1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 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 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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25 | |
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26 | #include <global.h> |
25 | #include <global.h> |
27 | #include <cmath> |
26 | #include <cmath> |
28 | |
27 | |
29 | static void expand_lighted_sight (object *op); |
28 | #define SEE_IN_DARK_RADIUS 2 |
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29 | #define MAX_VISION 10 // maximum visible radius |
30 | |
30 | |
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31 | // los flags |
31 | enum { |
32 | enum { |
32 | LOS_XI = 0x01, |
33 | FLG_XI = 0x01, // we have an x-parent |
33 | LOS_YI = 0x02, |
34 | FLG_YI = 0x02, // we have an y-parent |
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35 | FLG_BLOCKED = 0x04, // this space blocks the view |
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36 | FLG_QUEUED = 0x80 // already queued in queue, or border |
34 | }; |
37 | }; |
35 | |
38 | |
36 | struct los_info |
39 | struct los_info |
37 | { |
40 | { |
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41 | uint8 flags; // FLG_xxx |
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42 | uint8 culled; // culled from "tree" |
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43 | uint8 visible; |
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44 | uint8 pad0; |
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45 | |
38 | sint8 xo, yo; // obscure angle |
46 | sint8 xo, yo; // obscure angle |
39 | sint8 xe, ye; // angle deviation |
47 | sint8 xe, ye; // angle deviation |
40 | uint8 culled; // culled from "tree" |
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41 | uint8 queued; // already queued |
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42 | uint8 visible; |
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43 | uint8 flags; // LOS_XI/YI |
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44 | }; |
48 | }; |
45 | |
49 | |
46 | // temporary storage for the los algorithm, |
50 | // temporary storage for the los algorithm, |
47 | // one los_info for each lightable map space |
51 | // one los_info for each lightable map space |
48 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
52 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
… | |
… | |
75 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
79 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
76 | { |
80 | { |
77 | sint8 x = LOS_X0 + dx; |
81 | sint8 x = LOS_X0 + dx; |
78 | sint8 y = LOS_Y0 + dy; |
82 | sint8 y = LOS_Y0 + dy; |
79 | |
83 | |
80 | if (x < 0 || x >= MAP_CLIENT_X) return; |
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81 | if (y < 0 || y >= MAP_CLIENT_Y) return; |
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82 | |
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83 | los_info &l = los[x][y]; |
84 | los_info &l = los[x][y]; |
84 | |
85 | |
85 | l.flags |= flags; |
86 | l.flags |= flags; |
86 | |
87 | |
87 | if (l.queued) |
88 | if (l.flags & FLG_QUEUED) |
88 | return; |
89 | return; |
89 | |
90 | |
90 | l.queued = 1; |
91 | l.flags |= FLG_QUEUED; |
91 | |
92 | |
92 | queue[q1].x = dx; |
93 | queue[q1].x = dx; |
93 | queue[q1].y = dy; |
94 | queue[q1].y = dy; |
94 | |
95 | |
95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
96 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
… | |
… | |
99 | // this is a variant of a spiral los algorithm taken from |
100 | // this is a variant of a spiral los algorithm taken from |
100 | // http://www.geocities.com/temerra/los_rays.html |
101 | // http://www.geocities.com/temerra/los_rays.html |
101 | // which has been simplified and changed considerably, but |
102 | // which has been simplified and changed considerably, but |
102 | // still is basically the same algorithm. |
103 | // still is basically the same algorithm. |
103 | static void |
104 | static void |
104 | do_los (object *op) |
105 | calculate_los (player *pl) |
105 | { |
106 | { |
106 | player *pl = op->contr; |
107 | { |
107 | |
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108 | int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
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109 | |
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110 | memset (los, 0, sizeof (los)); |
108 | memset (los, 0, sizeof (los)); |
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109 | |
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110 | // we keep one line for ourselves, for the border flag |
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111 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
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112 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
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113 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
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114 | |
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115 | // create borders, the corners are not touched |
