ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/los.C
(Generate patch)

Comparing deliantra/server/common/los.C (file contents):
Revision 1.31 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.46 by root, Tue Dec 23 00:39:48 2008 UTC

22 */ 22 */
23 23
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 25
26#include <global.h> 26#include <global.h>
27#include <math.h> 27#include <cmath>
28
29/* Distance must be less than this for the object to be blocked.
30 * An object is 1.0 wide, so if set to 0.5, it means the object
31 * that blocks half the view (0.0 is complete block) will
32 * block view in our tables.
33 * .4 or less lets you see through walls. .5 is about right.
34 */
35
36#define SPACE_BLOCK 0.5
37#define MAX_UNLIGHTED_VISION 4
38
39typedef struct blstr
40{
41 int x[4], y[4];
42 int index;
43} blocks;
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.
49blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
50 28
51static void expand_lighted_sight (object *op); 29static void expand_lighted_sight (object *op);
52 30
53/* 31enum {
54 * Used to initialise the array used by the LOS routines. 32 LOS_XI = 0x01,
55 * What this sets if that x,y blocks the view of bx,by 33 LOS_YI = 0x02,
56 * This then sets up a relation - for example, something 34};
57 * at 5,4 blocks view at 5,3 which blocks view at 5,2
58 * etc. So when we check 5,4 and find it block, we have
59 * the data to know that 5,3 and 5,2 and 5,1 should also
60 * be blocked.
61 */
62 35
63static void 36struct los_info
64set_block (int x, int y, int bx, int by)
65{ 37{
66 int index = block[x][y].index, i; 38 sint8 xo, yo; // obscure angle
39 sint8 xe, ye; // angle deviation
40 uint8 culled; // culled from "tree"
41 uint8 queued; // already queued
42 uint8 visible;
43 uint8 flags; // LOS_XI/YI
44};
67 45
68 /* Due to flipping, we may get duplicates - better safe than sorry. 46// temporary storage for the los algorithm,
69 */ 47// one los_info for each lightable map space
70 for (i = 0; i < index; i++) 48static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
71 {
72 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
73 return;
74 }
75 49
76 block[x][y].x[index] = bx; 50struct point
77 block[x][y].y[index] = by;
78 block[x][y].index++;
79#ifdef LOS_DEBUG
80 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
81#endif
82}
83
84/*
85 * initialises the array used by the LOS routines.
86 */
87
88/* since we are only doing the upper left quadrant, only
89 * these spaces could possibly get blocked, since these
90 * are the only ones further out that are still possibly in the
91 * sightline.
92 */
93
94void
95init_block (void)
96{ 51{
97 int x, y, dx, dy, i;
98 static int block_x[3] = { -1, -1, 0 },
99 block_y[3] = { -1, 0, -1 };
100
101 for (x = 0; x < MAP_CLIENT_X; x++)
102 for (y = 0; y < MAP_CLIENT_Y; y++)
103 block[x][y].index = 0;
104
105
106 /* The table should be symmetric, so only do the upper left
107 * quadrant - makes the processing easier.
108 */
109 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
110 {
111 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
112 {
113 for (i = 0; i < 3; i++)
114 {
115 dx = x + block_x[i];
116 dy = y + block_y[i];
117
118 /* center space never blocks */
119 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
120 continue;
121
122 /* If its a straight line, its blocked */
123 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
124 {
125 /* For simplicity, we mirror the coordinates to block the other
126 * quadrants.
127 */
128 set_block (x, y, dx, dy);
129 if (x == MAP_CLIENT_X / 2)
130 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
131 else if (y == MAP_CLIENT_Y / 2)
132 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
133 }
134 else
135 {
136 float d1, r, s, l;
137
138 /* We use the algorihm that found out how close the point
139 * (x,y) is to the line from dx,dy to the center of the viewable
140 * area. l is the distance from x,y to the line.
141 * r is more a curiosity - it lets us know what direction (left/right)
142 * the line is off
143 */
144
145 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
146 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
147 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
148 l = FABS (sqrt (d1) * s);
149
150 if (l <= SPACE_BLOCK)
151 {
152 /* For simplicity, we mirror the coordinates to block the other
153 * quadrants.
