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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 1.61 by root, Tue May 5 04:51:56 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
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. */
25
26#include <global.h> 24#include <global.h>
27#include <math.h> 25#include <cmath>
28 26
29/* Distance must be less than this for the object to be blocked. 27#define SEE_IN_DARK_RADIUS 2
30 * An object is 1.0 wide, so if set to 0.5, it means the object 28#define MAX_VISION 10 // maximum visible radius
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 29
36#define SPACE_BLOCK 0.5 30// los flags
31enum {
32 FLG_XI = 0x01, // we have an x-parent
33 FLG_YI = 0x02, // we have an y-parent
34 FLG_BLOCKED = 0x04, // this space blocks the view
35 FLG_QUEUED = 0x80 // already queued in queue, or border
36};
37 37
38typedef struct blstr 38struct los_info
39{ 39{
40 int x[4], y[4]; 40 uint8 flags; // FLG_xxx
41 int index; 41 uint8 culled; // culled from "tree"
42} blocks; 42 uint8 visible;
43 uint8 pad0;
43 44
44// 31/32 == a speed hack 45 sint8 xo, yo; // obscure angle
45// we would like to use 32 for speed, but the code loops endlessly 46 sint8 xe, ye; // angle deviation
46// then, reason not yet identified, so only make the array use 32, 47};
47// not the define's.
48blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
49 48
50static void expand_lighted_sight (object *op); 49// temporary storage for the los algorithm,
50// one los_info for each lightable map space
51static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
51 52
52/* 53struct 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{ 54{
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; 55 sint8 x, y;
56};
214 57
215 if (!block[x][y].index) 58// minimum size, but must be a power of two
216 return; 59#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
217 60
218 /* ax, ay are coordinates as indexed into the look window */ 61// a queue of spaces to calculate
219 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; 62static point queue [QUEUE_LENGTH];
220 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; 63static 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 64
245/* 65/*
246 * Clears/initialises the los-array associated to the player 66 * Clears/initialises the los-array associated to the player
247 * controlling the object. 67 * controlling the object.
248 */ 68 */
249
250void 69void
251clear_los (player *pl) 70player::clear_los (sint8 value)
252{ 71{
253 /* This is safer than using the ns->mapx, mapy because 72 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} 73}
260 74
261/* 75// enqueue a single mapspace, but only if it hasn't
262 * expand_sight goes through the array of what the given player is 76// 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 77static void
269expand_sight (object *op) 78enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
270{ 79{
271 int i, x, y, dx, dy; 80 sint8 x = LOS_X0 + dx;
81 sint8 y = LOS_Y0 + dy;
272 82
273 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ 83 los_info &l = los[x][y];
274 for (y = 1; y < op->contr->ns->mapy - 1; y++) 84
85 l.flags |= flags;
86
87 if (l.flags & FLG_QUEUED)
88 return;
89
90 l.flags |= FLG_QUEUED;
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 {
107 memset (los, 0, sizeof (los));
108
109 // we keep one line for ourselves, for the border flag
110 // so the client area is actually MAP_CLIENT_(X|Y) - 2
111 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
112 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
113
114 // create borders, the corners are not touched
115 for (int dx = -half_x; dx <= half_x; ++dx)
116 los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
117 los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
118
119 for (int dy = -half_y; dy <= half_y; ++dy)
120 los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
121 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
122
123 // now reset the los area and also add blocked flags
124 // which supposedly is faster than doing it inside the
125 // spiral path algorithm below, except when very little
126 // area is visible, in which case it is slower. which evens
127 // out los calculation times between large and small los maps.
128 // apply_lights also iterates over this area, maybe these
129 // two passes could be combined somehow.
