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 | |
|
|
31 | |
28 | |
32 | /* 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. |
33 | * 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 |
34 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
35 | * block view in our tables. |
32 | * block view in our tables. |
… | |
… | |
42 | { |
39 | { |
43 | int x[4], y[4]; |
40 | int x[4], y[4]; |
44 | int index; |
41 | int index; |
45 | } blocks; |
42 | } blocks; |
46 | |
43 | |
|
|
44 | // 31/32 == a speed hack |
|
|
45 | // we would like to use 32 for speed, but the code loops endlessly |
|
|
46 | // then, reason not yet identified, so only make the array use 32, |
|
|
47 | // not the define's. |
47 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
48 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; |
48 | |
49 | |
49 | static void expand_lighted_sight (object *op); |
50 | static void expand_lighted_sight (object *op); |
50 | |
51 | |
51 | /* |
52 | /* |
52 | * Used to initialise the array used by the LOS routines. |
53 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
91 | |
92 | |
92 | void |
93 | void |
93 | init_block (void) |
94 | init_block (void) |
94 | { |
95 | { |
95 | int x, y, dx, dy, i; |
96 | int x, y, dx, dy, i; |
96 | static int block_x[3] = { -1, -1, 0 }, block_y[3] = |
97 | static int block_x[3] = { -1, -1, 0 }, |
97 | { |
98 | block_y[3] = { -1, 0, -1 }; |
98 | -1, 0, -1}; |
|
|
99 | |
99 | |
100 | for (x = 0; x < MAP_CLIENT_X; x++) |
100 | for (x = 0; x < MAP_CLIENT_X; x++) |
101 | for (y = 0; y < MAP_CLIENT_Y; y++) |
101 | for (y = 0; y < MAP_CLIENT_Y; y++) |
102 | { |
|
|
103 | block[x][y].index = 0; |
102 | block[x][y].index = 0; |
104 | } |
|
|
105 | |
103 | |
106 | |
104 | |
107 | /* The table should be symmetric, so only do the upper left |
105 | /* The table should be symmetric, so only do the upper left |
108 | * quadrant - makes the processing easier. |
106 | * quadrant - makes the processing easier. |
109 | */ |
107 | */ |
… | |
… | |
126 | /* For simplicity, we mirror the coordinates to block the other |
124 | /* For simplicity, we mirror the coordinates to block the other |
127 | * quadrants. |
125 | * quadrants. |
128 | */ |
126 | */ |
129 | set_block (x, y, dx, dy); |
127 | set_block (x, y, dx, dy); |
130 | if (x == MAP_CLIENT_X / 2) |
128 | if (x == MAP_CLIENT_X / 2) |
131 | { |
|
|
132 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
129 | set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
133 | } |
|
|
134 | else if (y == MAP_CLIENT_Y / 2) |
130 | else if (y == MAP_CLIENT_Y / 2) |
135 | { |
|
|
136 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
131 | set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
137 | } |
|
|
138 | } |
132 | } |
139 | else |
133 | else |
140 | { |
134 | { |
141 | float d1, r, s, l; |
135 | float d1, r, s, l; |
142 | |
136 | |
… | |
… | |
176 | * that if some particular space is blocked, it blocks |
170 | * that if some particular space is blocked, it blocks |
177 | * the view of the spaces 'behind' it, and those blocked |
171 | * the view of the spaces 'behind' it, and those blocked |
178 | * spaces behind it may block other spaces, etc. |
172 | * spaces behind it may block other spaces, etc. |
179 | * In this way, the chain of visibility is set. |
173 | * In this way, the chain of visibility is set. |
180 | */ |
174 | */ |
181 | |
|
|
182 | static void |
175 | static void |
183 | set_wall (object *op, int x, int y) |
176 | set_wall (object *op, int x, int y) |
184 | { |
177 | { |
185 | int i; |
178 | int i; |
186 | |
179 | |
… | |
… | |
201 | #endif |
194 | #endif |
202 | /* we need to adjust to the fact that the socket |
195 | /* we need to adjust to the fact that the socket |
203 | * code wants the los to start from the 0,0 |
196 | * code wants the los to start from the 0,0 |
204 | * and not be relative to middle of los array. |
197 | * and not be relative to middle of los array. |
205 | */ |
198 | */ |
206 | op->contr->blocked_los[ax][ay] = 100; |
199 | op->contr->blocked_los[ax][ay] = LOS_BLOCKED; |
207 | set_wall (op, dx, dy); |
200 | set_wall (op, dx, dy); |
208 | } |
201 | } |
209 | } |
202 | } |
210 | |
203 | |
211 | /* |
204 | /* |
… | |
… | |
239 | |
232 | |
240 | /* If this space is already blocked, prune the processing - presumably |
233 | /* If this space is already blocked, prune the processing - presumably |
241 | * whatever has set this space to be blocked has done the work and already |
234 | * whatever has set this space to be blocked has done the work and already |
242 | * done the dependency chain. |
235 | * done the dependency chain. |
243 | */ |
236 | */ |
