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Comparing deliantra/server/common/los.C (file contents):
Revision 1.48 by root, Tue Dec 23 06:58:23 2008 UTC vs.
Revision 1.72 by root, Tue Jan 3 11:25:31 2012 UTC

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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 5 *
8 * Deliantra is free software: you can redistribute it and/or modify 6 * 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 7 * 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 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 9 * option) any later version.
12 * 10 *
13 * This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 14 * GNU General Public License for more details.
17 * 15 *
18 * You should have received a copy of the GNU General Public License 16 * 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/>. 17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>.
20 * 19 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 20 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 21 */
23 22
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25
26#include <global.h> 23#include <global.h>
27#include <cmath> 24#include <cmath>
28 25
29static void expand_lighted_sight (object *op); 26#define SEE_IN_DARK_RADIUS 2
27#define MAX_VISION 10 // maximum visible radius
30 28
29// los flags
31enum { 30enum {
32 LOS_XI = 0x01, 31 FLG_XI = 0x01, // we have an x-parent
33 LOS_YI = 0x02, 32 FLG_YI = 0x02, // we have an y-parent
33 FLG_BLOCKED = 0x04, // this space blocks the view
34 FLG_QUEUED = 0x80 // already queued in queue, or border
34}; 35};
35 36
37// it is important for performance reasons that this structure
38// has a size easily computable by the cpu (*8 is perfect).
39// it is possible to move culled and visible into flags, at
40// some speed loss.
36struct los_info 41struct los_info
37{ 42{
43 uint8 flags; // FLG_xxx
44 uint8 culled; // culled from "tree"
45 uint8 visible;
46 uint8 pad0;
47
38 sint8 xo, yo; // obscure angle 48 sint8 xo, yo; // obscure angle
39 sint8 xe, ye; // angle deviation 49 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}; 50};
45 51
46// temporary storage for the los algorithm, 52// temporary storage for the los algorithm,
47// one los_info for each lightable map space 53// one los_info for each lightable map space
48static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; 54static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
75enqueue (sint8 dx, sint8 dy, uint8 flags = 0) 81enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
76{ 82{
77 sint8 x = LOS_X0 + dx; 83 sint8 x = LOS_X0 + dx;
78 sint8 y = LOS_Y0 + dy; 84 sint8 y = LOS_Y0 + dy;
79 85
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]; 86 los_info &l = los[x][y];
84 87
85 l.flags |= flags; 88 l.flags |= flags;
86 89
87 if (l.queued) 90 if (expect_false (l.flags & FLG_QUEUED))
88 return; 91 return;
89 92
90 l.queued = 1; 93 l.flags |= FLG_QUEUED;
91 94
92 queue[q1].x = dx; 95 queue[q1].x = dx;
93 queue[q1].y = dy; 96 queue[q1].y = dy;
94 97
95 q1 = (q1 + 1) & (QUEUE_LENGTH - 1); 98 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
101// which has been simplified and changed considerably, but 104// which has been simplified and changed considerably, but
102// still is basically the same algorithm. 105// still is basically the same algorithm.
103static void 106static void
104calculate_los (player *pl) 107calculate_los (player *pl)
105{ 108{
106 int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; 109 {
107
108 memset (los, 0, sizeof (los)); 110 memset (los, 0, sizeof (los));
111
112 // we keep one line for ourselves, for the border flag
113 // so the client area is actually MAP_CLIENT_(X|Y) - 2
114 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
115 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
116
117 // create borders, the corners are not touched
118 for (int dx = -half_x; dx <= half_x; ++dx)
119 los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
120 los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
121
122 for (int dy = -half_y; dy <= half_y; ++dy)
123 los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
124 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
125
126 // now reset the los area and also add blocked flags
127 // which supposedly is faster than doing it inside the
128 // spiral path algorithm below, except when very little
129 // area is visible, in which case it is slower. which evens
130 // out los calculation times between large and small los maps.