154 */
155 set_block (x, y, dx, dy);
156 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
157 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
158 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
159 }
160 }
161 }
162 }
163 }
164}
165
166/*
167 * Used to initialise the array used by the LOS routines.
168 * x,y are indexes into the blocked[][] array.
169 * This recursively sets the blocked line of sight view.
170 * From the blocked[][] array, we know for example
171 * that if some particular space is blocked, it blocks
172 * the view of the spaces 'behind' it, and those blocked
173 * spaces behind it may block other spaces, etc.
174 * In this way, the chain of visibility is set.
175 */
176static void
177set_wall (object *op, int x, int y)
178{
179 int i;
180
181 for (i = 0; i < block[x][y].index; i++)
182 {
183 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
184
185 /* ax, ay are the values as adjusted to be in the
186 * socket look structure.
187 */
188 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
189 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
190
191 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
192 continue;
193#if 0
194 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
195#endif
196 /* we need to adjust to the fact that the socket
197 * code wants the los to start from the 0,0
198 * and not be relative to middle of los array.
199 */
200 op->contr->blocked_los[ax][ay] = 100;
201 set_wall (op, dx, dy);
202 }
203}
204
205/*
206 * Used to initialise the array used by the LOS routines.
207 * op is the object, x and y values based on MAP_CLIENT_X and Y.
208 * this is because they index the blocked[][] arrays.
209 */
210
211static void
212check_wall (object *op, int x, int y)
213{
214 int ax, ay; 52 sint8 x, y;
53};
215 54
216 if (!block[x][y].index) 55// minimum size, but must be a power of two
217 return; 56#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
218 57
219 /* ax, ay are coordinates as indexed into the look window */ 58// a queue of spaces to calculate
220 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; 59static point queue [QUEUE_LENGTH];
221 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; 60static int q1, q2; // queue start, end
222
223 /* If the converted coordinates are outside the viewable
224 * area for the client, return now.
225 */
226 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
227 return;
228
229#if 0
230 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
231 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
232#endif
233
234 /* If this space is already blocked, prune the processing - presumably
235 * whatever has set this space to be blocked has done the work and already
236 * done the dependency chain.
237 */
238 if (op->contr->blocked_los[ax][ay] == 100)
239 return;
240
241
242 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))
243 set_wall (op, x, y);
244}
245 61
246/* 62/*
247 * Clears/initialises the los-array associated to the player 63 * Clears/initialises the los-array associated to the player
248 * controlling the object. 64 * controlling the object.
249 */ 65 */
250
251void 66void
252clear_los (player *pl) 67player::clear_los (sint8 value)
253{ 68{
254 /* This is safer than using the ns->mapx, mapy because 69 memset (los, value, sizeof (los));
255 * we index the blocked_los as a 2 way array, so clearing
256 * the first z spaces may not not cover the spaces we are
257 * actually going to use
258 */
259 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
260} 70}
261 71
262/* 72// enqueue a single mapspace, but only if it hasn't
263 * expand_sight goes through the array of what the given player is 73// been enqueued yet.
264 * able to see, and expands the visible area a bit, so the player will,
265 * to a certain degree, be able to see into corners.
266 * This is somewhat suboptimal, would be better to improve the formula.
267 */
268
269static void 74static void
270expand_sight (object *op) 75enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
271{ 76{
272 int i, x, y, dx, dy; 77 sint8 x = LOS_X0 + dx;
78 sint8 y = LOS_Y0 + dy;
273 79
274 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ 80 if (x < 0 || x >= MAP_CLIENT_X) return;
275 for (y = 1; y < op->contr->ns->mapy - 1; y++) 81 if (y < 0 || y >= MAP_CLIENT_Y) return;
82
83 los_info &l = los[x][y];
84
85 l.flags |= flags;
86
87 if (l.queued)
88 return;
89
90 l.queued = 1;
91
92 queue[q1].x = dx;
93 queue[q1].y = dy;
94
95 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
96}
97
98// run the los algorithm
99// this is a variant of a spiral los algorithm taken from
100// http://www.geocities.com/temerra/los_rays.html
101// which has been simplified and changed considerably, but
102// still is basically the same algorithm.
