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Comparing deliantra/server/common/los.C (file contents):
Revision 1.43 by root, Sat Dec 20 04:02:15 2008 UTC vs.
Revision 1.48 by root, Tue Dec 23 06:58:23 2008 UTC

99// this is a variant of a spiral los algorithm taken from 99// this is a variant of a spiral los algorithm taken from
100// http://www.geocities.com/temerra/los_rays.html 100// http://www.geocities.com/temerra/los_rays.html
101// which has been simplified and changed considerably, but 101// which has been simplified and changed considerably, but
102// still is basically the same algorithm. 102// still is basically the same algorithm.
103static void 103static void
104do_los (object *op) 104calculate_los (player *pl)
105{ 105{
106 player *pl = op->contr;
107
108 int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; 106 int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2;
109 107
110 memset (los, 0, sizeof (los)); 108 memset (los, 0, sizeof (los));
111 109
112 q1 = 0; q2 = 0; // initialise queue, not strictly required 110 q1 = 0; q2 = 0; // initialise queue, not strictly required
208 } 206 }
209 } 207 }
210 } 208 }
211 209
212 // check whether this space blocks the view 210 // check whether this space blocks the view
213 maptile *m = op->map; 211 maptile *m = pl->observe->map;
214 sint16 nx = op->x + dx; 212 sint16 nx = pl->observe->x + dx;
215 sint16 ny = op->y + dy; 213 sint16 ny = pl->observe->y + dy;
216 214
217 if (expect_true (!xy_normalise (m, nx, ny)) 215 if (expect_true (!xy_normalise (m, nx, ny))
218 || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) 216 || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW))
219 { 217 {
220 l.xo = l.xe = abs (dx); 218 l.xo = l.xe = abs (dx);
267 265
268 return 0; 266 return 0;
269} 267}
270 268
271/* radius, distance => lightness adjust */ 269/* radius, distance => lightness adjust */
272static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 270static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
271static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1];
273 272
274static struct darkness_init 273static struct los_init
275{ 274{
276 darkness_init () 275 los_init ()
277 { 276 {
277 /* for lights */
278 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) 278 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
279 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) 279 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
280 { 280 {
281 // max intensity 281 // max intensity
282 int intensity = min (LOS_MAX, abs (radius) + 1); 282 int intensity = min (LOS_MAX, abs (radius) + 1);
283 283
284 // actual intensity 284 // actual intensity
285 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 285 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
286 286
287 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 287 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
288 ? min (3, intensity) 288 ? min (3, intensity)
289 : LOS_MAX - intensity; 289 : LOS_MAX - intensity;
290 } 290 }
291
292 /* for general vision */
293 for (int radius = 0; radius <= MAX_DARKNESS; ++radius)
294 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance)
295 {
296 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
297 }
291 } 298 }
292} darkness_init; 299} los_init;
293 300
294sint8 301sint8
295los_brighten (sint8 b, sint8 l) 302los_brighten (sint8 b, sint8 l)
296{ 303{
297 return b == LOS_BLOCKED ? b : min (b, l); 304 return b == LOS_BLOCKED ? b : min (b, l);
303 return max (b, l); 310 return max (b, l);
304} 311}
305 312
306template<sint8 change_it (sint8, sint8)> 313template<sint8 change_it (sint8, sint8)>
307static void 314static void
308apply_light (object *op, int dx, int dy, int light, const sint8 *darkness_table) 315apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
309{ 316{
310 // min or max the circular area around basex, basey 317 // min or max the circular area around basex, basey
311 player *pl = op->contr;
312
313 dx += LOS_X0; 318 dx += LOS_X0;
314 dy += LOS_Y0; 319 dy += LOS_Y0;
315 320
316 int hx = op->contr->ns->mapx / 2; 321 int hx = pl->ns->mapx / 2;
317 int hy = op->contr->ns->mapy / 2; 322 int hy = pl->ns->mapy / 2;
318 323
319 int ax0 = max (LOS_X0 - hx, dx - light); 324 int ax0 = max (LOS_X0 - hx, dx - light);
320 int ay0 = max (LOS_Y0 - hy, dy - light); 325 int ay0 = max (LOS_Y0 - hy, dy - light);
321 int ax1 = min (dx + light, LOS_X0 + hx); 326 int ax1 = min (dx + light, LOS_X0 + hx);
322 int ay1 = min (dy + light, LOS_Y0 + hy); 327 int ay1 = min (dy + light, LOS_Y0 + hy);
323 328
324 for (int ax = ax0; ax <= ax1; ax++) 329 for (int ax = ax0; ax <= ax1; ax++)
325 for (int ay = ay0; ay <= ay1; ay++) 330 for (int ay = ay0; ay <= ay1; ay++)
326 pl->los[ax][ay] = 331 pl->los[ax][ay] =
327 change_it (pl->los[ax][ay], darkness_table [idistance (ax - dx, ay - dy)]); 332 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
328} 333}
329 334
330/* add light, by finding all (non-null) nearby light sources, then 335/* add light, by finding all (non-null) nearby light sources, then
331 * mark those squares specially. 336 * mark those squares specially.