130 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
275 { 131 {
276 if (!op->contr->blocked_los[x][y] && 132 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
277 !(get_map_flags (op->map, NULL, 133 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
278 op->x - op->contr->ns->mapx / 2 + x,
279 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
280 {
281
282 for (i = 1; i <= 8; i += 1)
283 { /* mark all directions */
284 dx = x + freearr_x[i];
285 dy = y + freearr_y[i];
286 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
287 op->contr->blocked_los[dx][dy] = -1;
288 }
289 }
290 } 134 }
135 }
291 136
292 if (op->map->darkness > 0) /* player is on a dark map */ 137 q1 = 0; q2 = 0; // initialise queue, not strictly required
293 expand_lighted_sight (op); 138 enqueue (0, 0); // enqueue center
294 139
295 /* clear mark squares */ 140 // treat the origin specially
296 for (x = 0; x < op->contr->ns->mapx; x++) 141 los[LOS_X0][LOS_Y0].visible = 1;
297 for (y = 0; y < op->contr->ns->mapy; y++) 142 pl->los[LOS_X0][LOS_Y0] = 0;
298 if (op->contr->blocked_los[x][y] < 0)
299 op->contr->blocked_los[x][y] = 0;
300}
301 143
302/* returns true if op carries one or more lights 144 // loop over all enqueued points until the queue is empty
303 * This is a trivial function now days, but it used to 145 // the order in which this is done ensures that we
304 * be a bit longer. Probably better for callers to just 146 // never touch a mapspace whose input spaces we haven't checked
305 * check the op->glow_radius instead of calling this. 147 // yet.
306 */ 148 while (q1 != q2)
307
308int
309has_carried_lights (const object *op)
310{
311 /* op may glow! */
312 if (op->glow_radius > 0)
313 return 1;
314
315 return 0;
316}
317
318static void
319expand_lighted_sight (object *op)
320{
321 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
322 maptile *m = op->map;
323 sint16 nx, ny;
324
325 darklevel = m->darkness;
326
327 /* If the player can see in the dark, lower the darklevel for him */
328 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
329 darklevel -= 2;
330
331 /* add light, by finding all (non-null) nearby light sources, then
332 * mark those squares specially. If the darklevel<1, there is no
333 * reason to do this, so we skip this function
334 */
335
336 if (darklevel < 1)
337 return;
338
339 /* Do a sanity check. If not valid, some code below may do odd
340 * things.
341 */
342 if (darklevel > MAX_DARKNESS)
343 { 149 {
344 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 150 sint8 dx = queue[q2].x;
345 darklevel = MAX_DARKNESS; 151 sint8 dy = queue[q2].y;
346 }
347 152
348 /* First, limit player furthest (unlighted) vision */ 153 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
349 for (x = 0; x < op->contr->ns->mapx; x++)
350 for (y = 0; y < op->contr->ns->mapy; y++)
351 if (op->contr->blocked_los[x][y] != 100)
352 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
353 154
354 /* the spaces[] darkness value contains the information we need. 155 sint8 x = LOS_X0 + dx;
355 * Only process the area of interest. 156 sint8 y = LOS_Y0 + dy;
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 {
363 157
364 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; 158 los_info &l = los[x][y];
365 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) 159
160 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
366 { 161 {
367 m = op->map; 162 l.culled = 1;
368 nx = x; 163 l.xo = l.yo = l.xe = l.ye = 0;
369 ny = y;
370 164
371 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 165 // check contributing spaces, first horizontal
372 166 if (expect_true (l.flags & FLG_XI))
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 { 167 {
382#if 0 168 los_info *xi = &los[x - sign (dx)][y];
383 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); 169
384#endif 170 // don't cull unless obscured
385 for (ax = basex - light; ax <= basex + light; ax++) 171 l.culled &= !xi->visible;
172
173 /* merge input space */
174 if (expect_false (xi->xo || xi->yo))
386 { 175 {
387 if (ax < 0 || ax >= op->contr->ns->mapx) 176 // The X input can provide two main pieces of information:
388 continue; 177 // 1. Progressive X obscurity.
389 178 // 2. Recessive Y obscurity.
