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Comparing deliantra/server/common/los.C (file contents):
Revision 1.28 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.34 by root, Thu Dec 4 03:52:00 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 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 * Crossfire TRT 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 3 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,
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, 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 <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 25
26#include <global.h> 26#include <global.h>
27#include <funcpoint.h>
28#include <math.h> 27#include <math.h>
29 28
30/* 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.
31 * 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
32 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
33 * block view in our tables. 32 * block view in our tables.
34 * .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.
35 */ 34 */
36 35
37#define SPACE_BLOCK 0.5 36#define SPACE_BLOCK 0.5
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;
327 350
328 /* 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 */
329 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 352 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
330 darklevel -= 2; 353 darklevel -= MAX_DARKNESS_LOS / 2;
331 354
332 /* add light, by finding all (non-null) nearby light sources, then 355 /* add light, by finding all (non-null) nearby light sources, then
333 * mark those squares specially. If the darklevel<1, there is no 356 * mark those squares specially. If the darklevel<1, there is no
334 * reason to do this, so we skip this function 357 * reason to do this, so we skip this function
335 */ 358 */
344 { 367 {
345 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);
346 darklevel = MAX_DARKNESS; 369 darklevel = MAX_DARKNESS;
347 } 370 }
348 371
349 /* First, limit player furthest (unlighted) vision */ 372 /* first, make everything totally dark */
350 for (x = 0; x < op->contr->ns->mapx; x++) 373 for (x = 0; x < op->contr->ns->mapx; x++)
351 for (y = 0; y < op->contr->ns->mapy; y++) 374 for (y = 0; y < op->contr->ns->mapy; y++)
352 if (op->contr->blocked_los[x][y] != 100) 375 if (op->contr->blocked_los[x][y] != 100)
353 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 376 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
354 377
355 /* the spaces[] darkness value contains the information we need. 378 int half_x = op->contr->ns->mapx / 2;
379 int half_y = op->contr->ns->mapy / 2;
380
381 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
382 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
383 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
384 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
385
386 int pass2 = 0; // negative lights have an extra pass
387
388 /*
356 * Only process the area of interest. 389 * Only process the area of interest.
357 * 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
358 * 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
359 * value) than to recalculate them down below. 392 * value) than to recalculate them down below.
360 */ 393 */
361 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++)
362 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++)
363 {
364
365 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
366 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
367 { 396 {
397 maptile *m = op->map;
398 sint16 nx = x;
399 sint16 ny = y;
400
401 if (!xy_normalise (m, nx, ny))
402 continue;
403
404 mapspace &ms = m->at (nx, ny);
405 ms.update ();
406 sint8 light = ms.light;
407
408 if (expect_false (light))
409 if (light < 0)
410 pass2 = 1;
411 else
412 {
413 /* This space is providing light, so we need to brighten up the
414 * spaces around here.
415 */
416 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
417
418 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
419 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
420 if (op->contr->blocked_los[ax][ay] != 100)
421 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
422 }
423 }
424
425 // psosibly do 2nd pass for rare negative glow radii
426 if (expect_false (pass2))
427 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
428 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
429 {
368 m = op->map; 430 maptile *m = op->map;
369 nx = x; 431 sint16 nx = x;
370 ny = y; 432 sint16 ny = y;
371 433
372 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 434 if (!xy_normalise (m, nx, ny))
373
374 if (mflags & P_OUT_OF_MAP)
375 continue; 435 continue;
376 436
377 /* This space is providing light, so we need to brighten up the 437 mapspace &ms = m->at (nx, ny);
378 * spaces around here. 438 ms.update ();
379 */ 439 sint8 light = ms.light;
380 light = GET_MAP_LIGHT (m, nx, ny); 440
381 if (light != 0) 441 if (expect_false (light < 0))
382 { 442 {
383#if 0 443 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;
390 444
391 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++)
392 { 446 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
393 if (ay < 0 || ay >= op->contr->ns->mapy)
394 continue;
395
396 /* If the space is fully blocked, do nothing. Otherwise, we
397 * brighten the space. The further the light is away from the
398 * source (basex-x), the less effect it has. Though light used
399 * to dim in a square manner, it now dims in a circular manner
400 * using the the pythagorean theorem. glow_radius still
401 * represents the radius
402 */
403 if (op->contr->blocked_los[ax][ay] != 100) 447 if (op->contr->blocked_los[ax][ay] != 100)
404 { 448 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
405 x1 = abs (basex - ax) * abs (basex - ax);
406 y1 = abs (basey - ay) * abs (basey - ay);
407
408 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
409 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
410 }
411 }
412 }
413 } 449 }
414 } 450 }
415 }
416 451
417 /* Outdoor should never really be completely pitch black dark like 452 /* Outdoor should never really be completely pitch black dark like
418 * 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
419 */ 454 */
420 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 455 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
421 { 456 {
422 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))
423 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;
424 459
425 for (x = -1; x <= 1; x++) 460 for (x = -1; x <= 1; x++)
433 /* grant some vision to the player, based on the darklevel */ 468 /* grant some vision to the player, based on the darklevel */
434 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 469 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
435 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 470 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
436 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))
437 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] -=
438 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 473 max (0, 6 - darklevel - max (abs (x), abs (y)));
439} 474}
440 475
441/* blinded_sight() - sets all veiwable squares to blocked except 476/* blinded_sight() - sets all viewable squares to blocked except
442 * 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
443 * 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
444 * really need for any reasonable game play. 479 * really need for any reasonable game play.
445 */ 480 */
446static void 481static void

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