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Comparing deliantra/server/common/los.C (file contents):
Revision 1.31 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.32 by root, Thu Dec 4 03:48:19 2008 UTC

32 * block view in our tables. 32 * block view in our tables.
33 * .4 or less lets you see through walls. .5 is about right. 33 * .4 or less lets you see through walls. .5 is about right.
34 */ 34 */
35 35
36#define SPACE_BLOCK 0.5 36#define SPACE_BLOCK 0.5
37#define MAX_UNLIGHTED_VISION 4 37#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */
38 38
39typedef struct blstr 39typedef struct blstr
40{ 40{
41 int x[4], y[4]; 41 int x[4], y[4];
42 int index; 42 int index;
314 return 1; 314 return 1;
315 315
316 return 0; 316 return 0;
317} 317}
318 318
319/* radius, distance => lightness adjust */
320static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1];
321
322static struct darkness_init
323{
324 darkness_init ()
325 {
326 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
327 for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance)
328 {
329 // max intensity
330 int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1);
331
332 // actual intensity
333 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
334
335 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
336 ? intensity
337 : MAX_DARKNESS_LOS - intensity;
338 }
339 }
340} darkness_init;
341
319static void 342static void
320expand_lighted_sight (object *op) 343expand_lighted_sight (object *op)
321{ 344{
322 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 345 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
323 maptile *m = op->map; 346 maptile *m = op->map;
324 sint16 nx, ny; 347 sint16 nx, ny;
325 348
326 darklevel = m->darkness; 349 darklevel = m->darkness;
350 darklevel = MAX_DARKNESS;//D
327 351
328 /* If the player can see in the dark, lower the darklevel for him */ 352 /* If the player can see in the dark, lower the darklevel for him */
329 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 353 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
330 darklevel -= 2; 354 darklevel -= MAX_DARKNESS_LOS / 2;
331 355
332 /* add light, by finding all (non-null) nearby light sources, then 356 /* add light, by finding all (non-null) nearby light sources, then
333 * mark those squares specially. If the darklevel<1, there is no 357 * mark those squares specially. If the darklevel<1, there is no
334 * reason to do this, so we skip this function 358 * reason to do this, so we skip this function
335 */ 359 */
344 { 368 {
345 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 369 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
346 darklevel = MAX_DARKNESS; 370 darklevel = MAX_DARKNESS;
347 } 371 }
348 372
349 /* First, limit player furthest (unlighted) vision */ 373 /* first, make everything totally dark */
350 for (x = 0; x < op->contr->ns->mapx; x++) 374 for (x = 0; x < op->contr->ns->mapx; x++)
351 for (y = 0; y < op->contr->ns->mapy; y++) 375 for (y = 0; y < op->contr->ns->mapy; y++)
352 if (op->contr->blocked_los[x][y] != 100) 376 if (op->contr->blocked_los[x][y] != 100)
353 op->contr->blocked_los[x][y] = MAX_UNLIGHTED_VISION; 377 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
354 378
355 /* the spaces[] darkness value contains the information we need. 379 int half_x = op->contr->ns->mapx / 2;
380 int half_y = op->contr->ns->mapy / 2;
381
382 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
383 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
384 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
385 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
386
387 int pass2 = 0; // negative lights have an extra pass
388
389 /*
356 * Only process the area of interest. 390 * Only process the area of interest.
357 * the basex, basey values represent the position in the op->contr->blocked_los 391 * the basex, basey values represent the position in the op->contr->blocked_los
358 * array. Its easier to just increment them here (and start with the right 392 * array. Its easier to just increment them here (and start with the right
359 * value) than to recalculate them down below. 393 * value) than to recalculate them down below.
360 */ 394 */
361 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADIUS), basex = -MAX_LIGHT_RADIUS; 395 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
362 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADIUS); x++, basex++) 396 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
363 {
364
365 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADIUS), basey = -MAX_LIGHT_RADIUS;
366 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADIUS); y++, basey++)
367 { 397 {
398 maptile *m = op->map;
399 sint16 nx = x;
400 sint16 ny = y;
401
402 if (!xy_normalise (m, nx, ny))
403 continue;
404
405 mapspace &ms = m->at (nx, ny);
406 ms.update ();
407 sint8 light = ms.light;
408
409 if (expect_false (light))
410 if (light < 0)
411 pass2 = 1;
412 else
413 {
414 /* This space is providing light, so we need to brighten up the
415 * spaces around here.
416 */
417 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
418
419 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
420 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
421 if (op->contr->blocked_los[ax][ay] != 100)
422 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
423 }
424 }
425
426 // psosibly do 2nd pass for rare negative glow radii
427 if (pass2)
428 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
429 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
430 {
368 m = op->map; 431 maptile *m = op->map;
369 nx = x; 432 sint16 nx = x;
370 ny = y; 433 sint16 ny = y;
371 434
372 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 435 if (!xy_normalise (m, nx, ny))
373
374 if (mflags & P_OUT_OF_MAP)
375 continue; 436 continue;
376 437
377 /* This space is providing light, so we need to brighten up the 438 mapspace &ms = m->at (nx, ny);
378 * spaces around here. 439 ms.update ();
379 */ 440 sint8 light = ms.light;
380 light = GET_MAP_LIGHT (m, nx, ny); 441
381 if (light) 442 if (expect_false (light < 0))
382 { 443 {
383#if 0 444 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
384 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
385#endif
386 for (ax = basex - light; ax <= basex + light; ax++)
387 {
388 if (ax < 0 || ax >= op->contr->ns->mapx)
389 continue;
390 445
391 x1 = (basex - ax) * (basex - ax); 446 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
392 447 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
393 for (ay = basey - light; ay <= basey + light; ay++)
394 {
395 if (ay < 0 || ay >= op->contr->ns->mapy)
396 continue;
397
398 /* If the space is fully blocked, do nothing. Otherwise, we
399 * brighten the space. The further the light is away from the
400 * source (basex-x), the less effect it has. Though light used
401 * to dim in a square manner, it now dims in a roughly circular
402 * manner. glow_radius still represents the radius.
403 */
404 if (op->contr->blocked_los[ax][ay] != 100) 448 if (op->contr->blocked_los[ax][ay] != 100)
405 { 449 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
406 y1 = (basey - ay) * (basey - ay);
407
408 op->contr->blocked_los[ax][ay] -= light > 0
409 ? max (light - isqrt (x1 + y1), 0)
410 : min (light + isqrt (x1 + y1), 0);
411 }
412 }
413 }
414 } 450 }
415 } 451 }
416 }
417 452
418 /* Outdoor should never really be completely pitch black dark like 453 /* Outdoor should never really be completely pitch black dark like
419 * a dungeon, so let the player at least see a little around themselves 454 * a dungeon, so let the player at least see a little around themselves
420 */ 455 */
421 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) 456 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
434 /* grant some vision to the player, based on the darklevel */ 469 /* grant some vision to the player, based on the darklevel */
435 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 470 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
436 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 471 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
437 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 472 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 473 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
439 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 474 max (0, 6 - darklevel - max (abs (x), abs (y)));
440} 475}
441 476
442/* blinded_sight() - sets all viewable squares to blocked except 477/* blinded_sight() - sets all viewable squares to blocked except
443 * for the one the central one that the player occupies. A little 478 * for the one the central one that the player occupies. A little
444 * odd that you can see yourself (and what your standing on), but 479 * odd that you can see yourself (and what your standing on), but

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