390 for (ay = basey - light; ay <= basey + light; ay++) 179
180 // Progressive X obscurity, favouring recessive input angle
181 if (xi->xe > 0 && l.xo == 0)
391 { 182 {
392 if (ay < 0 || ay >= op->contr->ns->mapy) 183 l.xe = xi->xe - xi->yo;
393 continue; 184 l.ye = xi->ye + xi->yo;
185 l.xo = xi->xo;
186 l.yo = xi->yo;
187 }
394 188
395 /* If the space is fully blocked, do nothing. Otherwise, we 189 // Recessive Y obscurity
396 * brighten the space. The further the light is away from the 190 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
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 } 191 {
192 l.ye = xi->yo + xi->ye;
193 l.xe = xi->xe - xi->yo;
194 l.xo = xi->xo;
195 l.yo = xi->yo;
196 }
411 } 197 }
412 } 198 }
199
200 // check contributing spaces, last vertical, identical structure
201 if (expect_true (l.flags & FLG_YI))
202 {
203 los_info *yi = &los[x][y - sign (dy)];
204
205 // don't cull unless obscured
206 l.culled &= !yi->visible;
207
208 /* merge input space */
209 if (expect_false (yi->yo || yi->xo))
210 {
211 // The Y input can provide two main pieces of information:
212 // 1. Progressive Y obscurity.
213 // 2. Recessive X obscurity.
214
215 // Progressive Y obscurity, favouring recessive input angle
216 if (yi->ye > 0 && l.yo == 0)
217 {
218 l.ye = yi->ye - yi->xo;
219 l.xe = yi->xe + yi->xo;
220 l.yo = yi->yo;
221 l.xo = yi->xo;
222 }
223
224 // Recessive X obscurity
225 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
226 {
227 l.xe = yi->xo + yi->xe;
228 l.ye = yi->ye - yi->xo;
229 l.yo = yi->yo;
230 l.xo = yi->xo;
231 }
232 }
233 }
234
235 if (l.flags & FLG_BLOCKED)
236 {
237 l.xo = l.xe = abs (dx);
238 l.yo = l.ye = abs (dy);
239
240 // we obscure dependents, but might be visible
241 // copy the los from the square towards the player,
242 // so outward diagonal corners are lit.
243 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
244
245 l.visible = false;
246 }
247 else
248 {
249 // we are not blocked, so calculate visibility, by checking
250 // whether we are inside or outside the shadow
251 l.visible = (l.xe <= 0 || l.xe > l.xo)
252 && (l.ye <= 0 || l.ye > l.yo);
253
254 pl->los[x][y] = l.culled ? LOS_BLOCKED
255 : l.visible ? 0
256 : 3;
257 }
258
413 } 259 }
260
261 // Expands by the unit length in each component's current direction.
262 // If a component has no direction, then it is expanded in both of its
263 // positive and negative directions.
264 if (!l.culled)
265 {
266 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
267 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
268 if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
269 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
270 }
414 } 271 }
272}
415 273
416 /* Outdoor should never really be completely pitch black dark like 274/* radius, distance => lightness adjust */
417 * a dungeon, so let the player at least see a little around themselves 275static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
276static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
277
278static struct los_init
279{
280 los_init ()
281 {
282 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
283 !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
284
285 /* for lights */
286 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
287 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
288 {
289 // max intensity
290 int intensity = min (LOS_MAX, abs (radius) + 1);
291
292 // actual intensity
293 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
294
295 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
296 ? min (3, intensity)
297 : LOS_MAX - intensity;
298 }
299
300 /* for general vision */
301 for (int radius = 0; radius <= MAX_VISION; ++radius)
302 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
303 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
304 }
305} los_init;
306
307sint8
308los_brighten (sint8 b, sint8 l)
309{
310 return b == LOS_BLOCKED ? b : min (b, l);
311}
312
313sint8
314los_darken (sint8 b, sint8 l)
315{
316 return max (b, l);
317}
318
319template<sint8 change_it (sint8, sint8)>
320static void
321apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
322{
323 // min or max the circular area around basex, basey
324 dx += LOS_X0;
325 dy += LOS_Y0;
326
327 int hx = pl->ns->mapx / 2;
328 int hy = pl->ns->mapy / 2;
329
330 int ax0 = max (LOS_X0 - hx, dx - light);
331 int ay0 = max (LOS_Y0 - hy, dy - light);
332 int ax1 = min (dx + light, LOS_X0 + hx);
333 int ay1 = min (dy + light, LOS_Y0 + hy);
334
335 for (int ax = ax0; ax <= ax1; ax++)
336 for (int ay = ay0; ay <= ay1; ay++)
337 pl->los[ax][ay] =
338 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
339}
340
341/* add light, by finding all (non-null) nearby light sources, then
342 * mark those squares specially.