131 // apply_lights also iterates over this area, maybe these
132 // two passes could be combined somehow.
133 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
134 {
135 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
136 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
137 }
138 }
109 139
110 q1 = 0; q2 = 0; // initialise queue, not strictly required 140 q1 = 0; q2 = 0; // initialise queue, not strictly required
111 enqueue (0, 0); // enqueue center 141 enqueue (0, 0); // enqueue center
112 142
113 // treat the origin specially 143 // treat the origin specially
126 q2 = (q2 + 1) & (QUEUE_LENGTH - 1); 156 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
127 157
128 sint8 x = LOS_X0 + dx; 158 sint8 x = LOS_X0 + dx;
129 sint8 y = LOS_Y0 + dy; 159 sint8 y = LOS_Y0 + dy;
130 160
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]; 161 los_info &l = los[x][y];
135 162
136 if (expect_true (l.flags & (LOS_XI | LOS_YI))) 163 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
137 { 164 {
138 l.culled = 1; 165 l.culled = 1;
166 l.xo = l.yo = l.xe = l.ye = 0;
139 167
140 // check contributing spaces, first horizontal 168 // check contributing spaces, first horizontal
141 if (expect_true (l.flags & LOS_XI)) 169 if (expect_true (l.flags & FLG_XI))
142 { 170 {
143 los_info *xi = &los[x - sign (dx)][y]; 171 los_info *xi = &los[x - sign (dx)][y];
144 172
145 // don't cull unless obscured 173 // don't cull unless obscured
146 l.culled &= !xi->visible; 174 l.culled &= !xi->visible;
171 } 199 }
172 } 200 }
173 } 201 }
174 202
175 // check contributing spaces, last vertical, identical structure 203 // check contributing spaces, last vertical, identical structure
176 if (expect_true (l.flags & LOS_YI)) 204 if (expect_true (l.flags & FLG_YI))
177 { 205 {
178 los_info *yi = &los[x][y - sign (dy)]; 206 los_info *yi = &los[x][y - sign (dy)];
179 207
180 // don't cull unless obscured 208 // don't cull unless obscured
181 l.culled &= !yi->visible; 209 l.culled &= !yi->visible;
205 l.xo = yi->xo; 233 l.xo = yi->xo;
206 } 234 }
207 } 235 }
208 } 236 }
209 237
210 // check whether this space blocks the view 238 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 { 239 {
218 l.xo = l.xe = abs (dx); 240 l.xo = l.xe = abs (dx);
219 l.yo = l.ye = abs (dy); 241 l.yo = l.ye = abs (dy);
220 242
221 // we obscure dependents, but might be visible 243 // we obscure dependents, but might be visible
222 // copy the los from the square towards the player, 244 // copy the los from the square towards the player,
223 // so outward diagonal corners are lit. 245 // so outward diagonal corners are lit.
224 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; 246 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
247
225 l.visible = false; 248 l.visible = false;
226 } 249 }
227 else 250 else
228 { 251 {
229 // we are not blocked, so calculate visibility, by checking 252 // we are not blocked, so calculate visibility, by checking
230 // whether we are inside or outside the shadow 253 // whether we are inside or outside the shadow
231 l.visible = (l.xe <= 0 || l.xe > l.xo) 254 l.visible = (l.xe <= 0 || l.xe > l.xo)
232 && (l.ye <= 0 || l.ye > l.yo); 255 && (l.ye <= 0 || l.ye > l.yo);
233 256
234 pl->los[x][y] = l.culled ? LOS_BLOCKED 257 pl->los[x][y] = l.culled ? LOS_BLOCKED
235 : l.visible ? max (0, 2 - max_radius + distance) 258 : l.visible ? 0
236 : 3; 259 : 3;
237 } 260 }
238 261
239 } 262 }
240 263
241 // Expands by the unit length in each component's current direction. 264 // 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 265 // If a component has no direction, then it is expanded in both of its
243 // positive and negative directions. 266 // positive and negative directions.
