… | |
… | |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
24 | #include <bench.h>//D |
25 | |
|
|
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 | // los flags |
30 | |
|
|
31 | enum { |
29 | enum { |
32 | LOS_XI = 0x01, |
30 | FLG_XI = 0x01, // we have an x-parent |
33 | LOS_YI = 0x02, |
31 | FLG_YI = 0x02, // we have an y-parent |
|
|
32 | FLG_BLOCKED = 0x04, // this space blocks the view |
|
|
33 | FLG_QUEUED = 0x80 // already queued in queue, or border |
34 | }; |
34 | }; |
35 | |
35 | |
36 | struct los_info |
36 | struct los_info |
37 | { |
37 | { |
|
|
38 | uint8 flags; // FLG_xxx |
|
|
39 | uint8 culled; // culled from "tree" |
|
|
40 | uint8 visible; |
|
|
41 | uint8 pad0; |
|
|
42 | |
38 | sint8 xo, yo; // obscure angle |
43 | sint8 xo, yo; // obscure angle |
39 | sint8 xe, ye; // angle deviation |
44 | 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 | }; |
45 | }; |
45 | |
46 | |
46 | // temporary storage for the los algorithm, |
47 | // temporary storage for the los algorithm, |
47 | // one los_info for each lightable map space |
48 | // one los_info for each lightable map space |
48 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
49 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
… | |
… | |
75 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
76 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
76 | { |
77 | { |
77 | sint8 x = LOS_X0 + dx; |
78 | sint8 x = LOS_X0 + dx; |
78 | sint8 y = LOS_Y0 + dy; |
79 | sint8 y = LOS_Y0 + dy; |
79 | |
80 | |
80 | if (x < 0 || x >= MAP_CLIENT_X) return; |
|
|
81 | if (y < 0 || y >= MAP_CLIENT_Y) return; |
|
|
82 | |
|
|
83 | los_info &l = los[x][y]; |
81 | los_info &l = los[x][y]; |
84 | |
82 | |
85 | l.flags |= flags; |
83 | l.flags |= flags; |
86 | |
84 | |
87 | if (l.queued) |
85 | if (l.flags & FLG_QUEUED) |
88 | return; |
86 | return; |
89 | |
87 | |
90 | l.queued = 1; |
88 | l.flags |= FLG_QUEUED; |
91 | |
89 | |
92 | queue[q1].x = dx; |
90 | queue[q1].x = dx; |
93 | queue[q1].y = dy; |
91 | queue[q1].y = dy; |
94 | |
92 | |
95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
93 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
… | |
… | |
101 | // which has been simplified and changed considerably, but |
99 | // which has been simplified and changed considerably, but |
102 | // still is basically the same algorithm. |
100 | // still is basically the same algorithm. |
103 | static void |
101 | static void |
104 | calculate_los (player *pl) |
102 | calculate_los (player *pl) |
105 | { |
103 | { |
106 | int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
104 | { |
|
|
105 | // we keep one line for ourselves, for the border flag |
|
|
106 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
|
|
107 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
|
|
108 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
107 | |
109 | |
108 | memset (los, 0, sizeof (los)); |
110 | // create borders, the corners are not touched |
|
|
111 | for (int dx = -half_x; dx <= half_x; ++dx) |
|
|
112 | los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
|
|
113 | los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
|
|
114 | |
|
|
115 | for (int dy = -half_y; dy <= half_y; ++dy) |
|
|
116 | los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
|
|
117 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
|
|
118 | |
|
|
119 | // now reset the los area and also add blocked flags |
|
|
120 | // which supposedly is faster than doing it inside the |
|
|
121 | // spiral path algorithm below, except when very little |
|
|
122 | // area is visible, in which case it is slower, evening |
|
|
123 | // out los calculation times between large and small los maps. |
|
|
124 | // apply_lights also iterates over this area, maybe these |
|
|
125 | // two passes could be combined somehow. |
|
|
126 | rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) |
|
|
127 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
|
|
128 | l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
|
|
129 | rectangular_mapspace_iterate_end |
|
|
130 | } |
109 | |
131 | |
110 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
132 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
111 | enqueue (0, 0); // enqueue center |
133 | enqueue (0, 0); // enqueue center |
112 | |
134 | |
113 | // treat the origin specially |