244 | if (op->contr->blocked_los[ax][ay] == 100) |
237 | if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED) |
245 | return; |
238 | return; |
246 | |
|
|
247 | |
239 | |
248 | 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)) |
240 | 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)) |
249 | set_wall (op, x, y); |
241 | set_wall (op, x, y); |
250 | } |
242 | } |
251 | |
243 | |
… | |
… | |
253 | * Clears/initialises the los-array associated to the player |
245 | * Clears/initialises the los-array associated to the player |
254 | * controlling the object. |
246 | * controlling the object. |
255 | */ |
247 | */ |
256 | |
248 | |
257 | void |
249 | void |
258 | clear_los (object *op) |
250 | clear_los (player *pl) |
259 | { |
251 | { |
260 | /* This is safer than using the ns->mapx, mapy because |
252 | /* This is safer than using the ns->mapx, mapy because |
261 | * we index the blocked_los as a 2 way array, so clearing |
253 | * we index the blocked_los as a 2 way array, so clearing |
262 | * the first z spaces may not not cover the spaces we are |
254 | * the first z spaces may not not cover the spaces we are |
263 | * actually going to use |
255 | * actually going to use |
264 | */ |
256 | */ |
265 | (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
257 | memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
266 | } |
258 | } |
267 | |
259 | |
268 | /* |
260 | /* |
269 | * expand_sight goes through the array of what the given player is |
261 | * expand_sight goes through the array of what the given player is |
270 | * able to see, and expands the visible area a bit, so the player will, |
262 | * able to see, and expands the visible area a bit, so the player will, |
… | |
… | |
297 | } |
289 | } |
298 | |
290 | |
299 | if (op->map->darkness > 0) /* player is on a dark map */ |
291 | if (op->map->darkness > 0) /* player is on a dark map */ |
300 | expand_lighted_sight (op); |
292 | expand_lighted_sight (op); |
301 | |
293 | |
302 | |
|
|
303 | /* clear mark squares */ |
294 | /* clear mark squares */ |
304 | for (x = 0; x < op->contr->ns->mapx; x++) |
295 | for (x = 0; x < op->contr->ns->mapx; x++) |
305 | for (y = 0; y < op->contr->ns->mapy; y++) |
296 | for (y = 0; y < op->contr->ns->mapy; y++) |
306 | if (op->contr->blocked_los[x][y] < 0) |
297 | if (op->contr->blocked_los[x][y] < 0) |
307 | op->contr->blocked_los[x][y] = 0; |
298 | op->contr->blocked_los[x][y] = 0; |
308 | } |
299 | } |
309 | |
300 | |
310 | |
|
|
311 | |
|
|
312 | |
|
|
313 | /* returns true if op carries one or more lights |
301 | /* returns true if op carries one or more lights |
314 | * This is a trivial function now days, but it used to |
302 | * This is a trivial function now days, but it used to |
315 | * be a bit longer. Probably better for callers to just |
303 | * be a bit longer. Probably better for callers to just |
316 | * check the op->glow_radius instead of calling this. |
304 | * check the op->glow_radius instead of calling this. |
317 | */ |
305 | */ |
… | |
… | |
324 | return 1; |
312 | return 1; |
325 | |
313 | |
326 | return 0; |
314 | return 0; |
327 | } |
315 | } |
328 | |
316 | |
|
|
317 | /* radius, distance => lightness adjust */ |
|
|
318 | static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
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319 | |
|
|
320 | static struct darkness_init |
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321 | { |
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322 | darkness_init () |
|
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323 | { |
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324 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
|
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325 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
|
|
326 | { |
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|
327 | // max intensity |
|
|
328 | int intensity = min (LOS_MAX, abs (radius) + 1); |
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329 | |
|
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330 | // actual intensity |
|
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331 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
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332 | |
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333 | darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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334 | ? min (3, intensity) |
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335 | : LOS_MAX - intensity; |
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336 | } |
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337 | } |