103static void
104do_los (object *op)
105{
106 player *pl = op->contr;
107
108 int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2;
109
110 memset (los, 0, sizeof (los));
111
112 q1 = 0; q2 = 0; // initialise queue, not strictly required
113 enqueue (0, 0); // enqueue center
114
115 // treat the origin specially
116 los[LOS_X0][LOS_Y0].visible = 1;
117 pl->los[LOS_X0][LOS_Y0] = 0;
118
119 // loop over all enqueued points until the queue is empty
120 // the order in which this is done ensures that we
121 // never touch a mapspace whose input spaces we haven't checked
122 // yet.
123 while (q1 != q2)
124 {
125 sint8 dx = queue[q2].x;
126 sint8 dy = queue[q2].y;
127
128 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
129
130 sint8 x = LOS_X0 + dx;
131 sint8 y = LOS_Y0 + dy;
132
133 //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D
134 int distance = 0;//D
135
136 los_info &l = los[x][y];
137
138 if (expect_true (l.flags & (LOS_XI | LOS_YI)))
276 { 139 {
277 if (!op->contr->blocked_los[x][y] && 140 l.culled = 1;
278 !(get_map_flags (op->map, NULL, 141
279 op->x - op->contr->ns->mapx / 2 + x, 142 // check contributing spaces, first horizontal
280 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) 143 if (expect_true (l.flags & LOS_XI))
281 { 144 {
145 los_info *xi = &los[x - sign (dx)][y];
282 146
283 for (i = 1; i <= 8; i += 1) 147 // don't cull unless obscured
284 { /* mark all directions */ 148 l.culled &= !xi->visible;
285 dx = x + freearr_x[i]; 149
286 dy = y + freearr_y[i]; 150 /* merge input space */
287 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 151 if (expect_false (xi->xo || xi->yo))
288 op->contr->blocked_los[dx][dy] = -1; 152 {
153 // The X input can provide two main pieces of information:
154 // 1. Progressive X obscurity.
155 // 2. Recessive Y obscurity.
156
157 // Progressive X obscurity, favouring recessive input angle
158 if (xi->xe > 0 && l.xo == 0)
159 {
160 l.xe = xi->xe - xi->yo;
161 l.ye = xi->ye + xi->yo;
162 l.xo = xi->xo;
163 l.yo = xi->yo;
164 }
165
166 // Recessive Y obscurity
167 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
168 {
169 l.ye = xi->yo + xi->ye;
170 l.xe = xi->xe - xi->yo;
171 l.xo = xi->xo;
172 l.yo = xi->yo;
173 }
289 } 174 }
290 } 175 }
176
177 // check contributing spaces, last vertical, identical structure
178 if (expect_true (l.flags & LOS_YI))
179 {
180 los_info *yi = &los[x][y - sign (dy)];
181
182 // don't cull unless obscured
183 l.culled &= !yi->visible;
184
185 /* merge input space */
186 if (expect_false (yi->yo || yi->xo))
187 {
188 // The Y input can provide two main pieces of information:
189 // 1. Progressive Y obscurity.
190 // 2. Recessive X obscurity.
191
192 // Progressive Y obscurity, favouring recessive input angle
193 if (yi->ye > 0 && l.yo == 0)
194 {
195 l.ye = yi->ye - yi->xo;
196 l.xe = yi->xe + yi->xo;
197 l.yo = yi->yo;
198 l.xo = yi->xo;
199 }
200
201 // Recessive X obscurity
202 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
203 {
204 l.xe = yi->xo + yi->xe;
205 l.ye = yi->ye - yi->xo;
206 l.yo = yi->yo;
207 l.xo = yi->xo;
208 }
209 }
210 }
211
212 // check whether this space blocks the view
213 maptile *m = op->map;
214 sint16 nx = op->x + dx;
215 sint16 ny = op->y + dy;
216
217 if (expect_true (!xy_normalise (m, nx, ny))
218 || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW))
219 {
220 l.xo = l.xe = abs (dx);
221 l.yo = l.ye = abs (dy);
222
223 // we obscure dependents, but might be visible
224 // copy the los from the square towards the player,
225 // so outward diagonal corners are lit.
