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Comparing deliantra/server/common/los.C (file contents):
Revision 1.32 by root, Thu Dec 4 03:48:19 2008 UTC vs.
Revision 1.66 by root, Fri Nov 6 13:03:34 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
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 5 *
8 * Deliantra is free software: you can redistribute it and/or modify 6 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 7 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 9 * option) any later version.
12 * 10 *
13 * This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 14 * GNU General Public License for more details.
17 * 15 *
18 * You should have received a copy of the GNU General Public License 16 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>.
20 * 19 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 20 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 21 */
23 22
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25
26#include <global.h> 23#include <global.h>
27#include <math.h> 24#include <cmath>
28 25
29/* Distance must be less than this for the object to be blocked. 26#define SEE_IN_DARK_RADIUS 2
30 * An object is 1.0 wide, so if set to 0.5, it means the object 27#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 28
36#define SPACE_BLOCK 0.5 29// los flags
37#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */ 30enum {
31 FLG_XI = 0x01, // we have an x-parent
32 FLG_YI = 0x02, // we have an y-parent
33 FLG_BLOCKED = 0x04, // this space blocks the view
34 FLG_QUEUED = 0x80 // already queued in queue, or border
35};
38 36
39typedef struct blstr 37struct los_info
40{ 38{
41 int x[4], y[4]; 39 uint8 flags; // FLG_xxx
42 int index; 40 uint8 culled; // culled from "tree"
43} blocks; 41 uint8 visible;
42 uint8 pad0;
44 43
45// 31/32 == a speed hack 44 sint8 xo, yo; // obscure angle
46// we would like to use 32 for speed, but the code loops endlessly 45 sint8 xe, ye; // angle deviation
47// then, reason not yet identified, so only make the array use 32, 46};
48// not the define's.
49blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
50 47
51static void expand_lighted_sight (object *op); 48// temporary storage for the los algorithm,
49// one los_info for each lightable map space
50static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
52 51
53/* 52struct point
54 * Used to initialise the array used by the LOS routines.
55 * What this sets if that x,y blocks the view of bx,by
56 * This then sets up a relation - for example, something
57 * at 5,4 blocks view at 5,3 which blocks view at 5,2
58 * etc. So when we check 5,4 and find it block, we have
59 * the data to know that 5,3 and 5,2 and 5,1 should also
60 * be blocked.
61 */
62
63static void
64set_block (int x, int y, int bx, int by)
65{ 53{
66 int index = block[x][y].index, i;
67
68 /* Due to flipping, we may get duplicates - better safe than sorry.
69 */
70 for (i = 0; i < index; i++)
71 {
72 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
73 return;
74 }
75
76 block[x][y].x[index] = bx;
77 block[x][y].y[index] = by;
78 block[x][y].index++;
79#ifdef LOS_DEBUG
80 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
81#endif
82}
83
84/*
85 * initialises the array used by the LOS routines.
86 */
87
88/* since we are only doing the upper left quadrant, only
89 * these spaces could possibly get blocked, since these
90 * are the only ones further out that are still possibly in the
91 * sightline.
92 */
93
94void
95init_block (void)
96{
97 int x, y, dx, dy, i;
98 static int block_x[3] = { -1, -1, 0 },
99 block_y[3] = { -1, 0, -1 };
100
101 for (x = 0; x < MAP_CLIENT_X; x++)
102 for (y = 0; y < MAP_CLIENT_Y; y++)
103 block[x][y].index = 0;
104
105
106 /* The table should be symmetric, so only do the upper left
107 * quadrant - makes the processing easier.
108 */
109 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
110 {
111 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
112 {
113 for (i = 0; i < 3; i++)
114 {
115 dx = x + block_x[i];
116 dy = y + block_y[i];
117
118 /* center space never blocks */
119 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
120 continue;
121
122 /* If its a straight line, its blocked */
123 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
124 {
125 /* For simplicity, we mirror the coordinates to block the other
126 * quadrants.