244 if (!l.culled) 267 if (!l.culled)
245 { 268 {
246 if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); 269 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
247 if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); 270 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
248 if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); 271 if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
249 if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); 272 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
250 } 273 }
251 } 274 }
252} 275}
253 276
254/* returns true if op carries one or more lights
255 * This is a trivial function now days, but it used to
256 * be a bit longer. Probably better for callers to just
257 * check the op->glow_radius instead of calling this.
258 */
259int
260has_carried_lights (const object *op)
261{
262 /* op may glow! */
263 if (op->glow_radius > 0)
264 return 1;
265
266 return 0;
267}
268
269/* radius, distance => lightness adjust */ 277/* radius, distance => lightness adjust */
270static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 278static 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]; 279static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
272 280
273static struct los_init 281static struct los_init
274{ 282{
275 los_init () 283 los_init ()
276 { 284 {
285 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
286 !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
287
277 /* for lights */ 288 /* for lights */
278 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) 289 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
279 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) 290 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
280 { 291 {
281 // max intensity 292 // max intensity
282 int intensity = min (LOS_MAX, abs (radius) + 1); 293 int intensity = min (LOS_MAX, abs (radius) + 1);
283 294
284 // actual intensity 295 // actual intensity
285 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 296 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
286 297
287 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 298 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
288 ? min (3, intensity) 299 ? min (3, intensity)
289 : LOS_MAX - intensity; 300 : LOS_MAX - intensity;
290 } 301 }
291 302
292 /* for general vision */ 303 /* for general vision */
293 for (int radius = 0; radius <= MAX_DARKNESS; ++radius) 304 for (int radius = 0; radius <= MAX_VISION; ++radius)
294 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) 305 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
295 { 306 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
296 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
297 }
298 } 307 }
299} los_init; 308} los_init;
300 309
310// the following functions cannot be static, due to c++ stupidity :/
311namespace {
312 // brighten area, ignore los
301sint8 313 sint8
314 los_brighten_nolos (sint8 b, sint8 l)
315 {
316 return min (b, l);
317 }
318
319 // brighten area, but respect los
320 sint8
302los_brighten (sint8 b, sint8 l) 321 los_brighten (sint8 b, sint8 l)
303{ 322 {
304 return b == LOS_BLOCKED ? b : min (b, l); 323 return b == LOS_BLOCKED ? b : min (b, l);
305} 324 }
306 325
326 // darken area, respect los
307sint8 327 sint8
308los_darken (sint8 b, sint8 l) 328 los_darken (sint8 b, sint8 l)
309{ 329 {
310 return max (b, l); 330 return max (b, l);
311} 331 }
332};
312 333
313template<sint8 change_it (sint8, sint8)> 334template<sint8 change_it (sint8, sint8)>
314static void 335static void
315apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) 336apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
316{ 337{
336 * mark those squares specially. 357 * mark those squares specially.
337 */ 358 */
338static void 359static void
339apply_lights (player *pl) 360apply_lights (player *pl)
340{ 361{
341 object *op = pl->observe; 362 object *op = pl->viewpoint;
342 int darklevel = op->map->darklevel (); 363 int darklevel = op->map->darklevel ();
343
344 /* If the player can see in the dark, lower the darklevel for him */
345 if (op->flag [FLAG_SEE_IN_DARK])
346 darklevel = max (0, darklevel - 2);
347 364
348 int half_x = pl->ns->mapx / 2; 365 int half_x = pl->ns->mapx / 2;
349 int half_y = pl->ns->mapy / 2; 366 int half_y = pl->ns->mapy / 2;
350 367
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
356 int pass2 = 0; // negative lights have an extra pass 368 int pass2 = 0; // negative lights have an extra pass
369
370 maprect *rects = pl->viewpoint->map->split_to_tiles (
371 mapwalk_buf,
372 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
373 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
374 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
375 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
376 );
377
378 /* If the player can see in the dark, increase light/vision radius */
379 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
357 380
358 if (!darklevel) 381 if (!darklevel)
359 pass2 = 1; 382 pass2 = 1;
360 else 383 else
361 { 384 {
362 /* first, make everything totally dark */ 385 /* first, make everything totally dark */
363 for (int dx = -half_x; dx <= half_x; dx++) 386 for (int dx = -half_x; dx <= half_x; dx++)
364 for (int dy = -half_x; dy <= half_y; dy++) 387 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; 388 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
367 389
368 /* 390 /*
369 * Only process the area of interest. 391 * Only process the area of interest.