226 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
227 l.visible = false;
228 }
229 else
230 {
231 // we are not blocked, so calculate visibility, by checking
232 // whether we are inside or outside the shadow
233 l.visible = (l.xe <= 0 || l.xe > l.xo)
234 && (l.ye <= 0 || l.ye > l.yo);
235
236 pl->los[x][y] = l.culled ? LOS_BLOCKED
237 : l.visible ? max (0, 2 - max_radius + distance)
238 : 3;
239 }
240
291 } 241 }
292 242
293 if (op->map->darkness > 0) /* player is on a dark map */ 243 // Expands by the unit length in each component's current direction.
294 expand_lighted_sight (op); 244 // If a component has no direction, then it is expanded in both of its
295 245 // positive and negative directions.
296 /* clear mark squares */ 246 if (!l.culled)
297 for (x = 0; x < op->contr->ns->mapx; x++) 247 {
298 for (y = 0; y < op->contr->ns->mapy; y++) 248 if (dx >= 0) enqueue (dx + 1, dy, LOS_XI);
299 if (op->contr->blocked_los[x][y] < 0) 249 if (dx <= 0) enqueue (dx - 1, dy, LOS_XI);
300 op->contr->blocked_los[x][y] = 0; 250 if (dy >= 0) enqueue (dx, dy + 1, LOS_YI);
251 if (dy <= 0) enqueue (dx, dy - 1, LOS_YI);
252 }
253 }
301} 254}
302 255
303/* returns true if op carries one or more lights 256/* returns true if op carries one or more lights
304 * This is a trivial function now days, but it used to 257 * This is a trivial function now days, but it used to
305 * be a bit longer. Probably better for callers to just 258 * be a bit longer. Probably better for callers to just
306 * check the op->glow_radius instead of calling this. 259 * check the op->glow_radius instead of calling this.
307 */ 260 */
308
309int 261int
310has_carried_lights (const object *op) 262has_carried_lights (const object *op)
311{ 263{
312 /* op may glow! */ 264 /* op may glow! */
313 if (op->glow_radius > 0) 265 if (op->glow_radius > 0)
314 return 1; 266 return 1;
315 267
316 return 0; 268 return 0;
317} 269}
318 270
271/* radius, distance => lightness adjust */
272static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
273static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1];
274
275static struct los_init
276{
277 los_init ()
278 {
279 /* for lights */
280 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
281 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
282 {
283 // max intensity
284 int intensity = min (LOS_MAX, abs (radius) + 1);
285
286 // actual intensity
287 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
288
289 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
290 ? min (3, intensity)
291 : LOS_MAX - intensity;
292 }
293
294 /* for general vision */
295 for (int radius = 0; radius <= MAX_DARKNESS; ++radius)
296 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance)
297 {
298 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
299 }
300 }
301} los_init;
302
303sint8
304los_brighten (sint8 b, sint8 l)
305{
306 return b == LOS_BLOCKED ? b : min (b, l);
307}
308
309sint8
310los_darken (sint8 b, sint8 l)
311{
312 return max (b, l);
313}
314
315template<sint8 change_it (sint8, sint8)>
319static void 316static void
320expand_lighted_sight (object *op) 317apply_light (object *op, int dx, int dy, int light, const sint8 *atten_table)
321{ 318{
322 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 319 // min or max the circular area around basex, basey
320 player *pl = op->contr;
321
322 dx += LOS_X0;
323 dy += LOS_Y0;
324
325 int hx = op->contr->ns->mapx / 2;
326 int hy = op->contr->ns->mapy / 2;
327
328 int ax0 = max (LOS_X0 - hx, dx - light);
329 int ay0 = max (LOS_Y0 - hy, dy - light);
330 int ax1 = min (dx + light, LOS_X0 + hx);
331 int ay1 = min (dy + light, LOS_Y0 + hy);
332
333 for (int ax = ax0; ax <= ax1; ax++)
334 for (int ay = ay0; ay <= ay1; ay++)
335 pl->los[ax][ay] =
336 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
337}
338
339/* add light, by finding all (non-null) nearby light sources, then
340 * mark those squares specially.