127 */
128 set_block (x, y, dx, dy);
129 if (x == MAP_CLIENT_X / 2)
130 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
131 else if (y == MAP_CLIENT_Y / 2)
132 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
133 }
134 else
135 {
136 float d1, r, s, l;
137
138 /* We use the algorihm that found out how close the point
139 * (x,y) is to the line from dx,dy to the center of the viewable
140 * area. l is the distance from x,y to the line.
141 * r is more a curiosity - it lets us know what direction (left/right)
142 * the line is off
143 */
144
145 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
146 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
147 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
148 l = FABS (sqrt (d1) * s);
149
150 if (l <= SPACE_BLOCK)
151 {
152 /* For simplicity, we mirror the coordinates to block the other
153 * quadrants.
154 */
155 set_block (x, y, dx, dy);
156 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
157 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
158 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
159 }
160 }
161 }
162 }
163 }
164}
165
166/*
167 * Used to initialise the array used by the LOS routines.
168 * x,y are indexes into the blocked[][] array.
169 * This recursively sets the blocked line of sight view.
170 * From the blocked[][] array, we know for example
171 * that if some particular space is blocked, it blocks
172 * the view of the spaces 'behind' it, and those blocked
173 * spaces behind it may block other spaces, etc.
174 * In this way, the chain of visibility is set.
175 */
176static void
177set_wall (object *op, int x, int y)
178{
179 int i;
180
181 for (i = 0; i < block[x][y].index; i++)
182 {
183 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
184
185 /* ax, ay are the values as adjusted to be in the
186 * socket look structure.
187 */
188 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
189 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
190
191 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
192 continue;
193#if 0
194 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
195#endif
196 /* we need to adjust to the fact that the socket
197 * code wants the los to start from the 0,0
198 * and not be relative to middle of los array.
199 */
200 op->contr->blocked_los[ax][ay] = 100;
201 set_wall (op, dx, dy);
202 }
203}
204
205/*
206 * Used to initialise the array used by the LOS routines.
207 * op is the object, x and y values based on MAP_CLIENT_X and Y.
208 * this is because they index the blocked[][] arrays.
209 */
210
211static void
212check_wall (object *op, int x, int y)
213{
214 int ax, ay; 54 sint8 x, y;
55};
215 56
216 if (!block[x][y].index) 57// minimum size, but must be a power of two
217 return; 58#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
218 59
219 /* ax, ay are coordinates as indexed into the look window */ 60// a queue of spaces to calculate
220 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; 61static point queue [QUEUE_LENGTH];
221 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; 62static int q1, q2; // queue start, end
222
223 /* If the converted coordinates are outside the viewable
224 * area for the client, return now.
225 */
226 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
227 return;
228
229#if 0
230 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
231 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
232#endif
233
234 /* If this space is already blocked, prune the processing - presumably
235 * whatever has set this space to be blocked has done the work and already
236 * done the dependency chain.
237 */
238 if (op->contr->blocked_los[ax][ay] == 100)
239 return;
240
241
242 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))
243 set_wall (op, x, y);
244}
245 63
246/* 64/*
247 * Clears/initialises the los-array associated to the player 65 * Clears/initialises the los-array associated to the player
248 * controlling the object. 66 * controlling the object.
249 */ 67 */
250
251void 68void
252clear_los (player *pl) 69player::clear_los (sint8 value)
253{ 70{
254 /* This is safer than using the ns->mapx, mapy because 71 memset (los, value, sizeof (los));
255 * we index the blocked_los as a 2 way array, so clearing
256 * the first z spaces may not not cover the spaces we are
257 * actually going to use
258 */
259 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
260} 72}
261 73
262/* 74// enqueue a single mapspace, but only if it hasn't
263 * expand_sight goes through the array of what the given player is 75// been enqueued yet.
264 * able to see, and expands the visible area a bit, so the player will,
265 * to a certain degree, be able to see into corners.
266 * This is somewhat suboptimal, would be better to improve the formula.