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116 | for (int dx = -half_x; dx <= half_x; ++dx) |
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117 | los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
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118 | los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
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119 | |
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120 | for (int dy = -half_y; dy <= half_y; ++dy) |
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121 | los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
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122 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
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123 | |
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124 | // now reset the los area and also add blocked flags |
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125 | // which supposedly is faster than doing it inside the |
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126 | // spiral path algorithm below, except when very little |
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127 | // area is visible, in which case it is slower. which evens |
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128 | // out los calculation times between large and small los maps. |
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129 | // apply_lights also iterates over this area, maybe these |
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130 | // two passes could be combined somehow. |
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131 | unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
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132 | { |
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133 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
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134 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
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135 | } |
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136 | } |
111 | |
137 | |
112 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
138 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
113 | enqueue (0, 0); // enqueue center |
139 | enqueue (0, 0); // enqueue center |
114 | |
140 | |
115 | // treat the origin specially |
141 | // treat the origin specially |
… | |
… | |
128 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
154 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
129 | |
155 | |
130 | sint8 x = LOS_X0 + dx; |
156 | sint8 x = LOS_X0 + dx; |
131 | sint8 y = LOS_Y0 + dy; |
157 | sint8 y = LOS_Y0 + dy; |
132 | |
158 | |
133 | //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
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134 | int distance = 0;//D |
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135 | |
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136 | los_info &l = los[x][y]; |
159 | los_info &l = los[x][y]; |
137 | |
160 | |
138 | if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
161 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
139 | { |
162 | { |
140 | l.culled = 1; |
163 | l.culled = 1; |
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164 | l.xo = l.yo = l.xe = l.ye = 0; |
141 | |
165 | |
142 | // check contributing spaces, first horizontal |
166 | // check contributing spaces, first horizontal |
143 | if (expect_true (l.flags & LOS_XI)) |
167 | if (expect_true (l.flags & FLG_XI)) |
144 | { |
168 | { |
145 | los_info *xi = &los[x - sign (dx)][y]; |
169 | los_info *xi = &los[x - sign (dx)][y]; |
146 | |
170 | |
147 | // don't cull unless obscured |
171 | // don't cull unless obscured |
148 | l.culled &= !xi->visible; |
172 | l.culled &= !xi->visible; |
… | |
… | |
173 | } |
197 | } |
174 | } |
198 | } |
175 | } |
199 | } |
176 | |
200 | |
177 | // check contributing spaces, last vertical, identical structure |
201 | // check contributing spaces, last vertical, identical structure |
178 | if (expect_true (l.flags & LOS_YI)) |
202 | if (expect_true (l.flags & FLG_YI)) |
179 | { |
203 | { |
180 | los_info *yi = &los[x][y - sign (dy)]; |
204 | los_info *yi = &los[x][y - sign (dy)]; |
181 | |
205 | |
182 | // don't cull unless obscured |
206 | // don't cull unless obscured |
183 | l.culled &= !yi->visible; |
207 | l.culled &= !yi->visible; |
… | |
… | |
207 | l.xo = yi->xo; |
231 | l.xo = yi->xo; |
208 | } |
232 | } |
209 | } |
233 | } |
210 | } |
234 | } |
211 | |
235 | |
212 | // check whether this space blocks the view |
236 | if (l.flags & FLG_BLOCKED) |
213 | maptile *m = op->map; |
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214 | sint16 nx = op->x + dx; |
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215 | sint16 ny = op->y + dy; |
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216 | |
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217 | if (expect_true (!xy_normalise (m, nx, ny)) |
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218 | || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
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219 | { |
237 | { |