|
|
338 | } darkness_init; |
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339 | |
329 | static void |
340 | static void |
330 | expand_lighted_sight (object *op) |
341 | expand_lighted_sight (object *op) |
331 | { |
342 | { |
332 | int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; |
343 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
333 | maptile *m = op->map; |
344 | maptile *m = op->map; |
334 | sint16 nx, ny; |
345 | sint16 nx, ny; |
335 | |
346 | |
336 | darklevel = m->darkness; |
347 | darklevel = m->darkness; |
337 | |
348 | |
338 | /* If the player can see in the dark, lower the darklevel for him */ |
349 | /* If the player can see in the dark, lower the darklevel for him */ |
339 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
350 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
340 | darklevel -= 2; |
351 | darklevel -= LOS_MAX / 2; |
341 | |
352 | |
342 | /* add light, by finding all (non-null) nearby light sources, then |
353 | /* add light, by finding all (non-null) nearby light sources, then |
343 | * mark those squares specially. If the darklevel<1, there is no |
354 | * mark those squares specially. If the darklevel<1, there is no |
344 | * reason to do this, so we skip this function |
355 | * reason to do this, so we skip this function |
345 | */ |
356 | */ |
… | |
… | |
354 | { |
365 | { |
355 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
366 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
356 | darklevel = MAX_DARKNESS; |
367 | darklevel = MAX_DARKNESS; |
357 | } |
368 | } |
358 | |
369 | |
359 | /* First, limit player furthest (unlighted) vision */ |
370 | /* first, make everything totally dark */ |
360 | for (x = 0; x < op->contr->ns->mapx; x++) |
371 | for (x = 0; x < op->contr->ns->mapx; x++) |
361 | for (y = 0; y < op->contr->ns->mapy; y++) |
372 | for (y = 0; y < op->contr->ns->mapy; y++) |
362 | if (op->contr->blocked_los[x][y] != 100) |
373 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
363 | op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; |
374 | op->contr->blocked_los[x][y] = LOS_MAX; |
364 | |
375 | |
365 | /* the spaces[] darkness value contains the information we need. |
376 | int half_x = op->contr->ns->mapx / 2; |
|
|
377 | int half_y = op->contr->ns->mapy / 2; |
|
|
378 | |
|
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379 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
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380 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
381 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
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382 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
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383 | |
|
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384 | int pass2 = 0; // negative lights have an extra pass |
|
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385 | |
|
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386 | /* |
366 | * Only process the area of interest. |
387 | * Only process the area of interest. |
367 | * the basex, basey values represent the position in the op->contr->blocked_los |
388 | * the basex, basey values represent the position in the op->contr->blocked_los |
368 | * array. Its easier to just increment them here (and start with the right |
389 | * array. Its easier to just increment them here (and start with the right |
369 | * value) than to recalculate them down below. |
390 | * value) than to recalculate them down below. |
370 | */ |
391 | */ |
371 | for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; |
392 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
372 | x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) |
393 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
373 | { |
|
|
374 | |
|
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375 | for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; |
|
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376 | y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) |
|
|
377 | { |
394 | { |
|
|
395 | maptile *m = op->map; |
|
|
396 | sint16 nx = x; |
|
|
397 | sint16 ny = y; |
|
|
398 | |
|
|
399 | if (!xy_normalise (m, nx, ny)) |
|
|
400 | continue; |
|
|
401 | |
|
|
402 | mapspace &ms = m->at (nx, ny); |
|
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403 | ms.update (); |
|
|
404 | sint8 light = ms.light; |
|
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405 | |
|
|
406 | if (expect_false (light)) |
|
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407 | if (light < 0) |
|
|
408 | pass2 = 1; |
|
|
409 | else |
|
|
410 | { |
|
|
