1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
26 | |
25 | |
27 | #include <global.h> |
26 | #include <global.h> |
28 | #include <funcpoint.h> |
|
|
29 | #include <math.h> |
27 | #include <math.h> |
30 | |
28 | |
31 | /* Distance must be less than this for the object to be blocked. |
29 | /* Distance must be less than this for the object to be blocked. |
32 | * An object is 1.0 wide, so if set to 0.5, it means the object |
30 | * An object is 1.0 wide, so if set to 0.5, it means the object |
33 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
34 | * block view in our tables. |
32 | * block view in our tables. |
35 | * .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. |
36 | */ |
34 | */ |
37 | |
35 | |
38 | #define SPACE_BLOCK 0.5 |
36 | #define SPACE_BLOCK 0.5 |
|
|
37 | #define MAX_DARKNESS_LOS 4 /* 4 == totally dark */ |
39 | |
38 | |
40 | typedef struct blstr |
39 | typedef struct blstr |
41 | { |
40 | { |
42 | int x[4], y[4]; |
41 | int x[4], y[4]; |
43 | int index; |
42 | int index; |
44 | } blocks; |
43 | } blocks; |
45 | |
44 | |
|
|
45 | // 31/32 == a speed hack |
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|
46 | // we would like to use 32 for speed, but the code loops endlessly |
|
|
47 | // then, reason not yet identified, so only make the array use 32, |
|
|
48 | // not the define's. |
46 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
49 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
47 | |
50 | |
48 | static void expand_lighted_sight (object *op); |
51 | static void expand_lighted_sight (object *op); |
49 | |
52 | |
50 | /* |
53 | /* |
51 | * Used to initialise the array used by the LOS routines. |
54 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
90 | |
93 | |
91 | void |
94 | void |
92 | init_block (void) |
95 | init_block (void) |
93 | { |
96 | { |
94 | int x, y, dx, dy, i; |
97 | int x, y, dx, dy, i; |
95 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
98 | static int block_x[3] = { -1, -1, 0 }, |
96 | { |
99 | block_y[3] = { -1, 0, -1 }; |
97 | -1, 0, -1}; |
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|
98 | |
100 | |
99 | for (x = 0; x < MAP_CLIENT_X; x++) |
101 | for (x = 0; x < MAP_CLIENT_X; x++) |
100 | for (y = 0; y < MAP_CLIENT_Y; y++) |
102 | for (y = 0; y < MAP_CLIENT_Y; y++) |
101 | { |
|
|
102 | block[x][y].index = 0; |
103 | block[x][y].index = 0; |
103 | } |
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|
104 | |
104 | |
105 | |
105 | |
106 | /* The table should be symmetric, so only do the upper left |
106 | /* The table should be symmetric, so only do the upper left |
107 | * quadrant - makes the processing easier. |
107 | * quadrant - makes the processing easier. |
108 | */ |
108 | */ |
… | |
… | |
125 | /* For simplicity, we mirror the coordinates to block the other |
125 | /* For simplicity, we mirror the coordinates to block the other |
126 | * quadrants. |
126 | * quadrants. |
127 | */ |
127 | */ |
128 | set_block (x, y, dx, dy); |
128 | set_block (x, y, dx, dy); |
129 | if (x == MAP_CLIENT_X / 2) |
129 | if (x == MAP_CLIENT_X / 2) |
130 | { |
|
|
131 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
130 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
132 | } |
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|
133 | else if (y == MAP_CLIENT_Y / 2) |
131 | else if (y == MAP_CLIENT_Y / 2) |
134 | { |
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135 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
132 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
136 | } |
|
|
137 | } |
133 | } |
138 | else |
134 | else |
139 | { |
135 | { |
140 | float d1, r, s, l; |
136 | float d1, r, s, l; |
141 | |
137 | |
… | |
… | |
175 | * that if some particular space is blocked, it blocks |
171 | * that if some particular space is blocked, it blocks |
176 | * the view of the spaces 'behind' it, and those blocked |
172 | * the view of the spaces 'behind' it, and those blocked |
177 | * spaces behind it may block other spaces, etc. |
173 | * spaces behind it may block other spaces, etc. |
178 | * In this way, the chain of visibility is set. |
174 | * In this way, the chain of visibility is set. |
179 | */ |
175 | */ |
180 | |
|
|
181 | static void |
176 | static void |
182 | set_wall (object *op, int x, int y) |
177 | set_wall (object *op, int x, int y) |
183 | { |
178 | { |
184 | int i; |
179 | int i; |
185 | |
180 | |
… | |
… | |
252 | * Clears/initialises the los-array associated to the player |
247 | * Clears/initialises the los-array associated to the player |
253 | * controlling the object. |
248 | * controlling the object. |
254 | */ |
249 | */ |
255 | |
250 | |
256 | void |
251 | void |
257 | clear_los (object *op) |
252 | clear_los (player *pl) |
258 | { |
253 | { |
259 | /* This is safer than using the ns->mapx, mapy because |
254 | /* This is safer than using the ns->mapx, mapy because |
260 | * we index the blocked_los as a 2 way array, so clearing |
255 | * we index the blocked_los as a 2 way array, so clearing |
261 | * the first z spaces may not not cover the spaces we are |
256 | * the first z spaces may not not cover the spaces we are |
262 | * actually going to use |
257 | * actually going to use |
263 | */ |
258 | */ |
264 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
259 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
265 | } |
260 | } |
266 | |
261 | |
267 | /* |
262 | /* |
268 | * expand_sight goes through the array of what the given player is |
263 | * expand_sight goes through the array of what the given player is |
269 | * able to see, and expands the visible area a bit, so the player will, |
264 | * able to see, and expands the visible area a bit, so the player will, |
… | |
… | |
296 | } |
291 | } |
297 | |
292 | |
298 | if (op->map->darkness > 0) /* player is on a dark map */ |
293 | if (op->map->darkness > 0) /* player is on a dark map */ |
299 | expand_lighted_sight (op); |
294 | expand_lighted_sight (op); |
300 | |
295 | |
301 | |
|
|
302 | /* clear mark squares */ |
296 | /* clear mark squares */ |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