220 | l.xo = l.xe = abs (dx); |
238 | l.xo = l.xe = abs (dx); |
221 | l.yo = l.ye = abs (dy); |
239 | l.yo = l.ye = abs (dy); |
222 | |
240 | |
223 | // we obscure dependents, but might be visible |
241 | // we obscure dependents, but might be visible |
224 | // copy the los from the square towards the player, |
242 | // copy the los from the square towards the player, |
225 | // so outward diagonal corners are lit. |
243 | // so outward diagonal corners are lit. |
226 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
244 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
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245 | |
227 | l.visible = false; |
246 | l.visible = false; |
228 | } |
247 | } |
229 | else |
248 | else |
230 | { |
249 | { |
231 | // we are not blocked, so calculate visibility, by checking |
250 | // we are not blocked, so calculate visibility, by checking |
232 | // whether we are inside or outside the shadow |
251 | // whether we are inside or outside the shadow |
233 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
252 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
234 | && (l.ye <= 0 || l.ye > l.yo); |
253 | && (l.ye <= 0 || l.ye > l.yo); |
235 | |
254 | |
236 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
255 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
237 | : l.visible ? max (0, 2 - max_radius + distance) |
256 | : l.visible ? 0 |
238 | : 3; |
257 | : 3; |
239 | } |
258 | } |
240 | |
259 | |
241 | } |
260 | } |
242 | |
261 | |
243 | // Expands by the unit length in each component's current direction. |
262 | // Expands by the unit length in each component's current direction. |
244 | // If a component has no direction, then it is expanded in both of its |
263 | // If a component has no direction, then it is expanded in both of its |
245 | // positive and negative directions. |
264 | // positive and negative directions. |
246 | if (!l.culled) |
265 | if (!l.culled) |
247 | { |
266 | { |
248 | if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
267 | if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
249 | if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
268 | if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
250 | if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
269 | if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
251 | if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
270 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
252 | } |
271 | } |
253 | } |
272 | } |
254 | } |
273 | } |
255 | |
274 | |
256 | /* returns true if op carries one or more lights |
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257 | * This is a trivial function now days, but it used to |
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258 | * be a bit longer. Probably better for callers to just |
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259 | * check the op->glow_radius instead of calling this. |
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260 | */ |
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261 | int |
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262 | has_carried_lights (const object *op) |
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263 | { |
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264 | /* op may glow! */ |
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265 | if (op->glow_radius > 0) |
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266 | return 1; |
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267 | |
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268 | return 0; |
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269 | } |
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270 | |
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271 | /* radius, distance => lightness adjust */ |
275 | /* radius, distance => lightness adjust */ |
272 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
276 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
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277 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
273 | |
278 | |
274 | static struct los_init |
279 | static struct los_init |
275 | { |
280 | { |
276 | los_init () |
281 | los_init () |
277 | { |
282 | { |
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283 | assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
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284 | !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
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285 | |
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286 | /* for lights */ |
278 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
287 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
279 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
288 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
280 | { |
289 | { |
281 | // max intensity |
290 | // max intensity |
282 | int intensity = min (LOS_MAX, abs (radius) + 1); |
291 | int intensity = min (LOS_MAX, abs (radius) + 1); |
283 | |
292 | |
284 | // actual intensity |
293 | // actual intensity |