332 */ 337 */
333static void 338static void
334apply_lights (object *op) 339apply_lights (player *pl)
335{ 340{
336 int darklevel, mflags, light, x1, y1; 341 object *op = pl->observe;
337 maptile *m = op->map; 342 int darklevel = op->map->darklevel ();
338 sint16 nx, ny;
339
340 darklevel = m->darkness;
341 343
342 /* If the player can see in the dark, lower the darklevel for him */ 344 /* If the player can see in the dark, lower the darklevel for him */
343 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 345 if (op->flag [FLAG_SEE_IN_DARK])
344 darklevel -= LOS_MAX / 2; 346 darklevel = max (0, darklevel - 2);
345 347
346 /* Do a sanity check. If not valid, some code below may do odd
347 * things.
348 */
349 if (darklevel > MAX_DARKNESS)
350 {
351 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
352 darklevel = MAX_DARKNESS;
353 }
354
355 int half_x = op->contr->ns->mapx / 2; 348 int half_x = pl->ns->mapx / 2;
356 int half_y = op->contr->ns->mapy / 2; 349 int half_y = pl->ns->mapy / 2;
357 350
358 int min_x = op->x - half_x - MAX_LIGHT_RADIUS; 351 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
359 int min_y = op->y - half_y - MAX_LIGHT_RADIUS; 352 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
360 int max_x = op->x + half_x + MAX_LIGHT_RADIUS; 353 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
361 int max_y = op->y + half_y + MAX_LIGHT_RADIUS; 354 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
362 355
363 int pass2 = 0; // negative lights have an extra pass 356 int pass2 = 0; // negative lights have an extra pass
364 357
365 if (darklevel < 1) 358 if (!darklevel)
366 pass2 = 1; 359 pass2 = 1;
367 else 360 else
368 { 361 {
369 /* first, make everything totally dark */ 362 /* first, make everything totally dark */
370 for (int dx = -half_x; dx <= half_x; dx++) 363 for (int dx = -half_x; dx <= half_x; dx++)
371 for (int dy = -half_x; dy <= half_y; dy++) 364 for (int dy = -half_x; dy <= half_y; dy++)
372 if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) 365 if (pl->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED)
373 op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; 366 pl->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX;
374 367
375 /* 368 /*
376 * Only process the area of interest. 369 * Only process the area of interest.
377 * the basex, basey values represent the position in the op->contr->los 370 * the basex, basey values represent the position in the op->contr->los
378 * array. Its easier to just increment them here (and start with the right 371 * array. Its easier to just increment them here (and start with the right
379 * value) than to recalculate them down below. 372 * value) than to recalculate them down below.