267 */
268
269static void 76static void
270expand_sight (object *op) 77enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
271{ 78{
272 int i, x, y, dx, dy; 79 sint8 x = LOS_X0 + dx;
80 sint8 y = LOS_Y0 + dy;
273 81
274 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ 82 los_info &l = los[x][y];
275 for (y = 1; y < op->contr->ns->mapy - 1; y++) 83
84 l.flags |= flags;
85
86 if (l.flags & FLG_QUEUED)
87 return;
88
89 l.flags |= FLG_QUEUED;
90
91 queue[q1].x = dx;
92 queue[q1].y = dy;
93
94 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
95}
96
97// run the los algorithm
98// this is a variant of a spiral los algorithm taken from
99// http://www.geocities.com/temerra/los_rays.html
100// which has been simplified and changed considerably, but
101// still is basically the same algorithm.
102static void
103calculate_los (player *pl)
104{
105 {
106 memset (los, 0, sizeof (los));
107
108 // we keep one line for ourselves, for the border flag
109 // so the client area is actually MAP_CLIENT_(X|Y) - 2
110 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
111 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
112
113 // create borders, the corners are not touched
114 for (int dx = -half_x; dx <= half_x; ++dx)
115 los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
116 los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
117
118 for (int dy = -half_y; dy <= half_y; ++dy)
119 los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
120 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
121
122 // now reset the los area and also add blocked flags
123 // which supposedly is faster than doing it inside the
124 // spiral path algorithm below, except when very little
125 // area is visible, in which case it is slower. which evens
126 // out los calculation times between large and small los maps.
127 // apply_lights also iterates over this area, maybe these
128 // two passes could be combined somehow.
129 unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y)
276 { 130 {
277 if (!op->contr->blocked_los[x][y] && 131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
278 !(get_map_flags (op->map, NULL, 132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
279 op->x - op->contr->ns->mapx / 2 + x,
280 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
281 {
282
283 for (i = 1; i <= 8; i += 1)
284 { /* mark all directions */
285 dx = x + freearr_x[i];
286 dy = y + freearr_y[i];
287 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
288 op->contr->blocked_los[dx][dy] = -1;
289 }
290 }
291 } 133 }
134 }
292 135
293 if (op->map->darkness > 0) /* player is on a dark map */ 136 q1 = 0; q2 = 0; // initialise queue, not strictly required
294 expand_lighted_sight (op); 137 enqueue (0, 0); // enqueue center
295 138
296 /* clear mark squares */ 139 // treat the origin specially
297 for (x = 0; x < op->contr->ns->mapx; x++) 140 los[LOS_X0][LOS_Y0].visible = 1;
298 for (y = 0; y < op->contr->ns->mapy; y++) 141 pl->los[LOS_X0][LOS_Y0] = 0;
299 if (op->contr->blocked_los[x][y] < 0)
300 op->contr->blocked_los[x][y] = 0;
301}
302 142
303/* returns true if op carries one or more lights 143 // loop over all enqueued points until the queue is empty
304 * This is a trivial function now days, but it used to 144 // the order in which this is done ensures that we
305 * be a bit longer. Probably better for callers to just 145 // never touch a mapspace whose input spaces we haven't checked
306 * check the op->glow_radius instead of calling this. 146 // yet.
307 */ 147 while (q1 != q2)
148 {
149 sint8 dx = queue[q2].x;
150 sint8 dy = queue[q2].y;
308 151
309int 152 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
310has_carried_lights (const object *op)
311{
312 /* op may glow! */
313 if (op->glow_radius > 0)
314 return 1;
315 153
316 return 0; 154 sint8 x = LOS_X0 + dx;
155 sint8 y = LOS_Y0 + dy;
156
157 los_info &l = los[x][y];
158
159 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
160 {
161 l.culled = 1;
162 l.xo = l.yo = l.xe = l.ye = 0;
163
164 // check contributing spaces, first horizontal
165 if (expect_true (l.flags & FLG_XI))
166 {
167 los_info *xi = &los[x - sign (dx)][y];
168
169 // don't cull unless obscured
170 l.culled &= !xi->visible;
171
172 /* merge input space */
173 if (expect_false (xi->xo || xi->yo))
174 {
175 // The X input can provide two main pieces of information:
176 // 1. Progressive X obscurity.