285 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
294 | intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0)); |
286 | |
295 | |
287 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
296 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
288 | ? min (3, intensity) |
297 | ? min (3, intensity) |
289 | : LOS_MAX - intensity; |
298 | : LOS_MAX - intensity; |
290 | } |
299 | } |
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300 | |
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301 | /* for general vision */ |
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302 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
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303 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
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304 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
291 | } |
305 | } |
292 | } los_init; |
306 | } los_init; |
293 | |
307 | |
294 | sint8 |
308 | sint8 |
295 | los_brighten (sint8 b, sint8 l) |
309 | los_brighten (sint8 b, sint8 l) |
… | |
… | |
303 | return max (b, l); |
317 | return max (b, l); |
304 | } |
318 | } |
305 | |
319 | |
306 | template<sint8 change_it (sint8, sint8)> |
320 | template<sint8 change_it (sint8, sint8)> |
307 | static void |
321 | static void |
308 | apply_light (object *op, int dx, int dy, int light, const sint8 *atten_table) |
322 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
309 | { |
323 | { |
310 | // min or max the circular area around basex, basey |
324 | // min or max the circular area around basex, basey |
311 | player *pl = op->contr; |
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312 | |
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313 | dx += LOS_X0; |
325 | dx += LOS_X0; |
314 | dy += LOS_Y0; |
326 | dy += LOS_Y0; |
315 | |
327 | |
316 | int hx = op->contr->ns->mapx / 2; |
328 | int hx = pl->ns->mapx / 2; |
317 | int hy = op->contr->ns->mapy / 2; |
329 | int hy = pl->ns->mapy / 2; |
318 | |
330 | |
319 | int ax0 = max (LOS_X0 - hx, dx - light); |
331 | int ax0 = max (LOS_X0 - hx, dx - light); |
320 | int ay0 = max (LOS_Y0 - hy, dy - light); |
332 | int ay0 = max (LOS_Y0 - hy, dy - light); |
321 | int ax1 = min (dx + light, LOS_X0 + hx); |
333 | int ax1 = min (dx + light, LOS_X0 + hx); |
322 | int ay1 = min (dy + light, LOS_Y0 + hy); |
334 | int ay1 = min (dy + light, LOS_Y0 + hy); |
… | |
… | |
329 | |
341 | |
330 | /* add light, by finding all (non-null) nearby light sources, then |
342 | /* add light, by finding all (non-null) nearby light sources, then |
331 | * mark those squares specially. |
343 | * mark those squares specially. |
332 | */ |
344 | */ |
333 | static void |
345 | static void |
334 | apply_lights (object *op) |
346 | apply_lights (player *pl) |
335 | { |
347 | { |
336 | int darklevel, mflags, light, x1, y1; |
348 | object *op = pl->observe; |
337 | maptile *m = op->map; |
349 | int darklevel = op->map->darklevel (); |
338 | sint16 nx, ny; |
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339 | |
350 | |
340 | darklevel = m->darkness; |
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341 | |
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342 | /* If the player can see in the dark, lower the darklevel for him */ |
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343 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
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344 | darklevel -= LOS_MAX / 2; |
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345 | |
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346 | /* Do a sanity check. If not valid, some code below may do odd |
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347 | * things. |
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348 | */ |
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349 | if (darklevel > MAX_DARKNESS) |
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350 | { |
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351 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
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352 | darklevel = MAX_DARKNESS; |
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353 | } |
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354 | |
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355 | int half_x = op->contr->ns->mapx / 2; |
351 | int half_x = pl->ns->mapx / 2; |
356 | int half_y = op->contr->ns->mapy / 2; |
352 | int half_y = pl->ns->mapy / 2; |
357 | |
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358 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
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359 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
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360 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
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361 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
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362 | |
353 | |
363 | int pass2 = 0; // negative lights have an extra pass |
354 | int pass2 = 0; // negative lights have an extra pass |
364 | |
355 | |