297 | for (x = 0; x < op->contr->ns->mapx; x++) |
304 | for (y = 0; y < op->contr->ns->mapy; y++) |
298 | for (y = 0; y < op->contr->ns->mapy; y++) |
305 | if (op->contr->blocked_los[x][y] < 0) |
299 | if (op->contr->blocked_los[x][y] < 0) |
306 | op->contr->blocked_los[x][y] = 0; |
300 | op->contr->blocked_los[x][y] = 0; |
307 | } |
301 | } |
308 | |
302 | |
309 | |
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|
310 | |
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311 | |
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|
312 | /* returns true if op carries one or more lights |
303 | /* returns true if op carries one or more lights |
313 | * This is a trivial function now days, but it used to |
304 | * This is a trivial function now days, but it used to |
314 | * be a bit longer. Probably better for callers to just |
305 | * be a bit longer. Probably better for callers to just |
315 | * check the op->glow_radius instead of calling this. |
306 | * check the op->glow_radius instead of calling this. |
316 | */ |
307 | */ |
… | |
… | |
323 | return 1; |
314 | return 1; |
324 | |
315 | |
325 | return 0; |
316 | return 0; |
326 | } |
317 | } |
327 | |
318 | |
|
|
319 | /* radius, distance => lightness adjust */ |
|
|
320 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1]; |
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321 | |
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322 | static struct darkness_init |
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323 | { |
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324 | darkness_init () |
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325 | { |
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326 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
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327 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance) |
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328 | { |
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329 | // max intensity |
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330 | int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1); |
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331 | |
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332 | // actual intensity |
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333 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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334 | |
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335 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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336 | ? intensity |
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337 | : MAX_DARKNESS_LOS - intensity; |
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338 | } |
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339 | } |
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340 | } darkness_init; |
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341 | |
328 | static void |
342 | static void |
329 | expand_lighted_sight (object *op) |
343 | expand_lighted_sight (object *op) |
330 | { |
344 | { |
331 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
345 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
332 | maptile *m = op->map; |
346 | maptile *m = op->map; |
333 | sint16 nx, ny; |
347 | sint16 nx, ny; |
334 | |
348 | |
335 | darklevel = m->darkness; |
349 | darklevel = m->darkness; |
336 | |
350 | |
337 | /* If the player can see in the dark, lower the darklevel for him */ |
351 | /* If the player can see in the dark, lower the darklevel for him */ |
338 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
352 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
339 | darklevel -= 2; |
353 | darklevel -= MAX_DARKNESS_LOS / 2; |
340 | |
354 | |
341 | /* add light, by finding all (non-null) nearby light sources, then |
355 | /* add light, by finding all (non-null) nearby light sources, then |
342 | * mark those squares specially. If the darklevel<1, there is no |
356 | * mark those squares specially. If the darklevel<1, there is no |
343 | * reason to do this, so we skip this function |
357 | * reason to do this, so we skip this function |
344 | */ |
358 | */ |
… | |
… | |
353 | { |
367 | { |
354 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
368 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
355 | darklevel = MAX_DARKNESS; |
369 | darklevel = MAX_DARKNESS; |
356 | } |
370 | } |
357 | |
371 | |
358 | /* First, limit player furthest (unlighted) vision */ |
372 | /* first, make everything totally dark */ |
359 | for (x = 0; x < op->contr->ns->mapx; x++) |
373 | for (x = 0; x < op->contr->ns->mapx; x++) |
360 | for (y = 0; y < op->contr->ns->mapy; y++) |
374 | for (y = 0; y < op->contr->ns->mapy; y++) |
361 | if (op->contr->blocked_los[x][y] != 100) |
375 | if (op->contr->blocked_los[x][y] != 100) |
362 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
376 | op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS; |
363 | |
377 | |
364 | /* the spaces[] darkness value contains the information we need. |
378 | int half_x = op->contr->ns->mapx / 2; |
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379 | int half_y = op->contr->ns->mapy / 2; |
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380 | |
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381 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
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382 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
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383 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
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384 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
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385 | |
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386 | int pass2 = 0; // negative lights have an extra pass |
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387 | |
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388 | /* |