177 // 2. Recessive Y obscurity.
178
179 // Progressive X obscurity, favouring recessive input angle
180 if (xi->xe > 0 && l.xo == 0)
181 {
182 l.xe = xi->xe - xi->yo;
183 l.ye = xi->ye + xi->yo;
184 l.xo = xi->xo;
185 l.yo = xi->yo;
186 }
187
188 // Recessive Y obscurity
189 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
190 {
191 l.ye = xi->yo + xi->ye;
192 l.xe = xi->xe - xi->yo;
193 l.xo = xi->xo;
194 l.yo = xi->yo;
195 }
196 }
197 }
198
199 // check contributing spaces, last vertical, identical structure
200 if (expect_true (l.flags & FLG_YI))
201 {
202 los_info *yi = &los[x][y - sign (dy)];
203
204 // don't cull unless obscured
205 l.culled &= !yi->visible;
206
207 /* merge input space */
208 if (expect_false (yi->yo || yi->xo))
209 {
210 // The Y input can provide two main pieces of information:
211 // 1. Progressive Y obscurity.
212 // 2. Recessive X obscurity.
213
214 // Progressive Y obscurity, favouring recessive input angle
215 if (yi->ye > 0 && l.yo == 0)
216 {
217 l.ye = yi->ye - yi->xo;
218 l.xe = yi->xe + yi->xo;
219 l.yo = yi->yo;
220 l.xo = yi->xo;
221 }
222
223 // Recessive X obscurity
224 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
225 {
226 l.xe = yi->xo + yi->xe;
227 l.ye = yi->ye - yi->xo;
228 l.yo = yi->yo;
229 l.xo = yi->xo;
230 }
231 }
232 }
233
234 if (l.flags & FLG_BLOCKED)
235 {
236 l.xo = l.xe = abs (dx);
237 l.yo = l.ye = abs (dy);
238
239 // we obscure dependents, but might be visible
240 // copy the los from the square towards the player,
241 // so outward diagonal corners are lit.
242 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
243
244 l.visible = false;
245 }
246 else
247 {
248 // we are not blocked, so calculate visibility, by checking
249 // whether we are inside or outside the shadow
250 l.visible = (l.xe <= 0 || l.xe > l.xo)
251 && (l.ye <= 0 || l.ye > l.yo);
252
253 pl->los[x][y] = l.culled ? LOS_BLOCKED
254 : l.visible ? 0
255 : 3;
256 }
257
258 }
259
260 // Expands by the unit length in each component's current direction.
261 // If a component has no direction, then it is expanded in both of its
262 // positive and negative directions.