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356 | maprect *rects = pl->observe->map->split_to_tiles ( |
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357 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
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358 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
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359 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
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360 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
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361 | ); |
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362 | |
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363 | /* If the player can see in the dark, increase light/vision radius */ |
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364 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
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365 | |
365 | if (darklevel < 1) |
366 | if (!darklevel) |
366 | pass2 = 1; |
367 | pass2 = 1; |
367 | else |
368 | else |
368 | { |
369 | { |
369 | /* first, make everything totally dark */ |
370 | /* first, make everything totally dark */ |
370 | for (int dx = -half_x; dx <= half_x; dx++) |
371 | for (int dx = -half_x; dx <= half_x; dx++) |
371 | for (int dy = -half_x; dy <= half_y; dy++) |
372 | for (int dy = -half_x; dy <= half_y; dy++) |
372 | if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
|
|
373 | op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
373 | max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
374 | |
374 | |
375 | /* |
375 | /* |
376 | * Only process the area of interest. |
376 | * Only process the area of interest. |
377 | * the basex, basey values represent the position in the op->contr->los |
377 | * 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 |
378 | * array. Its easier to just increment them here (and start with the right |
379 | * value) than to recalculate them down below. |
379 | * value) than to recalculate them down below. |
380 | */ |
380 | */ |
381 | for (int x = min_x; x <= max_x; x++) |
381 | for (maprect *r = rects; r->m; ++r) |
382 | for (int y = min_y; y <= max_y; y++) |
382 | rect_mapwalk (r, 0, 0) |
383 | { |
383 | { |
384 | maptile *m = op->map; |
|
|
385 | sint16 nx = x; |
|
|
386 | sint16 ny = y; |
|
|
387 | |
|
|
388 | if (!xy_normalise (m, nx, ny)) |
|
|
389 | continue; |
|
|
390 | |
|
|
391 | mapspace &ms = m->at (nx, ny); |
384 | mapspace &ms = m->at (nx, ny); |
392 | ms.update (); |
385 | ms.update (); |
393 | sint8 light = ms.light; |
386 | sint8 light = ms.light; |
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 |
|
|
392 | { |
|
|
393 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
399 | apply_light<los_brighten> (op, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
394 | apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
395 | } |
400 | } |
396 | } |
401 | |
397 | |
402 | /* grant some vision to the player, based on the darklevel */ |
398 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
403 | { |
399 | { |
404 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_LIGHT_RADIUS); |
400 | int light; |
405 | |
401 | |
|
|
402 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
|
|
403 | light = MAX_DARKNESS - op->map->darkness; |
|
|
404 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
|
|
405 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
|
|
406 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
|
|
407 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
|
|
408 | |
|
|
409 | light = clamp (light + bonus, 0, MAX_VISION); |
|
|
410 | |
406 | apply_light<los_brighten> (op, 0, 0, light, light_atten [light + MAX_LIGHT_RADIUS]); |
411 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
407 | } |
412 | } |
408 | } |
413 | } |
409 | |
414 | |
410 | // possibly do 2nd pass for rare negative glow radii |
415 | // possibly do 2nd pass for rare negative glow radii |
411 | // for effect, those are always considered to be stronger than anything else |
416 | // for effect, those are always considered to be stronger than anything else |
412 | // but they can't darken a place completely |
417 | // but they can't darken a place completely |
413 | if (pass2) |
418 | if (pass2) |
414 | for (int x = min_x; x <= max_x; x++) |
419 | for (maprect *r = rects; r->m; ++r) |
415 | for (int y = min_y; y <= max_y; y++) |
420 | rect_mapwalk (r, 0, 0) |
416 | { |
421 | { |
417 | maptile *m = op->map; |
|
|
418 | sint16 nx = x; |
|
|
419 | sint16 ny = y; |
|
|
420 | |
|
|
421 | if (!xy_normalise (m, nx, ny)) |
|
|
422 | continue; |
|
|
423 | |
|
|
424 | mapspace &ms = m->at (nx, ny); |
422 | mapspace &ms = m->at (nx, ny); |
425 | ms.update (); |
423 | ms.update (); |
426 | sint8 light = ms.light; |
424 | sint8 light = ms.light; |
427 | |
425 | |
428 | if (expect_false (light < 0)) |
426 | if (expect_false (light < 0)) |
|
|
427 | { |
|
|
428 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
429 | apply_light<los_darken> (op, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
429 | apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
|
|