370 * the basex, basey values represent the position in the op->contr->los 392 * 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 393 * array. Its easier to just increment them here (and start with the right
372 * value) than to recalculate them down below. 394 * value) than to recalculate them down below.
373 */ 395 */
374 for (int x = min_x; x <= max_x; x++) 396 for (maprect *r = rects; r->m; ++r)
375 for (int y = min_y; y <= max_y; y++) 397 rect_mapwalk (r, 0, 0)
376 { 398 {
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); 399 mapspace &ms = m->at (nx, ny);
385 ms.update (); 400 ms.update ();
386 sint8 light = ms.light; 401 sint8 light = ms.light;
387 402
388 if (expect_false (light)) 403 if (expect_false (light))
389 if (light < 0) 404 if (light < 0)
390 pass2 = 1; 405 pass2 = 1;
391 else 406 else
407 {
408 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
392 apply_light<los_brighten> (pl, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]); 409 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
410 }
393 } 411 }
394 412
395 /* grant some vision to the player, based on the darklevel */ 413 /* grant some vision to the player, based on outside, outdoor, and darklevel */
396 { 414 {
397 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 415 int light;
416
417 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
418 light = MAX_DARKNESS - op->map->darkness;
419 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
420 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
421 else // outdoor and darkness <= 0 => start wide and decrease quickly
422 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
423
424 light = clamp (light + bonus, 0, MAX_VISION);
398 425
399 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 426 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
400 } 427 }
401 } 428 }
429
430 // when we fly high, we have some minimum viewable area around us, like x-ray
431 if (op->move_type & MOVE_FLY_HIGH)
432 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
402 433
403 // possibly do 2nd pass for rare negative glow radii 434 // possibly do 2nd pass for rare negative glow radii
404 // for effect, those are always considered to be stronger than anything else 435 // for effect, those are always considered to be stronger than anything else
405 // but they can't darken a place completely 436 // but they can't darken a place completely
406 if (pass2) 437 if (pass2)
407 for (int x = min_x; x <= max_x; x++) 438 for (maprect *r = rects; r->m; ++r)
408 for (int y = min_y; y <= max_y; y++) 439 rect_mapwalk (r, 0, 0)
409 { 440 {
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); 441 mapspace &ms = m->at (nx, ny);
418 ms.update (); 442 ms.update ();
419 sint8 light = ms.light; 443 sint8 light = ms.light;
420 444
421 if (expect_false (light < 0)) 445 if (expect_false (light < 0))
446 {
447 light = clamp (light - bonus, 0, MAX_DARKNESS);
422 apply_light<los_darken> (pl, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); 448 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
449 }
423 } 450 }
424} 451}
425 452
426/* blinded_sight() - sets all viewable squares to blocked except 453/* blinded_sight() - sets all viewable squares to blocked except
427 * for the one the central one that the player occupies. A little 454 * for the one the central one that the player occupies. A little
442player::update_los () 469player::update_los ()
443{ 470{
444 if (ob->flag [FLAG_REMOVED])//D really needed? 471 if (ob->flag [FLAG_REMOVED])//D really needed?