135 | // treat the origin specially |
… | |
… | |
126 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
148 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
127 | |
149 | |
128 | sint8 x = LOS_X0 + dx; |
150 | sint8 x = LOS_X0 + dx; |
129 | sint8 y = LOS_Y0 + dy; |
151 | sint8 y = LOS_Y0 + dy; |
130 | |
152 | |
131 | //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
|
|
132 | int distance = 0;//D |
|
|
133 | |
|
|
134 | los_info &l = los[x][y]; |
153 | los_info &l = los[x][y]; |
135 | |
154 | |
136 | if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
155 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
137 | { |
156 | { |
138 | l.culled = 1; |
157 | l.culled = 1; |
|
|
158 | l.xo = l.yo = l.xe = l.ye = 0; |
139 | |
159 | |
140 | // check contributing spaces, first horizontal |
160 | // check contributing spaces, first horizontal |
141 | if (expect_true (l.flags & LOS_XI)) |
161 | if (expect_true (l.flags & FLG_XI)) |
142 | { |
162 | { |
143 | los_info *xi = &los[x - sign (dx)][y]; |
163 | los_info *xi = &los[x - sign (dx)][y]; |
144 | |
164 | |
145 | // don't cull unless obscured |
165 | // don't cull unless obscured |
146 | l.culled &= !xi->visible; |
166 | l.culled &= !xi->visible; |
… | |
… | |
171 | } |
191 | } |
172 | } |
192 | } |
173 | } |
193 | } |
174 | |
194 | |
175 | // check contributing spaces, last vertical, identical structure |
195 | // check contributing spaces, last vertical, identical structure |
176 | if (expect_true (l.flags & LOS_YI)) |
196 | if (expect_true (l.flags & FLG_YI)) |
177 | { |
197 | { |
178 | los_info *yi = &los[x][y - sign (dy)]; |
198 | los_info *yi = &los[x][y - sign (dy)]; |
179 | |
199 | |
180 | // don't cull unless obscured |
200 | // don't cull unless obscured |
181 | l.culled &= !yi->visible; |
201 | l.culled &= !yi->visible; |
… | |
… | |
205 | l.xo = yi->xo; |
225 | l.xo = yi->xo; |
206 | } |
226 | } |
207 | } |
227 | } |
208 | } |
228 | } |
209 | |
229 | |
210 | // check whether this space blocks the view |
230 | if (l.flags & FLG_BLOCKED) |
211 | maptile *m = pl->observe->map; |
|
|
212 | sint16 nx = pl->observe->x + dx; |
|
|
213 | sint16 ny = pl->observe->y + dy; |
|
|
214 | |
|
|
215 | if (expect_true (!xy_normalise (m, nx, ny)) |
|
|
216 | || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
|
|
217 | { |
231 | { |
218 | l.xo = l.xe = abs (dx); |
232 | l.xo = l.xe = abs (dx); |
219 | l.yo = l.ye = abs (dy); |
233 | l.yo = l.ye = abs (dy); |
220 | |
234 | |
221 | // we obscure dependents, but might be visible |
235 | // we obscure dependents, but might be visible |
222 | // copy the los from the square towards the player, |
236 | // copy the los from the square towards the player, |
223 | // so outward diagonal corners are lit. |
237 | // so outward diagonal corners are lit. |
224 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
238 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
|
|
239 | |
225 | l.visible = false; |
240 | l.visible = false; |
226 | } |
241 | } |
227 | else |
242 | else |
228 | { |
243 | { |
229 | // we are not blocked, so calculate visibility, by checking |
244 | // we are not blocked, so calculate visibility, by checking |
230 | // whether we are inside or outside the shadow |
245 | // whether we are inside or outside the shadow |
231 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
246 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
232 | && (l.ye <= 0 || l.ye > l.yo); |
247 | && (l.ye <= 0 || l.ye > l.yo); |
233 | |
248 | |
234 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
249 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
235 | : l.visible ? max (0, 2 - max_radius + distance) |
250 | : l.visible ? 0 |
236 | : 3; |
251 | : 3; |
237 | } |
252 | } |
238 | |
253 | |
239 | } |
254 | } |
240 | |
255 | |
241 | // Expands by the unit length in each component's current direction. |
256 | // Expands by the unit length in each component's current direction. |
242 | // If a component has no direction, then it is expanded in both of its |
257 | // If a component has no direction, then it is expanded in both of its |
243 | // positive and negative directions. |
258 | // positive and negative directions. |
244 | if (!l.culled) |
259 | if (!l.culled) |
245 | { |
260 | { |
246 | if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