418 */ 343 */
419 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 344static void
345apply_lights (player *pl)
346{
347 object *op = pl->observe;
348 int darklevel = op->map->darklevel ();
349
350 int half_x = pl->ns->mapx / 2;
351 int half_y = pl->ns->mapy / 2;
352
353 int pass2 = 0; // negative lights have an extra pass
354
355 maprect *rects = pl->observe->map->split_to_tiles (
356 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
357 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
358 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
359 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
360 );
361
362 /* If the player can see in the dark, increase light/vision radius */
363 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
364
365 if (!darklevel)
366 pass2 = 1;
367 else
420 { 368 {
421 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 369 /* first, make everything totally dark */
422 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 370 for (int dx = -half_x; dx <= half_x; dx++)
371 for (int dy = -half_x; dy <= half_y; dy++)
372 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
423 373
424 for (x = -1; x <= 1; x++) 374 /*
425 for (y = -1; y <= 1; y++) 375 * Only process the area of interest.
376 * the basex, basey values represent the position in the op->contr->los
377 * array. Its easier to just increment them here (and start with the right
378 * value) than to recalculate them down below.
379 */
380 for (maprect *r = rects; r->m; ++r)
381 rect_mapwalk (r, 0, 0)
426 { 382 {
427 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 383 mapspace &ms = m->at (nx, ny);
428 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; 384 ms.update ();
385 sint8 light = ms.light;
386
387 if (expect_false (light))
388 if (light < 0)
389 pass2 = 1;
390 else
391 {
392 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
393 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
394 }
429 } 395 }
396
397 /* grant some vision to the player, based on outside, outdoor, and darklevel */
398 {
399 int light;
400
401 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
402 light = MAX_DARKNESS - op->map->darkness;
403 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
404 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
405 else // outdoor and darkness <= 0 => start wide and decrease quickly
406 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
407
408 light = clamp (light + bonus, 0, MAX_VISION);
409
410 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
411 }
430 } 412 }
431 413
432 /* grant some vision to the player, based on the darklevel */ 414 // possibly do 2nd pass for rare negative glow radii
433 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 415 // for effect, those are always considered to be stronger than anything else
434 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 416 // but they can't darken a place completely
435 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 417 if (pass2)
436 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 418 for (maprect *r = rects; r->m; ++r)
437 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 419 rect_mapwalk (r, 0, 0)
438} 420 {
421 mapspace &ms = m->at (nx, ny);
422 ms.update ();
423 sint8 light = ms.light;
439 424
425 if (expect_false (light < 0))
426 {
427 light = clamp (light - bonus, 0, MAX_DARKNESS);
428 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
429 }
430 }
431}
432
440/* blinded_sight() - sets all veiwable squares to blocked except 433/* blinded_sight() - sets all viewable squares to blocked except
441 * for the one the central one that the player occupies. A little 434 * 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 435 * odd that you can see yourself (and what your standing on), but
443 * really need for any reasonable game play. 436 * really need for any reasonable game play.
444 */ 437 */
445static void 438static void
446blinded_sight (object *op) 439blinded_sight (player *pl)
447{ 440{
448 int x, y; 441 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} 442}
456 443
457/* 444/*
458 * update_los() recalculates the array which specifies what is 445 * update_los() recalculates the array which specifies what is
459 * visible for the given player-object. 446 * visible for the given player-object.