445 return; 472 return;
446 473
447 clear_los ();
448
449 if (ob->flag [FLAG_WIZLOOK]) 474 if (ob->flag [FLAG_WIZLOOK])
450 memset (los, 0, sizeof (los)); 475 clear_los (0);
451 else if (observe->flag [FLAG_BLIND]) /* player is blind */ 476 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
477 {
478 clear_los ();
452 blinded_sight (this); 479 blinded_sight (this);
480 }
453 else 481 else
454 { 482 {
483 clear_los ();
455 calculate_los (this); 484 calculate_los (this);
456 apply_lights (this); 485 apply_lights (this);
457 } 486 }
458 487
459 if (observe->flag [FLAG_XRAYS]) 488 if (viewpoint->flag [FLAG_XRAYS])
460 for (int dx = -2; dx <= 2; dx++) 489 for (int dx = -2; dx <= 2; dx++)
461 for (int dy = -2; dy <= 2; dy++) 490 for (int dy = -2; dy <= 2; dy++)
462 min_it (los[dx + LOS_X0][dy + LOS_X0], 1); 491 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
463} 492}
464 493
465/* update all_map_los is like update_all_los below, 494/* update all_map_los is like update_all_los below,
466 * but updates everyone on the map, no matter where they 495 * but updates everyone on the map, no matter where they
467 * are. This generally should not be used, as a per 496 * are. This generally should not be used, as a per
503 * check as a safety 532 * check as a safety
504 */ 533 */
505 if (!pl->ob || !pl->ob->map || !pl->ns) 534 if (!pl->ob || !pl->ob->map || !pl->ns)
506 continue; 535 continue;
507 536
508 /* Same map is simple case - see if pl is close enough. 537 rv_vector rv;
509 * Note in all cases, we did the check for same map first, 538
510 * and then see if the player is close enough and update 539 get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
511 * los if that is the case. If the player is on the
512 * corresponding map, but not close enough, then the
513 * player can't be on another map that may be closer,
514 * so by setting it up this way, we trim processing
515 * some.
516 */ 540
517 if (pl->ob->map == map) 541 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
518 {
519 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
520 pl->do_los = 1; 542 pl->do_los = 1;
521 }
522
523 /* Now we check to see if player is on adjacent
524 * maps to the one that changed and also within
525 * view. The tile_maps[] could be null, but in that
526 * case it should never match the pl->ob->map, so
527 * we want ever try to dereference any of the data in it.
528 *
529 * The logic for 0 and 3 is to see how far the player is
530 * from the edge of the map (height/width) - pl->ob->(x,y)
531 * and to add current position on this map - that gives a
532 * distance.
533 * For 1 and 2, we check to see how far the given
534 * coordinate (x,y) is from the corresponding edge,
535 * and then add the players location, which gives
536 * a distance.
537 */
538 else if (pl->ob->map == map->tile_map[0])
539 {
540 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
541 pl->do_los = 1;
542 }
543 else if (pl->ob->map == map->tile_map[2])
544 {
545 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
546 pl->do_los = 1;
547 }
548 else if (pl->ob->map == map->tile_map[1])
549 {
550 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
551 pl->do_los = 1;
552 }
553 else if (pl->ob->map == map->tile_map[3])
554 {
555 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
556 pl->do_los = 1;
557 }
558 } 543 }
559} 544}
560 545
561static const int season_darkness[5][HOURS_PER_DAY] = { 546static 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 */ 547 /*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 */
618{ 603{
619 for_all_players (pl) 604 for_all_players (pl)
620 if (pl->ob->map == op->map && 605 if (pl->ob->map == op->map &&
621 pl->ob->y - pl->ns->mapy / 2 <= op->y && 606 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) 607 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; 608 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
624} 609}
625 610
626/* 611/*
627 * make_sure_not_seen: The object which is supposed to be visible through 612 * 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 613 * walls has just been removed from the map, so update the los of any
635 if (pl->ob->map == op->map && 620 if (pl->ob->map == op->map &&
636 pl->ob->y - pl->ns->mapy / 2 <= op->y && 621 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
637 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) 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)
638 pl->do_los = 1; 623 pl->do_los = 1;
639} 624}
625

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