261 | if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
247 | if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
262 | if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
248 | if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
263 | if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
249 | if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
264 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
250 | } |
265 | } |
251 | } |
266 | } |
252 | } |
267 | } |
253 | |
268 | |
254 | /* returns true if op carries one or more lights |
269 | /* returns true if op carries one or more lights |
… | |
… | |
272 | |
287 | |
273 | static struct los_init |
288 | static struct los_init |
274 | { |
289 | { |
275 | los_init () |
290 | los_init () |
276 | { |
291 | { |
|
|
292 | assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
|
|
293 | !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
|
|
294 | |
277 | /* for lights */ |
295 | /* for lights */ |
278 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
296 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
279 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
297 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
280 | { |
298 | { |
281 | // max intensity |
299 | // max intensity |
… | |
… | |
345 | if (op->flag [FLAG_SEE_IN_DARK]) |
363 | if (op->flag [FLAG_SEE_IN_DARK]) |
346 | darklevel = max (0, darklevel - 2); |
364 | darklevel = max (0, darklevel - 2); |
347 | |
365 | |
348 | int half_x = pl->ns->mapx / 2; |
366 | int half_x = pl->ns->mapx / 2; |
349 | int half_y = pl->ns->mapy / 2; |
367 | int half_y = pl->ns->mapy / 2; |
350 | |
|
|
351 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
|
|
352 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
|
|
353 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
|
|
354 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
|
|
355 | |
368 | |
356 | int pass2 = 0; // negative lights have an extra pass |
369 | int pass2 = 0; // negative lights have an extra pass |
357 | |
370 | |
358 | if (!darklevel) |
371 | if (!darklevel) |
359 | pass2 = 1; |
372 | pass2 = 1; |
360 | else |
373 | else |
361 | { |
374 | { |
362 | /* first, make everything totally dark */ |
375 | /* first, make everything totally dark */ |
363 | for (int dx = -half_x; dx <= half_x; dx++) |
376 | for (int dx = -half_x; dx <= half_x; dx++) |
364 | for (int dy = -half_x; dy <= half_y; dy++) |
377 | for (int dy = -half_x; dy <= half_y; dy++) |
365 | if (pl->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
|
|
366 | pl->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
378 | max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
367 | |
379 | |
368 | /* |
380 | /* |
369 | * Only process the area of interest. |
381 | * Only process the area of interest. |
370 | * the basex, basey values represent the position in the op->contr->los |
382 | * the basex, basey values represent the position in the op->contr->los |
371 | * array. Its easier to just increment them here (and start with the right |
383 | * array. Its easier to just increment them here (and start with the right |
372 | * value) than to recalculate them down below. |
384 | * value) than to recalculate them down below. |
373 | */ |
385 | */ |
374 | for (int x = min_x; x <= max_x; x++) |
386 | rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) |
375 | for (int y = min_y; y <= max_y; y++) |
387 | if (m) |
376 | { |
388 | { |
377 | maptile *m = pl->observe->map; |
|
|
378 | sint16 nx = x; |
|
|
379 | sint16 ny = y; |
|
|
380 | |
|
|
381 | if (!xy_normalise (m, nx, ny)) |
|
|
382 | continue; |
|
|
383 | |
|
|
384 | mapspace &ms = m->at (nx, ny); |
389 | mapspace &ms = m->at (nx, ny); |
385 | ms.update (); |
390 | ms.update (); |
386 | sint8 light = ms.light; |
391 | sint8 light = ms.light; |
387 | |
392 | |
388 | if (expect_false (light)) |
393 | if (expect_false (light)) |
389 | if (light < 0) |
394 | if (light < 0) |
390 | pass2 = 1; |
395 | pass2 = 1; |
391 | else |
396 | else |
392 | apply_light<los_brighten> (pl, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
397 | apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); |
393 | } |
398 | } |
|
|
399 | rectangular_mapspace_iterate_end |
394 | |
400 | |
395 | /* grant some vision to the player, based on the darklevel */ |
401 | /* grant some vision to the player, based on the darklevel */ |