430 | } |
430 | } |
431 | } |
431 | } |
432 | } |
432 | |
433 | |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
434 | /* blinded_sight() - sets all viewable squares to blocked except |
434 | * for the one the central one that the player occupies. A little |
435 | * for the one the central one that the player occupies. A little |
435 | * odd that you can see yourself (and what your standing on), but |
436 | * odd that you can see yourself (and what your standing on), but |
436 | * really need for any reasonable game play. |
437 | * really need for any reasonable game play. |
437 | */ |
438 | */ |
438 | static void |
439 | static void |
439 | blinded_sight (object *op) |
440 | blinded_sight (player *pl) |
440 | { |
441 | { |
441 | op->contr->los[LOS_X0][LOS_Y0] = 3; |
442 | pl->los[LOS_X0][LOS_Y0] = 1; |
442 | } |
443 | } |
443 | |
444 | |
444 | /* |
445 | /* |
445 | * update_los() recalculates the array which specifies what is |
446 | * update_los() recalculates the array which specifies what is |
446 | * visible for the given player-object. |
447 | * visible for the given player-object. |
447 | */ |
448 | */ |
448 | void |
449 | void |
449 | update_los (object *op) |
450 | player::update_los () |
450 | { |
451 | { |
451 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
452 | if (ob->flag [FLAG_REMOVED])//D really needed? |
452 | return; |
453 | return; |
453 | |
454 | |
454 | op->contr->clear_los (); |
455 | if (ob->flag [FLAG_WIZLOOK]) |
455 | |
456 | clear_los (0); |
456 | if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
|
|
457 | memset (op->contr->los, 0, sizeof (op->contr->los)); |
|
|
458 | else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
457 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
|
|
458 | { |
|
|
459 | clear_los (); |
459 | blinded_sight (op); |
460 | blinded_sight (this); |
|
|
461 | } |
460 | else |
462 | else |
461 | { |
463 | { |
462 | do_los (op); |
464 | clear_los (); |
|
|
465 | calculate_los (this); |
463 | apply_lights (op); |
466 | apply_lights (this); |
464 | } |
467 | } |
465 | |
468 | |
466 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
469 | if (observe->flag [FLAG_XRAYS]) |
467 | for (int dx = -2; dx <= 2; dx++) |
470 | for (int dx = -2; dx <= 2; dx++) |
468 | for (int dy = -2; dy <= 2; dy++) |
471 | for (int dy = -2; dy <= 2; dy++) |
469 | op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0; |
472 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
470 | } |
473 | } |
471 | |
474 | |
472 | /* update all_map_los is like update_all_los below, |
475 | /* update all_map_los is like update_all_los below, |
473 | * but updates everyone on the map, no matter where they |
476 | * but updates everyone on the map, no matter where they |
474 | * are. This generally should not be used, as a per |
477 | * are. This generally should not be used, as a per |
… | |
… | |
481 | * change_map_light function |
484 | * change_map_light function |
482 | */ |
485 | */ |
483 | void |
486 | void |
484 | update_all_map_los (maptile *map) |
487 | update_all_map_los (maptile *map) |
485 | { |
488 | { |
486 | for_all_players (pl) |
489 | for_all_players_on_map (pl, map) |
487 | if (pl->ob && pl->ob->map == map) |
|
|
488 | pl->do_los = 1; |
490 | pl->do_los = 1; |
489 | } |
491 | } |
490 | |
492 | |
491 | /* |
493 | /* |
492 | * This function makes sure that update_los() will be called for all |
494 | * This function makes sure that update_los() will be called for all |
493 | * players on the given map within the next frame. |
495 | * players on the given map within the next frame. |
… | |
… | |
501 | * map is the map that changed, x and y are the coordinates. |
503 | * map is the map that changed, x and y are the coordinates. |
502 | */ |
504 | */ |
503 | void |
505 | void |
504 | update_all_los (const maptile *map, int x, int y) |
506 | update_all_los (const maptile *map, int x, int y) |
505 | { |
507 | { |
|
|
508 | map->at (x, y).invalidate (); |
|
|
509 | |
506 | for_all_players (pl) |
510 | for_all_players (pl) |
507 | { |
511 | { |
508 | /* Player should not have a null map, but do this |
512 | /* Player should not have a null map, but do this |
509 | * check as a safety |
513 | * check as a safety |
510 | */ |
514 | */ |
511 | if (!pl->ob || !pl->ob->map || !pl->ns) |
515 | if (!pl->ob || !pl->ob->map || !pl->ns) |
512 | continue; |
516 | continue; |
513 | |
517 | |
514 | /* Same map is simple case - see if pl is close enough. |
518 | rv_vector rv; |
515 | * Note in all cases, we did the check for same map first, |
519 | |
516 | * and then see if the player is close enough and update |
520 | get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); |
517 | * los if that is the case. If the player is on the |
|
|
518 | * corresponding map, but not close enough, then the |
|
|
519 | * player can't be on another map that may be closer, |
|
|
520 | * so by setting it up this way, we trim processing |
|
|
521 | * some. |
|
|
522 | */ |
521 | |
523 | if (pl->ob->map == map) |
522 | if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
524 | { |
|
|
525 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
|
|