380 */ 373 */
381 for (int x = min_x; x <= max_x; x++) 374 for (int x = min_x; x <= max_x; x++)
382 for (int y = min_y; y <= max_y; y++) 375 for (int y = min_y; y <= max_y; y++)
383 { 376 {
384 maptile *m = op->map; 377 maptile *m = pl->observe->map;
385 sint16 nx = x; 378 sint16 nx = x;
386 sint16 ny = y; 379 sint16 ny = y;
387 380
388 if (!xy_normalise (m, nx, ny)) 381 if (!xy_normalise (m, nx, ny))
389 continue; 382 continue;
394 387
395 if (expect_false (light)) 388 if (expect_false (light))
396 if (light < 0) 389 if (light < 0)
397 pass2 = 1; 390 pass2 = 1;
398 else 391 else
399 apply_light<los_brighten> (op, x - op->x, y - op->y, light, darkness [light + MAX_LIGHT_RADIUS]); 392 apply_light<los_brighten> (pl, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
400 } 393 }
401 394
402 /* grant some vision to the player, based on the darklevel */ 395 /* grant some vision to the player, based on the darklevel */
403 /* for outdoor maps, ensure some mininum visibility radius */
404 { 396 {
405 int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); 397 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
406 398
407 apply_light<los_brighten> (op, 0, 0, light, darkness [light + MAX_LIGHT_RADIUS]); 399 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
408 } 400 }
409 } 401 }
410 402
411 // possibly do 2nd pass for rare negative glow radii 403 // possibly do 2nd pass for rare negative glow radii
412 // for effect, those are always considered to be stronger than anything else 404 // for effect, those are always considered to be stronger than anything else
413 // but they can't darken a place completely 405 // but they can't darken a place completely
414 if (pass2) 406 if (pass2)
415 for (int x = min_x; x <= max_x; x++) 407 for (int x = min_x; x <= max_x; x++)
416 for (int y = min_y; y <= max_y; y++) 408 for (int y = min_y; y <= max_y; y++)
417 { 409 {
418 maptile *m = op->map; 410 maptile *m = pl->observe->map;
419 sint16 nx = x; 411 sint16 nx = x;
420 sint16 ny = y; 412 sint16 ny = y;
421 413
422 if (!xy_normalise (m, nx, ny)) 414 if (!xy_normalise (m, nx, ny))
423 continue; 415 continue;
425 mapspace &ms = m->at (nx, ny); 417 mapspace &ms = m->at (nx, ny);
426 ms.update (); 418 ms.update ();
427 sint8 light = ms.light; 419 sint8 light = ms.light;
428 420
429 if (expect_false (light < 0)) 421 if (expect_false (light < 0))
430 apply_light<los_darken> (op, x - op->x, y - op->y, -light, darkness [light + MAX_LIGHT_RADIUS]); 422 apply_light<los_darken> (pl, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
431 } 423 }
432} 424}
433 425
434/* blinded_sight() - sets all viewable squares to blocked except 426/* blinded_sight() - sets all viewable squares to blocked except
435 * for the one the central one that the player occupies. A little 427 * for the one the central one that the player occupies. A little
436 * odd that you can see yourself (and what your standing on), but 428 * odd that you can see yourself (and what your standing on), but
437 * really need for any reasonable game play. 429 * really need for any reasonable game play.
438 */ 430 */
439static void 431static void
440blinded_sight (object *op) 432blinded_sight (player *pl)
441{ 433{
442 op->contr->los[LOS_X0][LOS_Y0] = 3; 434 pl->los[LOS_X0][LOS_Y0] = 1;
443} 435}
444 436
445/* 437/*
446 * update_los() recalculates the array which specifies what is 438 * update_los() recalculates the array which specifies what is
447 * visible for the given player-object. 439 * visible for the given player-object.
448 */ 440 */
449void 441void
450update_los (object *op) 442player::update_los ()
451{ 443{
452 if (QUERY_FLAG (op, FLAG_REMOVED)) 444 if (ob->flag [FLAG_REMOVED])//D really needed?