396 | { |
402 | { |
397 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
403 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
398 | |
404 | |
… | |
… | |
402 | |
408 | |
403 | // possibly do 2nd pass for rare negative glow radii |
409 | // possibly do 2nd pass for rare negative glow radii |
404 | // for effect, those are always considered to be stronger than anything else |
410 | // for effect, those are always considered to be stronger than anything else |
405 | // but they can't darken a place completely |
411 | // but they can't darken a place completely |
406 | if (pass2) |
412 | if (pass2) |
407 | for (int x = min_x; x <= max_x; x++) |
413 | rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) |
408 | for (int y = min_y; y <= max_y; y++) |
414 | if (m) |
409 | { |
415 | { |
410 | maptile *m = pl->observe->map; |
|
|
411 | sint16 nx = x; |
|
|
412 | sint16 ny = y; |
|
|
413 | |
|
|
414 | if (!xy_normalise (m, nx, ny)) |
|
|
415 | continue; |
|
|
416 | |
|
|
417 | mapspace &ms = m->at (nx, ny); |
416 | mapspace &ms = m->at (nx, ny); |
418 | ms.update (); |
417 | ms.update (); |
419 | sint8 light = ms.light; |
418 | sint8 light = ms.light; |
420 | |
419 | |
421 | if (expect_false (light < 0)) |
420 | if (expect_false (light < 0)) |
422 | apply_light<los_darken> (pl, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
421 | apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
423 | } |
422 | } |
|
|
423 | rectangular_mapspace_iterate_end |
424 | } |
424 | } |
425 | |
425 | |
426 | /* blinded_sight() - sets all viewable squares to blocked except |
426 | /* blinded_sight() - sets all viewable squares to blocked except |
427 | * 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 |
428 | * 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 |
… | |
… | |
442 | player::update_los () |
442 | player::update_los () |
443 | { |
443 | { |
444 | if (ob->flag [FLAG_REMOVED])//D really needed? |
444 | if (ob->flag [FLAG_REMOVED])//D really needed? |
445 | return; |
445 | return; |
446 | |
446 | |
447 | clear_los (); |
|
|
448 | |
|
|
449 | if (ob->flag [FLAG_WIZLOOK]) |
447 | if (ob->flag [FLAG_WIZLOOK]) |
450 | memset (los, 0, sizeof (los)); |
448 | clear_los (0); |
451 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
449 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
|
|
450 | { |
|
|
451 | clear_los (); |
452 | blinded_sight (this); |
452 | blinded_sight (this); |
|
|
453 | } |
453 | else |
454 | else |
454 | { |
455 | { |
|
|
456 | clear_los (); |
455 | calculate_los (this); |
457 | calculate_los (this); |
456 | apply_lights (this); |
458 | apply_lights (this); |
457 | } |
459 | } |
458 | |
460 | |
459 | if (observe->flag [FLAG_XRAYS]) |
461 | if (observe->flag [FLAG_XRAYS]) |
460 | for (int dx = -2; dx <= 2; dx++) |
462 | for (int dx = -2; dx <= 2; dx++) |
461 | for (int dy = -2; dy <= 2; dy++) |
463 | for (int dy = -2; dy <= 2; dy++) |
462 | min_it (los[dx + LOS_X0][dy + LOS_X0], 1); |
464 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
463 | } |
465 | } |
464 | |
466 | |
465 | /* update all_map_los is like update_all_los below, |
467 | /* update all_map_los is like update_all_los below, |
466 | * but updates everyone on the map, no matter where they |
468 | * but updates everyone on the map, no matter where they |
467 | * are. This generally should not be used, as a per |
469 | * are. This generally should not be used, as a per |
… | |
… | |
618 | { |
620 | { |
619 | for_all_players (pl) |
621 | for_all_players (pl) |
620 | if (pl->ob->map == op->map && |
622 | if (pl->ob->map == op->map && |
621 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
623 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
622 | 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) |
624 | 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) |
623 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
625 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
624 | } |
626 | } |
625 | |
627 | |
626 | /* |
628 | /* |
627 | * make_sure_not_seen: The object which is supposed to be visible through |
629 | * make_sure_not_seen: The object which is supposed to be visible through |
628 | * walls has just been removed from the map, so update the los of any |
630 | * walls has just been removed from the map, so update the los of any |