263 if (!l.culled)
264 {
265 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
266 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
267 if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
268 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
269 }
270 }
317} 271}
318 272
319/* radius, distance => lightness adjust */ 273/* radius, distance => lightness adjust */
320static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1]; 274static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
275static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
321 276
322static struct darkness_init 277static struct los_init
323{ 278{
324 darkness_init () 279 los_init ()
325 { 280 {
281 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
282 !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
283
284 /* for lights */
326 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) 285 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
327 for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance) 286 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
328 { 287 {
329 // max intensity 288 // max intensity
330 int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1); 289 int intensity = min (LOS_MAX, abs (radius) + 1);
331 290
332 // actual intensity 291 // actual intensity
333 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 292 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
334 293
335 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
336 ? intensity 295 ? min (3, intensity)
337 : MAX_DARKNESS_LOS - intensity; 296 : LOS_MAX - intensity;
338 } 297 }
298
299 /* for general vision */
300 for (int radius = 0; radius <= MAX_VISION; ++radius)
301 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
302 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
339 } 303 }
340} darkness_init; 304} los_init;
341 305
306// the following functions cannot be static, due to c++ stupidity :/
307namespace {
308 // brighten area, ignore los
309 sint8
310 los_brighten_nolos (sint8 b, sint8 l)
311 {
312 return min (b, l);
313 }
314
315 // brighten area, but respect los
316 sint8
317 los_brighten (sint8 b, sint8 l)
318 {
319 return b == LOS_BLOCKED ? b : min (b, l);
320 }
321
322 // darken area, respect los
323 sint8
324 los_darken (sint8 b, sint8 l)
325 {
326 return max (b, l);
327 }
328};
329
330template<sint8 change_it (sint8, sint8)>
342static void 331static void
343expand_lighted_sight (object *op) 332apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
344{ 333{
345 int x, y, darklevel, basex, basey, mflags, light, x1, y1; 334 // min or max the circular area around basex, basey
346 maptile *m = op->map; 335 dx += LOS_X0;
347 sint16 nx, ny; 336 dy += LOS_Y0;
348 337
349 darklevel = m->darkness; 338 int hx = pl->ns->mapx / 2;
350 darklevel = MAX_DARKNESS;//D 339 int hy = pl->ns->mapy / 2;
351 340
352 /* If the player can see in the dark, lower the darklevel for him */ 341 int ax0 = max (LOS_X0 - hx, dx - light);
353 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 342 int ay0 = max (LOS_Y0 - hy, dy - light);
354 darklevel -= MAX_DARKNESS_LOS / 2; 343 int ax1 = min (dx + light, LOS_X0 + hx);
344 int ay1 = min (dy + light, LOS_Y0 + hy);
355 345
346 for (int ax = ax0; ax <= ax1; ax++)
347 for (int ay = ay0; ay <= ay1; ay++)
348 pl->los[ax][ay] =
349 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
350}
351
356 /* add light, by finding all (non-null) nearby light sources, then 352/* add light, by finding all (non-null) nearby light sources, then
357 * mark those squares specially. If the darklevel<1, there is no 353 * mark those squares specially.
358 * reason to do this, so we skip this function
359 */ 354 */
355static void
356apply_lights (player *pl)
357{
358 object *op = pl->viewpoint;
359 int darklevel = op->map->darklevel ();
360 360
361 int half_x = pl->ns->mapx / 2;
362 int half_y = pl->ns->mapy / 2;
363
364 int pass2 = 0; // negative lights have an extra pass
365
366 maprect *rects = pl->viewpoint->map->split_to_tiles (
367 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
368 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
369 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
370 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
371 );
372
373 /* If the player can see in the dark, increase light/vision radius */
374 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
375
361 if (darklevel < 1) 376 if (!darklevel)
362 return; 377 pass2 = 1;
363 378 else
364 /* Do a sanity check. If not valid, some code below may do odd
365 * things.
366 */
367 if (darklevel > MAX_DARKNESS)
368 { 379 {
369 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 380 /* first, make everything totally dark */
370 darklevel = MAX_DARKNESS; 381 for (int dx = -half_x; dx <= half_x; dx++)
382 for (int dy = -half_x; dy <= half_y; dy++)
383 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
384
385 /*
386 * Only process the area of interest.
387 * the basex, basey values represent the position in the op->contr->los
388 * array. Its easier to just increment them here (and start with the right
389 * value) than to recalculate them down below.
390 */
391 for (maprect *r = rects; r->m; ++r)
392 rect_mapwalk (r, 0, 0)
393 {
394 mapspace &ms = m->at (nx, ny);
395 ms.update ();
396 sint8 light = ms.light;
397
398 if (expect_false (light))
399 if (light < 0)
400 pass2 = 1;
401 else
402 {
403 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
404 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
405 }
406 }
407
408 /* grant some vision to the player, based on outside, outdoor, and darklevel */
409 {
410 int light;
411
412 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
413 light = MAX_DARKNESS - op->map->darkness;
414 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
415 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
416 else // outdoor and darkness <= 0 => start wide and decrease quickly
417 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
418
419 light = clamp (light + bonus, 0, MAX_VISION);
420
421 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
422 }
371 } 423 }
372 424
373 /* first, make everything totally dark */ 425 // when we fly high, we have some minimum viewable area around us, like x-ray
374 for (x = 0; x < op->contr->ns->mapx; x++) 426 if (op->move_type & MOVE_FLY_HIGH)
375 for (y = 0; y < op->contr->ns->mapy; y++) 427 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
376 if (op->contr->blocked_los[x][y] != 100)
377 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
378 428
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 /*
390 * Only process the area of interest.