411 | /* This space is providing light, so we need to brighten up the |
|
|
412 | * spaces around here. |
|
|
413 | */ |
|
|
414 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
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415 | |
|
|
416 | for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) |
|
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417 | for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) |
|
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418 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
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419 | min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
|
|
420 | } |
|
|
421 | } |
|
|
422 | |
|
|
423 | // psosibly do 2nd pass for rare negative glow radii |
|
|
424 | if (expect_false (pass2)) |
|
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425 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
|
|
426 | for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
427 | { |
378 | m = op->map; |
428 | maptile *m = op->map; |
379 | nx = x; |
429 | sint16 nx = x; |
380 | ny = y; |
430 | sint16 ny = y; |
381 | |
431 | |
382 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
432 | if (!xy_normalise (m, nx, ny)) |
383 | |
|
|
384 | if (mflags & P_OUT_OF_MAP) |
|
|
385 | continue; |
433 | continue; |
386 | |
434 | |
387 | /* This space is providing light, so we need to brighten up the |
435 | mapspace &ms = m->at (nx, ny); |
388 | * spaces around here. |
436 | ms.update (); |
389 | */ |
437 | sint8 light = ms.light; |
390 | light = GET_MAP_LIGHT (m, nx, ny); |
438 | |
391 | if (light != 0) |
439 | if (expect_false (light < 0)) |
392 | { |
440 | { |
393 | #if 0 |
441 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
394 | LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); |
|
|
395 | #endif |
|
|
396 | for (ax = basex - light; ax <= basex + light; ax++) |
|
|
397 | { |
|
|
398 | if (ax < 0 || ax >= op->contr->ns->mapx) |
|
|
399 | continue; |
|
|
400 | for (ay = basey - light; ay <= basey + light; ay++) |
|
|
401 | { |
|
|
402 | if (ay < 0 || ay >= op->contr->ns->mapy) |
|
|
403 | continue; |
|
|
404 | |
442 | |
405 | /* If the space is fully blocked, do nothing. Otherwise, we |
443 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
406 | * brighten the space. The further the light is away from the |
444 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
407 | * source (basex-x), the less effect it has. Though light used |
|
|
408 | * to dim in a square manner, it now dims in a circular manner |
|
|
409 | * using the the pythagorean theorem. glow_radius still |
|
|
410 | * represents the radius |
|
|
411 | */ |
|
|
412 | if (op->contr->blocked_los[ax][ay] != 100) |
445 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
413 | { |
446 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
414 | x1 = abs (basex - ax) * abs (basex - ax); |
447 | } |
415 | y1 = abs (basey - ay) * abs (basey - ay); |
448 | } |
416 | if (light > 0) |
|
|
417 | op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); |
|
|
418 | if (light < 0) |
|
|
419 | op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); |
|
|
420 | } |
|
|
421 | } /* for ay */ |
|
|
422 | } /* for ax */ |
|
|
423 | } /* if this space is providing light */ |
|
|
424 | } /* for y */ |
|
|
425 | } /* for x */ |
|
|
426 | |
449 | |
427 | /* Outdoor should never really be completely pitch black dark like |
450 | /* Outdoor should never really be completely pitch black dark like |
428 | * a dungeon, so let the player at least see a little around themselves |
451 | * a dungeon, so let the player at least see a little around themselves |
429 | */ |
452 | */ |
430 | if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) |
453 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
431 | { |
454 | { |
432 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) |
455 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3)) |
433 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; |
456 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3; |
434 | |
457 | |
435 | for (x = -1; x <= 1; x++) |
458 | for (x = -1; x <= 1; x++) |
436 | for (y = -1; y <= 1; y++) |
459 | for (y = -1; y <= 1; y++) |
437 | { |
|
|
438 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) |
460 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2)) |
439 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; |
461 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2; |
440 | } |
|
|
441 | } |
462 | } |
|
|
463 | |
442 | /* grant some vision to the player, based on the darklevel */ |
464 | /* grant some vision to the player, based on the darklevel */ |