341 */
342static void
343apply_lights (object *op)
344{
345 int darklevel, mflags, light, x1, y1;
323 maptile *m = op->map; 346 maptile *m = op->map;
324 sint16 nx, ny; 347 sint16 nx, ny;
325 348
326 darklevel = m->darkness; 349 darklevel = m->darkness;
327 350
328 /* If the player can see in the dark, lower the darklevel for him */ 351 /* If the player can see in the dark, lower the darklevel for him */
329 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 352 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
330 darklevel -= 2; 353 darklevel -= LOS_MAX / 2;
331
332 /* add light, by finding all (non-null) nearby light sources, then
333 * mark those squares specially. If the darklevel<1, there is no
334 * reason to do this, so we skip this function
335 */
336
337 if (darklevel < 1)
338 return;
339 354
340 /* Do a sanity check. If not valid, some code below may do odd 355 /* Do a sanity check. If not valid, some code below may do odd
341 * things. 356 * things.
342 */ 357 */
343 if (darklevel > MAX_DARKNESS) 358 if (darklevel > MAX_DARKNESS)
344 { 359 {
345 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 360 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
346 darklevel = MAX_DARKNESS; 361 darklevel = MAX_DARKNESS;
347 } 362 }
348 363
349 /* First, limit player furthest (unlighted) vision */ 364 int half_x = op->contr->ns->mapx / 2;
350 for (x = 0; x < op->contr->ns->mapx; x++) 365 int half_y = op->contr->ns->mapy / 2;
351 for (y = 0; y < op->contr->ns->mapy; y++)
352 if (op->contr->blocked_los[x][y] != 100)
353 op->contr->blocked_los[x][y] = MAX_UNLIGHTED_VISION;
354 366
355 /* the spaces[] darkness value contains the information we need. 367 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
356 * Only process the area of interest. 368 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
357 * the basex, basey values represent the position in the op->contr->blocked_los 369 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
358 * array. Its easier to just increment them here (and start with the right 370 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
359 * value) than to recalculate them down below. 371
360 */ 372 int pass2 = 0; // negative lights have an extra pass
361 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADIUS), basex = -MAX_LIGHT_RADIUS; 373
362 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADIUS); x++, basex++) 374 if (darklevel < 1)
375 pass2 = 1;
376 else
363 { 377 {
378 /* first, make everything totally dark */
379 for (int dx = -half_x; dx <= half_x; dx++)
380 for (int dy = -half_x; dy <= half_y; dy++)
381 if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED)
382 op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX;
364 383
365 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADIUS), basey = -MAX_LIGHT_RADIUS; 384 /*
366 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADIUS); y++, basey++) 385 * Only process the area of interest.
386 * the basex, basey values represent the position in the op->contr->los
387 * array. Its easier to just increment them here (and start with the right
388 * value) than to recalculate them down below.
389 */
390 for (int x = min_x; x <= max_x; x++)
391 for (int y = min_y; y <= max_y; y++)
367 { 392 {
393 maptile *m = op->map;
394 sint16 nx = x;
395 sint16 ny = y;
396
397 if (!xy_normalise (m, nx, ny))
398 continue;
399
400 mapspace &ms = m->at (nx, ny);
401 ms.update ();
402 sint8 light = ms.light;
403
404 if (expect_false (light))
405 if (light < 0)
406 pass2 = 1;
407 else
408 apply_light<los_brighten> (op, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
409 }
410
411 /* grant some vision to the player, based on the darklevel */
412 {
413 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
414
415 apply_light<los_brighten> (op, 0, 0, light, vision_atten [light]);
416 }
417 }
418
419 // possibly do 2nd pass for rare negative glow radii
420 // for effect, those are always considered to be stronger than anything else
421 // but they can't darken a place completely
422 if (pass2)
423 for (int x = min_x; x <= max_x; x++)
424 for (int y = min_y; y <= max_y; y++)
425 {
368 m = op->map; 426 maptile *m = op->map;
369 nx = x; 427 sint16 nx = x;
370 ny = y; 428 sint16 ny = y;
371 429
372 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 430 if (!xy_normalise (m, nx, ny))
373
374 if (mflags & P_OUT_OF_MAP)
375 continue; 431 continue;
376 432
377 /* This space is providing light, so we need to brighten up the 433 mapspace &ms = m->at (nx, ny);
378 * spaces around here. 434 ms.update ();
379 */ 435 sint8 light = ms.light;
380 light = GET_MAP_LIGHT (m, nx, ny);
381 if (light)
382 {
383#if 0
384 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
385#endif
386 for (ax = basex - light; ax <= basex + light; ax++)
387 {
388 if (ax < 0 || ax >= op->contr->ns->mapx)
389 continue;
390 436
391 x1 = (basex - ax) * (basex - ax); 437 if (expect_false (light < 0))
392 438 apply_light<los_darken> (op, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
393 for (ay = basey - light; ay <= basey + light; ay++)
394 {
395 if (ay < 0 || ay >= op->contr->ns->mapy)
396 continue;
397
398 /* If the space is fully blocked, do nothing. Otherwise, we
399 * brighten the space. The further the light is away from the
400 * source (basex-x), the less effect it has. Though light used
401 * to dim in a square manner, it now dims in a roughly circular
402 * manner. glow_radius still represents the radius.