526 | pl->do_los = 1; |
523 | pl->do_los = 1; |
527 | } |
|
|
528 | |
|
|
529 | /* Now we check to see if player is on adjacent |
|
|
530 | * maps to the one that changed and also within |
|
|
531 | * view. The tile_maps[] could be null, but in that |
|
|
532 | * case it should never match the pl->ob->map, so |
|
|
533 | * we want ever try to dereference any of the data in it. |
|
|
534 | * |
|
|
535 | * The logic for 0 and 3 is to see how far the player is |
|
|
536 | * from the edge of the map (height/width) - pl->ob->(x,y) |
|
|
537 | * and to add current position on this map - that gives a |
|
|
538 | * distance. |
|
|
539 | * For 1 and 2, we check to see how far the given |
|
|
540 | * coordinate (x,y) is from the corresponding edge, |
|
|
541 | * and then add the players location, which gives |
|
|
542 | * a distance. |
|
|
543 | */ |
|
|
544 | else if (pl->ob->map == map->tile_map[0]) |
|
|
545 | { |
|
|
546 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
|
|
547 | pl->do_los = 1; |
|
|
548 | } |
|
|
549 | else if (pl->ob->map == map->tile_map[2]) |
|
|
550 | { |
|
|
551 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
|
|
552 | pl->do_los = 1; |
|
|
553 | } |
|
|
554 | else if (pl->ob->map == map->tile_map[1]) |
|
|
555 | { |
|
|
556 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
|
|
557 | pl->do_los = 1; |
|
|
558 | } |
|
|
559 | else if (pl->ob->map == map->tile_map[3]) |
|
|
560 | { |
|
|
561 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
|
|
562 | pl->do_los = 1; |
|
|
563 | } |
|
|
564 | } |
524 | } |
|
|
525 | } |
|
|
526 | |
|
|
527 | static const int season_darkness[5][HOURS_PER_DAY] = { |
|
|
528 | /*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 */ |
|
|
529 | { 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 }, |
|
|
530 | { 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 }, |
|
|
531 | { 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 }, |
|
|
532 | { 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 }, |
|
|
533 | { 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 } |
|
|
534 | }; |
|
|
535 | |
|
|
536 | /* |
|
|
537 | * Tell players the time and compute the darkness level for all maps in the game. |
|
|
538 | * MUST be called exactly once per hour. |
|
|
539 | */ |
|
|
540 | void |
|
|
541 | maptile::adjust_daylight () |
|
|
542 | { |
|
|
543 | timeofday_t tod; |
|
|
544 | |
|
|
545 | get_tod (&tod); |
|
|
546 | |
|
|
547 | // log the time to log-1 every hour, and to chat every day |
|
|
548 | { |
|
|
549 | char todbuf[512]; |
|
|
550 | |
|
|
551 | format_tod (todbuf, sizeof (todbuf), &tod); |
|
|
552 | |
|
|
553 | for_all_players (pl) |
|
|
554 | pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); |
|
|
555 | } |
|
|
556 | |
|
|
557 | /* If the light level isn't changing, no reason to do all |
|
|
558 | * the work below. |
|
|
559 | */ |
|
|
560 | sint8 new_darkness = season_darkness[tod.season][tod.hour]; |
|
|
561 | |
|
|
562 | if (new_darkness == maptile::outdoor_darkness) |
|
|
563 | return; |
|
|
564 | |
|
|
565 | new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, |
|
|
566 | new_darkness > maptile::outdoor_darkness |
|
|
567 | ? "It becomes darker." |
|
|
568 | : "It becomes brighter."); |
|
|
569 | |
|
|
570 | maptile::outdoor_darkness = new_darkness; |
|
|
571 | |
|
|
572 | // we simply update the los for all players, which is unnecessarily |
|
|
573 | // costly, but should do for the moment. |
|
|
574 | for_all_players (pl) |
|
|
575 | pl->do_los = 1; |
565 | } |
576 | } |
566 | |
577 | |
567 | /* |
578 | /* |
568 | * make_sure_seen: The object is supposed to be visible through walls, thus |
579 | * make_sure_seen: The object is supposed to be visible through walls, thus |
569 | * check if any players are nearby, and edit their LOS array. |
580 | * check if any players are nearby, and edit their LOS array. |
… | |
… | |
573 | { |
584 | { |
574 | for_all_players (pl) |
585 | for_all_players (pl) |
575 | if (pl->ob->map == op->map && |
586 | if (pl->ob->map == op->map && |
576 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
587 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
577 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
588 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
578 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
589 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
579 | } |
590 | } |
580 | |
591 | |
581 | /* |
592 | /* |
582 | * make_sure_not_seen: The object which is supposed to be visible through |
593 | * make_sure_not_seen: The object which is supposed to be visible through |
583 | * walls has just been removed from the map, so update the los of any |
594 | * walls has just been removed from the map, so update the los of any |
… | |
… | |
590 | if (pl->ob->map == op->map && |
601 | if (pl->ob->map == op->map && |
591 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
602 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
592 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
603 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
593 | pl->do_los = 1; |
604 | pl->do_los = 1; |
594 | } |
605 | } |
|
|
606 | |