460 */ 447 */
461void 448void
462update_los (object *op) 449player::update_los ()
463{ 450{
464 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 451 if (ob->flag [FLAG_REMOVED])//D really needed?
465
466 if (QUERY_FLAG (op, FLAG_REMOVED))
467 return; 452 return;
468 453
469 clear_los (op->contr); 454 if (ob->flag [FLAG_WIZLOOK])
470 455 clear_los (0);
471 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 456 else if (observe->flag [FLAG_BLIND]) /* player is blind */
472 return; 457 {
473 458 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); 459 blinded_sight (this);
460 }
486 else 461 else
487 expand_sight (op); 462 {
463 clear_los ();
464 calculate_los (this);
465 apply_lights (this);
466 }
488 467
489 //TODO: no range-checking whatsoever :( 468 if (observe->flag [FLAG_XRAYS])
490 if (QUERY_FLAG (op, FLAG_XRAYS))
491 for (int x = -2; x <= 2; x++) 469 for (int dx = -2; dx <= 2; dx++)
492 for (int y = -2; y <= 2; y++) 470 for (int dy = -2; dy <= 2; dy++)
493 op->contr->blocked_los[dx + x][dy + y] = 0; 471 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
494} 472}
495 473
496/* update all_map_los is like update_all_los below, 474/* update all_map_los is like update_all_los below,
497 * but updates everyone on the map, no matter where they 475 * but updates everyone on the map, no matter where they
498 * are. This generally should not be used, as a per 476 * are. This generally should not be used, as a per
505 * change_map_light function 483 * change_map_light function
506 */ 484 */
507void 485void
508update_all_map_los (maptile *map) 486update_all_map_los (maptile *map)
509{ 487{
510 for_all_players (pl) 488 for_all_players_on_map (pl, map)
511 if (pl->ob && pl->ob->map == map)
512 pl->do_los = 1; 489 pl->do_los = 1;
513} 490}
514 491
515/* 492/*
516 * This function makes sure that update_los() will be called for all 493 * This function makes sure that update_los() will be called for all
517 * players on the given map within the next frame. 494 * players on the given map within the next frame.
525 * map is the map that changed, x and y are the coordinates. 502 * map is the map that changed, x and y are the coordinates.
526 */ 503 */
527void 504void
528update_all_los (const maptile *map, int x, int y) 505update_all_los (const maptile *map, int x, int y)
529{ 506{
507 map->at (x, y).invalidate ();
508
530 for_all_players (pl) 509 for_all_players (pl)
531 { 510 {
532 /* Player should not have a null map, but do this 511 /* Player should not have a null map, but do this
533 * check as a safety 512 * check as a safety
534 */ 513 */
535 if (!pl->ob || !pl->ob->map || !pl->ns) 514 if (!pl->ob || !pl->ob->map || !pl->ns)
536 continue; 515 continue;
537 516
538 /* Same map is simple case - see if pl is close enough. 517 rv_vector rv;
539 * Note in all cases, we did the check for same map first, 518
540 * and then see if the player is close enough and update 519 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
541 * los if that is the case. If the player is on the
542 * corresponding map, but not close enough, then the
543 * player can't be on another map that may be closer,
544 * so by setting it up this way, we trim processing
545 * some.
546 */ 520
547 if (pl->ob->map == map) 521 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
548 {
549 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
550 pl->do_los = 1; 522 pl->do_los = 1;
551 }
552
553 /* Now we check to see if player is on adjacent
554 * maps to the one that changed and also within
555 * view. The tile_maps[] could be null, but in that
556 * case it should never match the pl->ob->map, so
557 * we want ever try to dereference any of the data in it.
558 *
559 * The logic for 0 and 3 is to see how far the player is
560 * from the edge of the map (height/width) - pl->ob->(x,y)
561 * and to add current position on this map - that gives a
562 * distance.
563 * For 1 and 2, we check to see how far the given
564 * coordinate (x,y) is from the corresponding edge,
565 * and then add the players location, which gives
566 * a distance.
