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Comparing deliantra/server/common/los.C (file contents):
Revision 1.21 by root, Thu Feb 15 03:19:02 2007 UTC vs.
Revision 1.35 by root, Thu Dec 4 22:32:41 2008 UTC

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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
40typedef struct blstr 39typedef 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
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.
46blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 49blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
47 50
48static void expand_lighted_sight (object *op); 51static 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
91void 94void
92init_block (void) 95init_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};
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 }
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 }
133 else if (y == MAP_CLIENT_Y / 2) 131 else if (y == MAP_CLIENT_Y / 2)
134 {
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
181static void 176static void
182set_wall (object *op, int x, int y) 177set_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
256void 251void
257clear_los (object *op) 252clear_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,
319 return 1; 314 return 1;
320 315
321 return 0; 316 return 0;
322} 317}
323 318
319/* radius, distance => lightness adjust */
320static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 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 * 3 / 2; ++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 ? min (3, intensity)
337 : MAX_DARKNESS_LOS - intensity;
338 }
339 }
340} darkness_init;
341
324static void 342static void
325expand_lighted_sight (object *op) 343expand_lighted_sight (object *op)
326{ 344{
327 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 345 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
328 maptile *m = op->map; 346 maptile *m = op->map;
329 sint16 nx, ny; 347 sint16 nx, ny;
330 348
331 darklevel = m->darkness; 349 darklevel = m->darkness;
332 350
333 /* 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 */
334 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 352 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
335 darklevel -= 2; 353 darklevel -= MAX_DARKNESS_LOS / 2;
336 354
337 /* add light, by finding all (non-null) nearby light sources, then 355 /* add light, by finding all (non-null) nearby light sources, then
338 * mark those squares specially. If the darklevel<1, there is no 356 * mark those squares specially. If the darklevel<1, there is no
339 * reason to do this, so we skip this function 357 * reason to do this, so we skip this function
340 */ 358 */
349 { 367 {
350 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);
351 darklevel = MAX_DARKNESS; 369 darklevel = MAX_DARKNESS;
352 } 370 }
353 371
354 /* First, limit player furthest (unlighted) vision */ 372 /* first, make everything totally dark */
355 for (x = 0; x < op->contr->ns->mapx; x++) 373 for (x = 0; x < op->contr->ns->mapx; x++)
356 for (y = 0; y < op->contr->ns->mapy; y++) 374 for (y = 0; y < op->contr->ns->mapy; y++)
357 if (op->contr->blocked_los[x][y] != 100) 375 if (op->contr->blocked_los[x][y] != 100)
358 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 376 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
359 377
360 /* 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 /*
361 * Only process the area of interest. 389 * Only process the area of interest.
362 * 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
363 * 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
364 * value) than to recalculate them down below. 392 * value) than to recalculate them down below.
365 */ 393 */
366 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++)
367 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++)
368 {
369
370 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
371 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
372 { 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 {
373 m = op->map; 430 maptile *m = op->map;
374 nx = x; 431 sint16 nx = x;
375 ny = y; 432 sint16 ny = y;
376 433
377 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 434 if (!xy_normalise (m, nx, ny))
378
379 if (mflags & P_OUT_OF_MAP)
380 continue; 435 continue;
381 436
382 /* This space is providing light, so we need to brighten up the 437 mapspace &ms = m->at (nx, ny);
383 * spaces around here. 438 ms.update ();
384 */ 439 sint8 light = ms.light;
385 light = GET_MAP_LIGHT (m, nx, ny); 440
386 if (light != 0) 441 if (expect_false (light < 0))
387 { 442 {
388#if 0 443 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
389 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
390#endif
391 for (ax = basex - light; ax <= basex + light; ax++)
392 {
393 if (ax < 0 || ax >= op->contr->ns->mapx)
394 continue;
395 444
396 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++)
397 { 446 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
398 if (ay < 0 || ay >= op->contr->ns->mapy)
399 continue;
400
401 /* If the space is fully blocked, do nothing. Otherwise, we
402 * brighten the space. The further the light is away from the
403 * source (basex-x), the less effect it has. Though light used
404 * to dim in a square manner, it now dims in a circular manner
405 * using the the pythagorean theorem. glow_radius still
406 * represents the radius
407 */
408 if (op->contr->blocked_los[ax][ay] != 100) 447 if (op->contr->blocked_los[ax][ay] != 100)
409 { 448 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
410 x1 = abs (basex - ax) * abs (basex - ax);
411 y1 = abs (basey - ay) * abs (basey - ay);
412
413 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
414 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
415 }
416 }
417 }
418 } 449 }
419 } 450 }
420 }
421 451
422 /* Outdoor should never really be completely pitch black dark like 452 /* Outdoor should never really be completely pitch black dark like
423 * 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
424 */ 454 */
425 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 455 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
426 { 456 {
427 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))
428 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;
429 459
430 for (x = -1; x <= 1; x++) 460 for (x = -1; x <= 1; x++)
438 /* grant some vision to the player, based on the darklevel */ 468 /* grant some vision to the player, based on the darklevel */
439 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 469 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
440 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 470 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
441 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))
442 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] -=
443 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 473 max (0, 6 - darklevel - max (abs (x), abs (y)));
444} 474}
445 475
446/* blinded_sight() - sets all veiwable squares to blocked except 476/* blinded_sight() - sets all viewable squares to blocked except
447 * 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
448 * 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
449 * really need for any reasonable game play. 479 * really need for any reasonable game play.
450 */ 480 */
451static void 481static void
462 492
463/* 493/*
464 * update_los() recalculates the array which specifies what is 494 * update_los() recalculates the array which specifies what is
465 * visible for the given player-object. 495 * visible for the given player-object.
466 */ 496 */
467
468void 497void
469update_los (object *op) 498update_los (object *op)
470{ 499{
471 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;
472 501
473 if (QUERY_FLAG (op, FLAG_REMOVED)) 502 if (QUERY_FLAG (op, FLAG_REMOVED))
474 return; 503 return;
475 504
476 clear_los (op); 505 clear_los (op->contr);
506
477 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 507 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
478 return; 508 return;
479 509
480 /* 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
481 * 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

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