365 | * Only process the area of interest. |
389 | * Only process the area of interest. |
366 | * the basex, basey values represent the position in the op->contr->blocked_los |
390 | * the basex, basey values represent the position in the op->contr->blocked_los |
367 | * array. Its easier to just increment them here (and start with the right |
391 | * array. Its easier to just increment them here (and start with the right |
368 | * value) than to recalculate them down below. |
392 | * value) than to recalculate them down below. |
369 | */ |
393 | */ |
370 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
394 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
371 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
395 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
372 | { |
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373 | |
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374 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
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375 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
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376 | { |
396 | { |
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397 | maptile *m = op->map; |
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398 | sint16 nx = x; |
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399 | sint16 ny = y; |
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400 | |
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401 | if (!xy_normalise (m, nx, ny)) |
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402 | continue; |
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403 | |
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404 | mapspace &ms = m->at (nx, ny); |
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405 | ms.update (); |
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406 | sint8 light = ms.light; |
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407 | |
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408 | if (expect_false (light)) |
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409 | if (light < 0) |
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410 | pass2 = 1; |
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411 | else |
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412 | { |
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413 | /* This space is providing light, so we need to brighten up the |
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414 | * spaces around here. |
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415 | */ |
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416 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
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417 | |
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418 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
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419 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
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420 | if (op->contr->blocked_los[ax][ay] != 100) |
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421 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
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422 | } |
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423 | } |
|
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424 | |
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425 | // psosibly do 2nd pass for rare negative glow radii |
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426 | if (expect_false (pass2)) |
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427 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
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428 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
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429 | { |
377 | m = op->map; |
430 | maptile *m = op->map; |
378 | nx = x; |
431 | sint16 nx = x; |
379 | ny = y; |
432 | sint16 ny = y; |
380 | |
433 | |
381 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
434 | if (!xy_normalise (m, nx, ny)) |
382 | |
|
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383 | if (mflags & P_OUT_OF_MAP) |
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|
384 | continue; |
435 | continue; |
385 | |
436 | |
386 | /* This space is providing light, so we need to brighten up the |
437 | mapspace &ms = m->at (nx, ny); |
387 | * spaces around here. |
438 | ms.update (); |
388 | */ |
439 | sint8 light = ms.light; |
389 | light = GET_MAP_LIGHT (m, nx, ny); |
440 | |
390 | if (light != 0) |
441 | if (expect_false (light < 0)) |
391 | { |
442 | { |
392 | #if 0 |
443 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
393 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
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394 | #endif |
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395 | for (ax = basex - light; ax <= basex + light; ax++) |
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396 | { |
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397 | if (ax < 0 || ax >= op->contr->ns->mapx) |
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398 | continue; |
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399 | |
444 | |
400 | for (ay = basey - light; ay <= basey + light; ay++) |
445 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
401 | { |
446 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
402 | if (ay < 0 || ay >= op->contr->ns->mapy) |
|
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403 | continue; |
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404 | |
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|
405 | /* If the space is fully blocked, do nothing. Otherwise, we |
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406 | * brighten the space. The further the light is away from the |
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407 | * source (basex-x), the less effect it has. Though light used |
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408 | * to dim in a square manner, it now dims in a circular manner |