567 */
568 else if (pl->ob->map == map->tile_map[0])
569 {
570 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
571 pl->do_los = 1;
572 }
573 else if (pl->ob->map == map->tile_map[2])
574 {
575 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
576 pl->do_los = 1;
577 }
578 else if (pl->ob->map == map->tile_map[1])
579 {
580 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
581 pl->do_los = 1;
582 }
583 else if (pl->ob->map == map->tile_map[3])
584 {
585 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
586 pl->do_los = 1;
587 }
588 } 523 }
589} 524}
590 525
526static const int season_darkness[5][HOURS_PER_DAY] = {
527 /*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 */
528 { 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 },
529 { 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 },
530 { 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 },
531 { 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 },
532 { 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 }
533};
534
591/* 535/*
592 * Debug-routine which dumps the array which specifies the visible 536 * 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. 537 * MUST be called exactly once per hour.
594 */ 538 */
595void 539void
596print_los (object *op) 540maptile::adjust_daylight ()
597{ 541{
598 int x, y; 542 timeofday_t tod;
599 char buf[50], buf2[10];
600 543
601 strcpy (buf, " "); 544 get_tod (&tod);
602 545
603 for (x = 0; x < op->contr->ns->mapx; x++) 546 // log the time to log-1 every hour, and to chat every day
604 { 547 {
605 sprintf (buf2, "%2d", x); 548 char todbuf[512];
606 strcat (buf, buf2); 549
550 format_tod (todbuf, sizeof (todbuf), &tod);
551
552 for_all_players (pl)
553 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
607 } 554 }
608 555
609 new_draw_info (NDI_UNIQUE, 0, op, buf); 556 /* If the light level isn't changing, no reason to do all
557 * the work below.
558 */
559 sint8 new_darkness = season_darkness[tod.season][tod.hour];
610 560
611 for (y = 0; y < op->contr->ns->mapy; y++) 561 if (new_darkness == maptile::outdoor_darkness)
612 { 562 return;
613 sprintf (buf, "%2d:", y);
614 563
615 for (x = 0; x < op->contr->ns->mapx; x++) 564 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
616 { 565 new_darkness > maptile::outdoor_darkness
617 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 566 ? "It becomes darker."
618 strcat (buf, buf2); 567 : "It becomes brighter.");
619 }
620 568
621 new_draw_info (NDI_UNIQUE, 0, op, buf); 569 maptile::outdoor_darkness = new_darkness;
622 } 570
571 // we simply update the los for all players, which is unnecessarily
572 // costly, but should do for the moment.
573 for_all_players (pl)
574 pl->do_los = 1;
623} 575}
624 576
625/* 577/*
626 * make_sure_seen: The object is supposed to be visible through walls, thus 578 * 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. 579 * check if any players are nearby, and edit their LOS array.
628 */ 580 */
629
630void 581void
631make_sure_seen (const object *op) 582make_sure_seen (const object *op)
632{ 583{
633 for_all_players (pl) 584 for_all_players (pl)
634 if (pl->ob->map == op->map && 585 if (pl->ob->map == op->map &&
635 pl->ob->y - pl->ns->mapy / 2 <= op->y && 586 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) 587 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; 588 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
638} 589}
639 590
640/* 591/*
641 * make_sure_not_seen: The object which is supposed to be visible through 592 * 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 593 * walls has just been removed from the map, so update the los of any
643 * players within its range 594 * players within its range
644 */ 595 */
645
646void 596void
647make_sure_not_seen (const object *op) 597make_sure_not_seen (const object *op)
648{ 598{
649 for_all_players (pl) 599 for_all_players (pl)
650 if (pl->ob->map == op->map && 600 if (pl->ob->map == op->map &&
651 pl->ob->y - pl->ns->mapy / 2 <= op->y && 601 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
652 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) 602 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)
653 pl->do_los = 1; 603 pl->do_los = 1;
654} 604}
605

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