443 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
465 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
444 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
466 | 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)) |
467 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED)) |
446 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
468 | 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))); |
469 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
448 | } |
470 | } |
449 | |
471 | |
450 | /* blinded_sight() - sets all veiwable squares to blocked except |
472 | /* blinded_sight() - sets all viewable squares to blocked except |
451 | * for the one the central one that the player occupies. A little |
473 | * 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 |
474 | * odd that you can see yourself (and what your standing on), but |
453 | * really need for any reasonable game play. |
475 | * really need for any reasonable game play. |
454 | */ |
476 | */ |
455 | |
|
|
456 | static void |
477 | static void |
457 | blinded_sight (object *op) |
478 | blinded_sight (object *op) |
458 | { |
479 | { |
459 | int x, y; |
480 | int x, y; |
460 | |
481 | |
461 | for (x = 0; x < op->contr->ns->mapx; x++) |
482 | for (x = 0; x < op->contr->ns->mapx; x++) |
462 | for (y = 0; y < op->contr->ns->mapy; y++) |
483 | for (y = 0; y < op->contr->ns->mapy; y++) |
463 | op->contr->blocked_los[x][y] = 100; |
484 | op->contr->blocked_los[x][y] = LOS_BLOCKED; |
464 | |
485 | |
465 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
486 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; |
466 | } |
487 | } |
467 | |
488 | |
468 | /* |
489 | /* |
469 | * update_los() recalculates the array which specifies what is |
490 | * update_los() recalculates the array which specifies what is |
470 | * visible for the given player-object. |
491 | * visible for the given player-object. |
471 | */ |
492 | */ |
472 | |
|
|
473 | void |
493 | void |
474 | update_los (object *op) |
494 | update_los (object *op) |
475 | { |
495 | { |
476 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
496 | int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; |
477 | |
497 | |
478 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
498 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
479 | return; |
499 | return; |
480 | |
500 | |
481 | clear_los (op); |
501 | clear_los (op->contr); |
|
|
502 | |
482 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
503 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
483 | return; |
504 | return; |
484 | |
505 | |
485 | /* For larger maps, this is more efficient than the old way which |
506 | /* For larger maps, this is more efficient than the old way which |
486 | * used the chaining of the block array. Since many space views could |
507 | * used the chaining of the block array. Since many space views could |
… | |
… | |
488 | * could be examined multile times, as each path would be looked at. |
509 | * could be examined multile times, as each path would be looked at. |
489 | */ |
510 | */ |
490 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
511 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
491 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
512 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
492 | check_wall (op, x, y); |
513 | check_wall (op, x, y); |
493 | |
|
|
494 | |
514 | |
495 | /* do the los of the player. 3 (potential) cases */ |
515 | /* do the los of the player. 3 (potential) cases */ |
496 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
516 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
497 | blinded_sight (op); |
517 | blinded_sight (op); |
498 | else |
518 | else |
499 | expand_sight (op); |
519 | expand_sight (op); |
500 | |
520 | |
|
|
521 | //TODO: no range-checking whatsoever :( |
501 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
522 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
502 | { |
|
|
503 | int x, y; |
|
|
504 | |
|
|
505 | for (x = -2; x <= 2; x++) |
523 | for (int x = -2; x <= 2; x++) |
506 | for (y = -2; y <= 2; y++) |
524 | for (int y = -2; y <= 2; y++) |
507 | op->contr->blocked_los[dx + x][dy + y] = 0; |
525 | op->contr->blocked_los[dx + x][dy + y] = 0; |
508 | } |
|
|
509 | } |
526 | } |
510 | |
527 | |
511 | /* update all_map_los is like update_all_los below, |
528 | /* update all_map_los is like update_all_los below, |
512 | * but updates everyone on the map, no matter where they |
529 | * but updates everyone on the map, no matter where they |
513 | * are. This generally should not be used, as a per |
530 | * are. This generally should not be used, as a per |