391 * the basex, basey values represent the position in the op->contr->blocked_los
392 * array. Its easier to just increment them here (and start with the right
393 * value) than to recalculate them down below.
394 */
395 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
396 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
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 429 // possibly do 2nd pass for rare negative glow radii
430 // for effect, those are always considered to be stronger than anything else
431 // but they can't darken a place completely
427 if (pass2) 432 if (pass2)
428 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) 433 for (maprect *r = rects; r->m; ++r)
429 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) 434 rect_mapwalk (r, 0, 0)
430 { 435 {
431 maptile *m = op->map;
432 sint16 nx = x;
433 sint16 ny = y;
434
435 if (!xy_normalise (m, nx, ny))
436 continue;
437
438 mapspace &ms = m->at (nx, ny); 436 mapspace &ms = m->at (nx, ny);
439 ms.update (); 437 ms.update ();
440 sint8 light = ms.light; 438 sint8 light = ms.light;
441 439
442 if (expect_false (light < 0)) 440 if (expect_false (light < 0))
443 { 441 {
444 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; 442 light = clamp (light - bonus, 0, MAX_DARKNESS);
445 443 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
446 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
447 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
448 if (op->contr->blocked_los[ax][ay] != 100)
449 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
450 } 444 }
451 } 445 }
452
453 /* Outdoor should never really be completely pitch black dark like
454 * a dungeon, so let the player at least see a little around themselves
455 */
456 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
457 {
458 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
459 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
460
461 for (x = -1; x <= 1; x++)
462 for (y = -1; y <= 1; y++)
463 {
464 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
465 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
466 }
467 }
468
469 /* grant some vision to the player, based on the darklevel */
470 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
471 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
472 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
473 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
474 max (0, 6 - darklevel - max (abs (x), abs (y)));
475} 446}
476 447
477/* blinded_sight() - sets all viewable squares to blocked except 448/* blinded_sight() - sets all viewable squares to blocked except
478 * for the one the central one that the player occupies. A little 449 * for the one the central one that the player occupies. A little
479 * odd that you can see yourself (and what your standing on), but 450 * odd that you can see yourself (and what your standing on), but
480 * really need for any reasonable game play. 451 * really need for any reasonable game play.
481 */ 452 */
482static void 453static void
483blinded_sight (object *op) 454blinded_sight (player *pl)
484{ 455{
485 int x, y; 456 pl->los[LOS_X0][LOS_Y0] = 1;
486
487 for (x = 0; x < op->contr->ns->mapx; x++)
488 for (y = 0; y < op->contr->ns->mapy; y++)
489 op->contr->blocked_los[x][y] = 100;
490
491 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
492} 457}
493 458
494/* 459/*
495 * update_los() recalculates the array which specifies what is 460 * update_los() recalculates the array which specifies what is
496 * visible for the given player-object. 461 * visible for the given player-object.
497 */ 462 */
498void 463void
499update_los (object *op) 464player::update_los ()
500{ 465{
501 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 466 if (ob->flag [FLAG_REMOVED])//D really needed?
502
503 if (QUERY_FLAG (op, FLAG_REMOVED))
504 return; 467 return;
505 468
506 clear_los (op->contr); 469 if (ob->flag [FLAG_WIZLOOK])
507 470 clear_los (0);
508 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 471 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
509 return; 472 {
510 473 clear_los ();
511 /* For larger maps, this is more efficient than the old way which
512 * used the chaining of the block array. Since many space views could
513 * be blocked by different spaces in front, this mean that a lot of spaces
514 * could be examined multile times, as each path would be looked at.
