. 487 * players on the given map within the next frame.
525 * map is the map that changed, x and y are the coordinates. 495 * map is the map that changed, x and y are the coordinates.
526 */ 496 */
527void 497void
528update_all_los (const maptile *map, int x, int y) 498update_all_los (const maptile *map, int x, int y)
529{ 499{
500 map->at (x, y).invalidate ();
501
530 for_all_players (pl) 502 for_all_players (pl)
531 { 503 {
532 /* Player should not have a null map, but do this 504 /* Player should not have a null map, but do this
533 * check as a safety 505 * check as a safety
534 */ 506 */
586 pl->do_los = 1; 558 pl->do_los = 1;
587 } 559 }
588 } 560 }
589} 561}
590 562
563static const int season_darkness[5][HOURS_PER_DAY] = {
564 /*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 */
565 { 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 },
566 { 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 },
567 { 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 },
568 { 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 },
569 { 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 }
570};
571
591/* 572/*
592 * Debug-routine which dumps the array which specifies the visible 573 * 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. 574 * MUST be called exactly once per hour.
594 */ 575 */
595void 576void
596print_los (object *op) 577maptile::adjust_daylight ()
597{ 578{
598 int x, y; 579 timeofday_t tod;
599 char buf[50], buf2[10];
600 580
601 strcpy (buf, " "); 581 get_tod (&tod);
602 582
603 for (x = 0; x < op->contr->ns->mapx; x++) 583 // log the time to log-1 every hour, and to chat every day
604 { 584 {
605 sprintf (buf2, "%2d", x); 585 char todbuf[512];
606 strcat (buf, buf2); 586
587 format_tod (todbuf, sizeof (todbuf), &tod);
588
589 for_all_players (pl)
590 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
607 } 591 }
608 592
609 new_draw_info (NDI_UNIQUE, 0, op, buf); 593 /* If the light level isn't changing, no reason to do all
594 * the work below.
595 */
596 sint8 new_darkness = season_darkness[tod.season][tod.hour];
610 597
611 for (y = 0; y < op->contr->ns->mapy; y++) 598 if (new_darkness == maptile::outdoor_darkness)
612 { 599 return;
613 sprintf (buf, "%2d:", y);
614 600
615 for (x = 0; x < op->contr->ns->mapx; x++) 601 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
616 { 602 new_darkness > maptile::outdoor_darkness
617 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 603 ? "It becomes darker."
618 strcat (buf, buf2); 604 : "It becomes brighter.");
619 }
620 605
621 new_draw_info (NDI_UNIQUE, 0, op, buf); 606 maptile::outdoor_darkness = new_darkness;
622 } 607
608 // we simply update the los for all players, which is unnecessarily
609 // costly, but should do for the moment.
610 for_all_players (pl)
611 pl->do_los = 1;
623} 612}
624 613
625/* 614/*
626 * make_sure_seen: The object is supposed to be visible through walls, thus 615 * 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. 616 * check if any players are nearby, and edit their LOS array.
628 */ 617 */
629
630void 618void
631make_sure_seen (const object *op) 619make_sure_seen (const object *op)
632{ 620{
633 for_all_players (pl) 621 for_all_players (pl)
634 if (pl->ob->map == op->map && 622 if (pl->ob->map == op->map &&
635 pl->ob->y - pl->ns->mapy / 2 <= op->y && 623 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) 624 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; 625 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
638} 626}
639 627
640/* 628/*
641 * make_sure_not_seen: The object which is supposed to be visible through 629 * 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 630 * walls has just been removed from the map, so update the los of any
643 * players within its range 631 * players within its range
644 */ 632 */
645
646void 633void
647make_sure_not_seen (const object *op) 634make_sure_not_seen (const object *op)
648{ 635{
649 for_all_players (pl) 636 for_all_players (pl)
650 if (pl->ob->map == op->map && 637 if (pl->ob->map == op->map &&

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