453 return; 445 return;
454 446
455 op->contr->clear_los (); 447 clear_los ();
456 448
457 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 449 if (ob->flag [FLAG_WIZLOOK])
458 memset (op->contr->los, 0, sizeof (op->contr->los)); 450 memset (los, 0, sizeof (los));
459 else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 451 else if (observe->flag [FLAG_BLIND]) /* player is blind */
460 blinded_sight (op); 452 blinded_sight (this);
461 else 453 else
462 { 454 {
463 do_los (op); 455 calculate_los (this);
464 apply_lights (op); 456 apply_lights (this);
465 } 457 }
466 458
467 if (QUERY_FLAG (op, FLAG_XRAYS)) 459 if (observe->flag [FLAG_XRAYS])
468 for (int dx = -2; dx <= 2; dx++) 460 for (int dx = -2; dx <= 2; dx++)
469 for (int dy = -2; dy <= 2; dy++) 461 for (int dy = -2; dy <= 2; dy++)
470 op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0; 462 min_it (los[dx + LOS_X0][dy + LOS_X0], 1);
471} 463}
472 464
473/* update all_map_los is like update_all_los below, 465/* update all_map_los is like update_all_los below,
474 * but updates everyone on the map, no matter where they 466 * but updates everyone on the map, no matter where they
475 * are. This generally should not be used, as a per 467 * are. This generally should not be used, as a per
482 * change_map_light function 474 * change_map_light function
483 */ 475 */
484void 476void
485update_all_map_los (maptile *map) 477update_all_map_los (maptile *map)
486{ 478{
487 for_all_players (pl) 479 for_all_players_on_map (pl, map)
488 if (pl->ob && pl->ob->map == map)
489 pl->do_los = 1; 480 pl->do_los = 1;
490} 481}
491 482
492/* 483/*
493 * This function makes sure that update_los() will be called for all 484 * This function makes sure that update_los() will be called for all
494 * players on the given map within the next frame. 485 * players on the given map within the next frame.
502 * map is the map that changed, x and y are the coordinates. 493 * map is the map that changed, x and y are the coordinates.
503 */ 494 */
504void 495void
505update_all_los (const maptile *map, int x, int y) 496update_all_los (const maptile *map, int x, int y)
506{ 497{
498 map->at (x, y).invalidate ();
499
507 for_all_players (pl) 500 for_all_players (pl)
508 { 501 {
509 /* Player should not have a null map, but do this 502 /* Player should not have a null map, but do this
510 * check as a safety 503 * check as a safety
511 */ 504 */
563 pl->do_los = 1; 556 pl->do_los = 1;
564 } 557 }
565 } 558 }
566} 559}
567 560
561static const int season_darkness[5][HOURS_PER_DAY] = {
562 /*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 */
563 { 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 },
564 { 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 },
565 { 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 },
566 { 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 },
567 { 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 }
568};
569
570/*
571 * Tell players the time and compute the darkness level for all maps in the game.
572 * MUST be called exactly once per hour.
573 */
574void
575maptile::adjust_daylight ()
576{
577 timeofday_t tod;
578
579 get_tod (&tod);
580
581 // log the time to log-1 every hour, and to chat every day
582 {
583 char todbuf[512];
584
585 format_tod (todbuf, sizeof (todbuf), &tod);
586
587 for_all_players (pl)
588 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
589 }
590
591 /* If the light level isn't changing, no reason to do all
592 * the work below.
593 */
594 sint8 new_darkness = season_darkness[tod.season][tod.hour];
595
596 if (new_darkness == maptile::outdoor_darkness)
597 return;
598
599 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
600 new_darkness > maptile::outdoor_darkness
601 ? "It becomes darker."
602 : "It becomes brighter.");
603
604 maptile::outdoor_darkness = new_darkness;
605
606 // we simply update the los for all players, which is unnecessarily
607 // costly, but should do for the moment.
608 for_all_players (pl)
609 pl->do_los = 1;
610}
611
568/* 612/*
569 * make_sure_seen: The object is supposed to be visible through walls, thus 613 * make_sure_seen: The object is supposed to be visible through walls, thus
570 * check if any players are nearby, and edit their LOS array. 614 * check if any players are nearby, and edit their LOS array.
571 */ 615 */
572void 616void

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