515 */
516 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
517 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
518 check_wall (op, x, y);
519
520 /* do the los of the player. 3 (potential) cases */
521 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
522 blinded_sight (op); 474 blinded_sight (this);
475 }
523 else 476 else
524 expand_sight (op); 477 {
478 clear_los ();
479 calculate_los (this);
480 apply_lights (this);
481 }
525 482
526 //TODO: no range-checking whatsoever :( 483 if (viewpoint->flag [FLAG_XRAYS])
527 if (QUERY_FLAG (op, FLAG_XRAYS))
528 for (int x = -2; x <= 2; x++) 484 for (int dx = -2; dx <= 2; dx++)
529 for (int y = -2; y <= 2; y++) 485 for (int dy = -2; dy <= 2; dy++)
530 op->contr->blocked_los[dx + x][dy + y] = 0; 486 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
531} 487}
532 488
533/* update all_map_los is like update_all_los below, 489/* update all_map_los is like update_all_los below,
534 * but updates everyone on the map, no matter where they 490 * but updates everyone on the map, no matter where they
535 * are. This generally should not be used, as a per 491 * are. This generally should not be used, as a per
542 * change_map_light function 498 * change_map_light function
543 */ 499 */
544void 500void
545update_all_map_los (maptile *map) 501update_all_map_los (maptile *map)
546{ 502{
547 for_all_players (pl) 503 for_all_players_on_map (pl, map)
548 if (pl->ob && pl->ob->map == map)
549 pl->do_los = 1; 504 pl->do_los = 1;
550} 505}
551 506
552/* 507/*
553 * This function makes sure that update_los() will be called for all 508 * This function makes sure that update_los() will be called for all
554 * players on the given map within the next frame. 509 * players on the given map within the next frame.
562 * map is the map that changed, x and y are the coordinates. 517 * map is the map that changed, x and y are the coordinates.
563 */ 518 */
564void 519void
565update_all_los (const maptile *map, int x, int y) 520update_all_los (const maptile *map, int x, int y)
566{ 521{
522 map->at (x, y).invalidate ();
523
567 for_all_players (pl) 524 for_all_players (pl)
568 { 525 {
569 /* Player should not have a null map, but do this 526 /* Player should not have a null map, but do this
570 * check as a safety 527 * check as a safety
571 */ 528 */
572 if (!pl->ob || !pl->ob->map || !pl->ns) 529 if (!pl->ob || !pl->ob->map || !pl->ns)
573 continue; 530 continue;
574 531
575 /* Same map is simple case - see if pl is close enough. 532 rv_vector rv;
576 * Note in all cases, we did the check for same map first, 533
577 * and then see if the player is close enough and update 534 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
578 * los if that is the case. If the player is on the
579 * corresponding map, but not close enough, then the
580 * player can't be on another map that may be closer,
581 * so by setting it up this way, we trim processing
582 * some.
583 */ 535
584 if (pl->ob->map == map) 536 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
585 {
586 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
587 pl->do_los = 1; 537 pl->do_los = 1;
588 }
589
590 /* Now we check to see if player is on adjacent
591 * maps to the one that changed and also within
592 * view. The tile_maps[] could be null, but in that
593 * case it should never match the pl->ob->map, so
594 * we want ever try to dereference any of the data in it.
595 *
596 * The logic for 0 and 3 is to see how far the player is
597 * from the edge of the map (height/width) - pl->ob->(x,y)
598 * and to add current position on this map - that gives a
599 * distance.
600 * For 1 and 2, we check to see how far the given
601 * coordinate (x,y) is from the corresponding edge,
602 * and then add the players location, which gives
603 * a distance.