403 */
404 if (op->contr->blocked_los[ax][ay] != 100)
405 {
406 y1 = (basey - ay) * (basey - ay);
407
408 op->contr->blocked_los[ax][ay] -= light > 0
409 ? max (light - isqrt (x1 + y1), 0)
410 : min (light + isqrt (x1 + y1), 0);
411 }
412 }
413 }
414 }
415 }
416 }
417
418 /* Outdoor should never really be completely pitch black dark like
419 * a dungeon, so let the player at least see a little around themselves
420 */
421 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
422 {
423 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
424 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
425
426 for (x = -1; x <= 1; x++)
427 for (y = -1; y <= 1; y++)
428 {
429 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
430 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
431 } 439 }
432 }
433
434 /* grant some vision to the player, based on the darklevel */
435 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
436 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
437 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
439 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
440} 440}
441 441
442/* blinded_sight() - sets all viewable squares to blocked except 442/* blinded_sight() - sets all viewable squares to blocked except
443 * for the one the central one that the player occupies. A little 443 * for the one the central one that the player occupies. A little
444 * odd that you can see yourself (and what your standing on), but 444 * odd that you can see yourself (and what your standing on), but
445 * really need for any reasonable game play. 445 * really need for any reasonable game play.
446 */ 446 */
447static void 447static void
448blinded_sight (object *op) 448blinded_sight (object *op)
449{ 449{
450 int x, y; 450 op->contr->los[LOS_X0][LOS_Y0] = 1;
451
452 for (x = 0; x < op->contr->ns->mapx; x++)
453 for (y = 0; y < op->contr->ns->mapy; y++)
454 op->contr->blocked_los[x][y] = 100;
455
456 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
457} 451}
458 452
459/* 453/*
460 * update_los() recalculates the array which specifies what is 454 * update_los() recalculates the array which specifies what is
461 * visible for the given player-object. 455 * visible for the given player-object.
462 */ 456 */
463void 457void
464update_los (object *op) 458update_los (object *op)
465{ 459{
466 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
467
468 if (QUERY_FLAG (op, FLAG_REMOVED)) 460 if (QUERY_FLAG (op, FLAG_REMOVED))
469 return; 461 return;
470 462
471 clear_los (op->contr); 463 op->contr->clear_los ();
472 464
473 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 465 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
474 return; 466 memset (op->contr->los, 0, sizeof (op->contr->los));
475
476 /* For larger maps, this is more efficient than the old way which
477 * used the chaining of the block array. Since many space views could
478 * be blocked by different spaces in front, this mean that a lot of spaces
479 * could be examined multile times, as each path would be looked at.