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|
409 | * using the the pythagorean theorem. glow_radius still |
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|
410 | * represents the radius |
|
|
411 | */ |
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412 | if (op->contr->blocked_los[ax][ay] != 100) |
447 | if (op->contr->blocked_los[ax][ay] != 100) |
413 | { |
448 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
414 | x1 = abs (basex - ax) * abs (basex - ax); |
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415 | y1 = abs (basey - ay) * abs (basey - ay); |
|
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416 | |
|
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417 | if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0); |
|
|
418 | if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0); |
|
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419 | } |
|
|
420 | } |
|
|
421 | } |
|
|
422 | } |
449 | } |
423 | } |
450 | } |
424 | } |
|
|
425 | |
451 | |
426 | /* Outdoor should never really be completely pitch black dark like |
452 | /* Outdoor should never really be completely pitch black dark like |
427 | * a dungeon, so let the player at least see a little around themselves |
453 | * a dungeon, so let the player at least see a little around themselves |
428 | */ |
454 | */ |
429 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
455 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
430 | { |
456 | { |
431 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
457 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
432 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
458 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
433 | |
459 | |
434 | for (x = -1; x <= 1; x++) |
460 | for (x = -1; x <= 1; x++) |
… | |
… | |
442 | /* grant some vision to the player, based on the darklevel */ |
468 | /* grant some vision to the player, based on the darklevel */ |
443 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
469 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
444 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
470 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
445 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
471 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) |
446 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
472 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
447 | MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); |
473 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
448 | } |
474 | } |
449 | |
475 | |
450 | /* blinded_sight() - sets all veiwable squares to blocked except |
476 | /* blinded_sight() - sets all viewable squares to blocked except |
451 | * for the one the central one that the player occupies. A little |
477 | * for the one the central one that the player occupies. A little |
452 | * odd that you can see yourself (and what your standing on), but |
478 | * odd that you can see yourself (and what your standing on), but |
453 | * really need for any reasonable game play. |
479 | * really need for any reasonable game play. |
454 | */ |
480 | */ |
455 | static void |
481 | static void |
… | |
… | |
466 | |
492 | |
467 | /* |
493 | /* |
468 | * update_los() recalculates the array which specifies what is |
494 | * update_los() recalculates the array which specifies what is |
469 | * visible for the given player-object. |
495 | * visible for the given player-object. |
470 | */ |
496 | */ |
471 | |
|
|
472 | void |
497 | void |
473 | update_los (object *op) |
498 | update_los (object *op) |
474 | { |
499 | { |
475 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
500 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
476 | |
501 | |
477 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
502 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
478 | return; |
503 | return; |
479 | |
504 | |
480 | clear_los (op); |
505 | clear_los (op->contr); |
|
|
506 | |
481 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
507 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
482 | return; |
508 | return; |
483 | |
509 | |
484 | /* For larger maps, this is more efficient than the old way which |
510 | /* For larger maps, this is more efficient than the old way which |
485 | * used the chaining of the block array. Since many space views could |
511 | * used the chaining of the block array. Since many space views could |
… | |
… | |
487 | * could be examined multile times, as each path would be looked at. |
513 | * could be examined multile times, as each path would be looked at. |
488 | */ |
514 | */ |
489 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
515 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
490 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
516 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
491 | check_wall (op, x, y); |
517 | check_wall (op, x, y); |
492 | |
|
|
493 | |
518 | |
494 | /* do the los of the player. 3 (potential) cases */ |
519 | /* do the los of the player. 3 (potential) cases */ |
495 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
520 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 | blinded_sight (op); |
521 | blinded_sight (op); |
497 | else |
522 | else |
498 | expand_sight (op); |
523 | expand_sight (op); |
499 | |
524 | |
|
|
525 | //TODO: no range-checking whatsoever :( |
500 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
526 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 | { |
|
|
502 | int x, y; |
|
|
503 | |
|
|
504 | for (x = -2; x <= 2; x++) |
527 | for (int x = -2; x <= 2; x++) |
505 | for (y = -2; y <= 2; y++) |
528 | for (int y = -2; y <= 2; y++) |
506 | op->contr->blocked_los[dx + x][dy + y] = 0; |
529 | op->contr->blocked_los[dx + x][dy + y] = 0; |
507 | } |
|
|
508 | } |
530 | } |
509 | |
531 | |
510 | /* update all_map_los is like update_all_los below, |
532 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
533 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
534 | * are. This generally should not be used, as a per |