604 */
605 else if (pl->ob->map == map->tile_map[0])
606 {
607 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
608 pl->do_los = 1;
609 }
610 else if (pl->ob->map == map->tile_map[2])
611 {
612 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
613 pl->do_los = 1;
614 }
615 else if (pl->ob->map == map->tile_map[1])
616 {
617 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
618 pl->do_los = 1;
619 }
620 else if (pl->ob->map == map->tile_map[3])
621 {
622 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
623 pl->do_los = 1;
624 }
625 } 538 }
626} 539}
627 540
541static const int season_darkness[5][HOURS_PER_DAY] = {
542 /*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 */
543 { 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 },
544 { 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 },
545 { 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 },
546 { 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 },
547 { 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 }
548};
549
628/* 550/*
629 * Debug-routine which dumps the array which specifies the visible 551 * Tell players the time and compute the darkness level for all maps in the game.
630 * area of a player. Triggered by the z key in DM mode. 552 * MUST be called exactly once per hour.
631 */ 553 */
632void 554void
633print_los (object *op) 555maptile::adjust_daylight ()
634{ 556{
635 int x, y; 557 timeofday_t tod;
636 char buf[50], buf2[10];
637 558
638 strcpy (buf, " "); 559 get_tod (&tod);
639 560
640 for (x = 0; x < op->contr->ns->mapx; x++) 561 // log the time to log-1 every hour, and to chat every day
641 { 562 {
642 sprintf (buf2, "%2d", x); 563 char todbuf[512];
643 strcat (buf, buf2); 564
565 format_tod (todbuf, sizeof (todbuf), &tod);
566
567 for_all_players (pl)
568 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
644 } 569 }
645 570
646 new_draw_info (NDI_UNIQUE, 0, op, buf); 571 /* If the light level isn't changing, no reason to do all
572 * the work below.
573 */
574 sint8 new_darkness = season_darkness[tod.season][tod.hour];
647 575
648 for (y = 0; y < op->contr->ns->mapy; y++) 576 if (new_darkness == maptile::outdoor_darkness)
649 { 577 return;
650 sprintf (buf, "%2d:", y);
651 578
652 for (x = 0; x < op->contr->ns->mapx; x++) 579 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
653 { 580 new_darkness > maptile::outdoor_darkness
654 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 581 ? "It becomes darker."
655 strcat (buf, buf2); 582 : "It becomes brighter.");
656 }
657 583
658 new_draw_info (NDI_UNIQUE, 0, op, buf); 584 maptile::outdoor_darkness = new_darkness;
659 } 585
586 // we simply update the los for all players, which is unnecessarily
587 // costly, but should do for the moment.
588 for_all_players (pl)
589 pl->do_los = 1;
660} 590}
661 591
662/* 592/*
663 * make_sure_seen: The object is supposed to be visible through walls, thus 593 * make_sure_seen: The object is supposed to be visible through walls, thus
664 * check if any players are nearby, and edit their LOS array. 594 * check if any players are nearby, and edit their LOS array.
665 */ 595 */
666
667void 596void
668make_sure_seen (const object *op) 597make_sure_seen (const object *op)
669{ 598{
670 for_all_players (pl) 599 for_all_players (pl)
671 if (pl->ob->map == op->map && 600 if (pl->ob->map == op->map &&
672 pl->ob->y - pl->ns->mapy / 2 <= op->y && 601 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
673 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)
674 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; 603 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
675} 604}
676 605
677/* 606/*
678 * make_sure_not_seen: The object which is supposed to be visible through 607 * make_sure_not_seen: The object which is supposed to be visible through
679 * walls has just been removed from the map, so update the los of any 608 * walls has just been removed from the map, so update the los of any
680 * players within its range 609 * players within its range
681 */ 610 */
682
683void 611void
684make_sure_not_seen (const object *op) 612make_sure_not_seen (const object *op)
685{ 613{
686 for_all_players (pl) 614 for_all_players (pl)
687 if (pl->ob->map == op->map && 615 if (pl->ob->map == op->map &&
688 pl->ob->y - pl->ns->mapy / 2 <= op->y && 616 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
689 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) 617 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)
690 pl->do_los = 1; 618 pl->do_los = 1;
691} 619}
620

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