480 */
481 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
482 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
483 check_wall (op, x, y);
484
485 /* do the los of the player. 3 (potential) cases */
486 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 467 else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
487 blinded_sight (op); 468 blinded_sight (op);
488 else 469 else
489 expand_sight (op); 470 {
471 do_los (op);
472 apply_lights (op);
473 }
490 474
491 //TODO: no range-checking whatsoever :(
492 if (QUERY_FLAG (op, FLAG_XRAYS)) 475 if (QUERY_FLAG (op, FLAG_XRAYS))
493 for (int x = -2; x <= 2; x++) 476 for (int dx = -2; dx <= 2; dx++)
494 for (int y = -2; y <= 2; y++) 477 for (int dy = -2; dy <= 2; dy++)
495 op->contr->blocked_los[dx + x][dy + y] = 0; 478 op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0;
496} 479}
497 480
498/* update all_map_los is like update_all_los below, 481/* update all_map_los is like update_all_los below,
499 * but updates everyone on the map, no matter where they 482 * but updates everyone on the map, no matter where they
500 * are. This generally should not be used, as a per 483 * are. This generally should not be used, as a per
507 * change_map_light function 490 * change_map_light function
508 */ 491 */
509void 492void
510update_all_map_los (maptile *map) 493update_all_map_los (maptile *map)
511{ 494{
512 for_all_players (pl) 495 for_all_players_on_map (pl, map)
513 if (pl->ob && pl->ob->map == map)
514 pl->do_los = 1; 496 pl->do_los = 1;
515} 497}
516 498
517/* 499/*
518 * This function makes sure that update_los() will be called for all 500 * This function makes sure that update_los() will be called for all
519 * players on the given map within the next frame. 501 * players on the given map within the next frame.
527 * map is the map that changed, x and y are the coordinates. 509 * map is the map that changed, x and y are the coordinates.
528 */ 510 */
529void 511void
530update_all_los (const maptile *map, int x, int y) 512update_all_los (const maptile *map, int x, int y)
531{ 513{
514 map->at (x, y).invalidate ();
515
532 for_all_players (pl) 516 for_all_players (pl)
533 { 517 {
534 /* Player should not have a null map, but do this 518 /* Player should not have a null map, but do this
535 * check as a safety 519 * check as a safety
536 */ 520 */
589 } 573 }
590 } 574 }
591} 575}
592 576
593/* 577/*
594 * Debug-routine which dumps the array which specifies the visible
595 * area of a player. Triggered by the z key in DM mode.
596 */
597void
598print_los (object *op)
599{
600 int x, y;
601 char buf[50], buf2[10];
602
603 strcpy (buf, " ");
604
605 for (x = 0; x < op->contr->ns->mapx; x++)
606 {
607 sprintf (buf2, "%2d", x);
608 strcat (buf, buf2);
609 }
610
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612
613 for (y = 0; y < op->contr->ns->mapy; y++)
614 {
615 sprintf (buf, "%2d:", y);
616
617 for (x = 0; x < op->contr->ns->mapx; x++)
618 {
619 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
620 strcat (buf, buf2);
621 }
622
623 new_draw_info (NDI_UNIQUE, 0, op, buf);
624 }
625}
626
627/*
628 * make_sure_seen: The object is supposed to be visible through walls, thus 578 * make_sure_seen: The object is supposed to be visible through walls, thus
629 * check if any players are nearby, and edit their LOS array. 579 * check if any players are nearby, and edit their LOS array.
630 */ 580 */
631
632void 581void
633make_sure_seen (const object *op) 582make_sure_seen (const object *op)
634{ 583{
635 for_all_players (pl) 584 for_all_players (pl)
636 if (pl->ob->map == op->map && 585 if (pl->ob->map == op->map &&
637 pl->ob->y - pl->ns->mapy / 2 <= op->y && 586 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
638 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) 587 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)
639 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; 588 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0;
640} 589}
641 590
642/* 591/*
643 * make_sure_not_seen: The object which is supposed to be visible through 592 * make_sure_not_seen: The object which is supposed to be visible through
644 * walls has just been removed from the map, so update the los of any 593 * walls has just been removed from the map, so update the los of any
645 * players within its range 594 * players within its range
646 */ 595 */
647
648void 596void
649make_sure_not_seen (const object *op) 597make_sure_not_seen (const object *op)
650{ 598{
651 for_all_players (pl) 599 for_all_players (pl)
652 if (pl->ob->map == op->map && 600 if (pl->ob->map == op->map &&

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines