--- deliantra/server/common/los.C 2006/08/13 17:16:00 1.1 +++ deliantra/server/common/los.C 2008/12/23 22:04:17 1.50 @@ -1,470 +1,471 @@ /* - * static char *rcsid_los_c = - * "$Id: los.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - -/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ - #include -#include -#include - +#include -/* Distance must be less than this for the object to be blocked. - * An object is 1.0 wide, so if set to 0.5, it means the object - * that blocks half the view (0.0 is complete block) will - * block view in our tables. - * .4 or less lets you see through walls. .5 is about right. - */ +// los flags +enum { + FLG_XI = 0x01, // we have an x-parent + FLG_YI = 0x02, // we have an y-parent + FLG_BLOCKED = 0x04, // this space blocks the view + FLG_QUEUED = 0x80 // already queued in queue, or border +}; -#define SPACE_BLOCK 0.5 +struct los_info +{ + uint8 flags; // FLG_xxx + uint8 culled; // culled from "tree" + uint8 visible; + uint8 pad0; + + sint8 xo, yo; // obscure angle + sint8 xe, ye; // angle deviation +}; + +// temporary storage for the los algorithm, +// one los_info for each lightable map space +static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; -typedef struct blstr { - int x[4],y[4]; - int index; -} blocks; +struct point +{ + sint8 x, y; +}; -blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; +// minimum size, but must be a power of two +#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) -static void expand_lighted_sight(object *op); +// a queue of spaces to calculate +static point queue [QUEUE_LENGTH]; +static int q1, q2; // queue start, end /* - * Used to initialise the array used by the LOS routines. - * What this sets if that x,y blocks the view of bx,by - * This then sets up a relation - for example, something - * at 5,4 blocks view at 5,3 which blocks view at 5,2 - * etc. So when we check 5,4 and find it block, we have - * the data to know that 5,3 and 5,2 and 5,1 should also - * be blocked. - */ - -static void set_block(int x, int y, int bx, int by) { - int index=block[x][y].index,i; - - /* Due to flipping, we may get duplicates - better safe than sorry. - */ - for (i=0; i %d %d (%d)\n", x, y, bx, by, - block[x][y].index); -#endif + * Clears/initialises the los-array associated to the player + * controlling the object. + */ +void +player::clear_los (sint8 value) +{ + memset (los, value, sizeof (los)); } -/* - * initialises the array used by the LOS routines. - */ +// enqueue a single mapspace, but only if it hasn't +// been enqueued yet. +static void +enqueue (sint8 dx, sint8 dy, uint8 flags = 0) +{ + sint8 x = LOS_X0 + dx; + sint8 y = LOS_Y0 + dy; -/* since we are only doing the upper left quadrant, only - * these spaces could possibly get blocked, since these - * are the only ones further out that are still possibly in the - * sightline. - */ + los_info &l = los[x][y]; -void init_block(void) { - int x,y, dx, dy, i; - static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; + l.flags |= flags; - for(x=0;xcontr->socket.mapx)/2; - ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; - - if (ax < 0 || ax>=op->contr->socket.mapx || - ay < 0 || ay>=op->contr->socket.mapy) continue; -#if 0 - LOG(llevDebug, "blocked %d %d -> %d %d\n", - dx, dy, ax, ay); -#endif - /* we need to adjust to the fact that the socket - * code wants the los to start from the 0,0 - * and not be relative to middle of los array. - */ - op->contr->blocked_los[ax][ay]=100; - set_wall(op,dx,dy); - } + q1 = (q1 + 1) & (QUEUE_LENGTH - 1); } -/* - * Used to initialise the array used by the LOS routines. - * op is the object, x and y values based on MAP_CLIENT_X and Y. - * this is because they index the blocked[][] arrays. - */ - -static void check_wall(object *op,int x,int y) { - int ax, ay; - - if(!block[x][y].index) - return; - - /* ax, ay are coordinates as indexed into the look window */ - ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; - ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; - - /* If the converted coordinates are outside the viewable - * area for the client, return now. - */ - if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) - return; - -#if 0 - LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", - ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); -#endif - - /* If this space is already blocked, prune the processing - presumably - * whatever has set this space to be blocked has done the work and already - * done the dependency chain. - */ - if (op->contr->blocked_los[ax][ay] == 100) return; - - - 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)) - set_wall(op,x,y); +// run the los algorithm +// this is a variant of a spiral los algorithm taken from +// http://www.geocities.com/temerra/los_rays.html +// which has been simplified and changed considerably, but +// still is basically the same algorithm. +static void +calculate_los (player *pl) +{ + { + // we keep one line for ourselves, for the border flag + // so the client area is actually MAP_CLIENT_(X|Y) - 2 + int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); + int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); + + // create borders, the corners are not touched + for (int dx = -half_x; dx <= half_x; ++dx) + los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = + los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; + + for (int dy = -half_y; dy <= half_y; ++dy) + los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = + los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; + + // now reset the los area and also add blocked flags + // which supposedly is faster than doing it inside the + // spiral path algorithm below, except when very little + // area is visible, in which case it is slower, evening + // out los calculation times between large and small los maps. + // apply_lights also iterates over this area, maybe these + // two passes could be combined somehow. + rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) + los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; + l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; + rectangular_mapspace_iterate_end + } + + q1 = 0; q2 = 0; // initialise queue, not strictly required + enqueue (0, 0); // enqueue center + + // treat the origin specially + los[LOS_X0][LOS_Y0].visible = 1; + pl->los[LOS_X0][LOS_Y0] = 0; + + // loop over all enqueued points until the queue is empty + // the order in which this is done ensures that we + // never touch a mapspace whose input spaces we haven't checked + // yet. + while (q1 != q2) + { + sint8 dx = queue[q2].x; + sint8 dy = queue[q2].y; + + q2 = (q2 + 1) & (QUEUE_LENGTH - 1); + + sint8 x = LOS_X0 + dx; + sint8 y = LOS_Y0 + dy; + + los_info &l = los[x][y]; + + if (expect_true (l.flags & (FLG_XI | FLG_YI))) + { + l.culled = 1; + l.xo = l.yo = l.xe = l.ye = 0; + + // check contributing spaces, first horizontal + if (expect_true (l.flags & FLG_XI)) + { + los_info *xi = &los[x - sign (dx)][y]; + + // don't cull unless obscured + l.culled &= !xi->visible; + + /* merge input space */ + if (expect_false (xi->xo || xi->yo)) + { + // The X input can provide two main pieces of information: + // 1. Progressive X obscurity. + // 2. Recessive Y obscurity. + + // Progressive X obscurity, favouring recessive input angle + if (xi->xe > 0 && l.xo == 0) + { + l.xe = xi->xe - xi->yo; + l.ye = xi->ye + xi->yo; + l.xo = xi->xo; + l.yo = xi->yo; + } + + // Recessive Y obscurity + if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) + { + l.ye = xi->yo + xi->ye; + l.xe = xi->xe - xi->yo; + l.xo = xi->xo; + l.yo = xi->yo; + } + } + } + + // check contributing spaces, last vertical, identical structure + if (expect_true (l.flags & FLG_YI)) + { + los_info *yi = &los[x][y - sign (dy)]; + + // don't cull unless obscured + l.culled &= !yi->visible; + + /* merge input space */ + if (expect_false (yi->yo || yi->xo)) + { + // The Y input can provide two main pieces of information: + // 1. Progressive Y obscurity. + // 2. Recessive X obscurity. + + // Progressive Y obscurity, favouring recessive input angle + if (yi->ye > 0 && l.yo == 0) + { + l.ye = yi->ye - yi->xo; + l.xe = yi->xe + yi->xo; + l.yo = yi->yo; + l.xo = yi->xo; + } + + // Recessive X obscurity + if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) + { + l.xe = yi->xo + yi->xe; + l.ye = yi->ye - yi->xo; + l.yo = yi->yo; + l.xo = yi->xo; + } + } + } + + if (l.flags & FLG_BLOCKED) + { + l.xo = l.xe = abs (dx); + l.yo = l.ye = abs (dy); + + // we obscure dependents, but might be visible + // copy the los from the square towards the player, + // so outward diagonal corners are lit. + pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; + + l.visible = false; + } + else + { + // we are not blocked, so calculate visibility, by checking + // whether we are inside or outside the shadow + l.visible = (l.xe <= 0 || l.xe > l.xo) + && (l.ye <= 0 || l.ye > l.yo); + + pl->los[x][y] = l.culled ? LOS_BLOCKED + : l.visible ? 0 + : 3; + } + + } + + // Expands by the unit length in each component's current direction. + // If a component has no direction, then it is expanded in both of its + // positive and negative directions. + if (!l.culled) + { + if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); + if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); + if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); + if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); + } + } } -/* - * Clears/initialises the los-array associated to the player - * controlling the object. +/* returns true if op carries one or more lights + * This is a trivial function now days, but it used to + * be a bit longer. Probably better for callers to just + * check the op->glow_radius instead of calling this. */ +int +has_carried_lights (const object *op) +{ + /* op may glow! */ + if (op->glow_radius > 0) + return 1; -void clear_los(object *op) { - /* This is safer than using the socket->mapx, mapy because - * we index the blocked_los as a 2 way array, so clearing - * the first z spaces may not not cover the spaces we are - * actually going to use - */ - (void)memset((void *) op->contr->blocked_los,0, - MAP_CLIENT_X * MAP_CLIENT_Y); + return 0; } -/* - * expand_sight goes through the array of what the given player is - * able to see, and expands the visible area a bit, so the player will, - * to a certain degree, be able to see into corners. - * This is somewhat suboptimal, would be better to improve the formula. - */ - -static void expand_sight(object *op) -{ - int i,x,y, dx, dy; - - for(x=1;xcontr->socket.mapx-1;x++) /* loop over inner squares */ - for(y=1;ycontr->socket.mapy-1;y++) { - if (!op->contr->blocked_los[x][y] && - !(get_map_flags(op->map,NULL, - op->x-op->contr->socket.mapx/2+x, - op->y-op->contr->socket.mapy/2+y, - NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { - - for(i=1;i<=8;i+=1) { /* mark all directions */ - dx = x + freearr_x[i]; - dy = y + freearr_y[i]; - if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ - op->contr->blocked_los[dx][dy]= -1; - } - } - } +/* radius, distance => lightness adjust */ +static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; +static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; - if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ - expand_lighted_sight(op); +static struct los_init +{ + los_init () + { + assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", + !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); + + /* for lights */ + for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) + for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) + { + // max intensity + int intensity = min (LOS_MAX, abs (radius) + 1); + + // actual intensity + intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); + + light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 + ? min (3, intensity) + : LOS_MAX - intensity; + } + + /* for general vision */ + for (int radius = 0; radius <= MAX_DARKNESS; ++radius) + for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) + { + vision_atten [radius][distance] = distance <= radius ? 3 : 4; + } + } +} los_init; +sint8 +los_brighten (sint8 b, sint8 l) +{ + return b == LOS_BLOCKED ? b : min (b, l); +} - /* clear mark squares */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) - if (op->contr->blocked_los[x][y] < 0) - op->contr->blocked_los[x][y] = 0; +sint8 +los_darken (sint8 b, sint8 l) +{ + return max (b, l); } +template +static void +apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) +{ + // min or max the circular area around basex, basey + dx += LOS_X0; + dy += LOS_Y0; + int hx = pl->ns->mapx / 2; + int hy = pl->ns->mapy / 2; + int ax0 = max (LOS_X0 - hx, dx - light); + int ay0 = max (LOS_Y0 - hy, dy - light); + int ax1 = min (dx + light, LOS_X0 + hx); + int ay1 = min (dy + light, LOS_Y0 + hy); -/* returns true if op carries one or more lights - * This is a trivial function now days, but it used to - * be a bit longer. Probably better for callers to just - * check the op->glow_radius instead of calling this. + for (int ax = ax0; ax <= ax1; ax++) + for (int ay = ay0; ay <= ay1; ay++) + pl->los[ax][ay] = + change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); +} + +/* add light, by finding all (non-null) nearby light sources, then + * mark those squares specially. */ +static void +apply_lights (player *pl) +{ + object *op = pl->observe; + int darklevel = op->map->darklevel (); -int has_carried_lights(const object *op) { - /* op may glow! */ - if(op->glow_radius>0) return 1; - - return 0; -} - -static void expand_lighted_sight(object *op) -{ - int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; - mapstruct *m=op->map; - sint16 nx, ny; - - darklevel = MAP_DARKNESS(m); - - /* If the player can see in the dark, lower the darklevel for him */ - if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; - - /* add light, by finding all (non-null) nearby light sources, then - * mark those squares specially. If the darklevel<1, there is no - * reason to do this, so we skip this function - */ - - if(darklevel<1) return; - - /* Do a sanity check. If not valid, some code below may do odd - * things. - */ - if (darklevel > MAX_DARKNESS) { - LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", - op->name, op->map->path, darklevel); - darklevel = MAX_DARKNESS; - } + /* If the player can see in the dark, lower the darklevel for him */ + if (op->flag [FLAG_SEE_IN_DARK]) + darklevel = max (0, darklevel - 2); + + int half_x = pl->ns->mapx / 2; + int half_y = pl->ns->mapy / 2; + + int pass2 = 0; // negative lights have an extra pass + + if (!darklevel) + pass2 = 1; + else + { + /* first, make everything totally dark */ + for (int dx = -half_x; dx <= half_x; dx++) + for (int dy = -half_x; dy <= half_y; dy++) + max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); + + /* + * Only process the area of interest. + * the basex, basey values represent the position in the op->contr->los + * array. Its easier to just increment them here (and start with the right + * value) than to recalculate them down below. + */ + 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) + if (m) + { + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light)) + if (light < 0) + pass2 = 1; + else + apply_light (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); + } + rectangular_mapspace_iterate_end + + /* grant some vision to the player, based on the darklevel */ + { + int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); - /* First, limit player furthest (unlighted) vision */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) - if(op->contr->blocked_los[x][y]!=100) - op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; - - /* the spaces[] darkness value contains the information we need. - * Only process the area of interest. - * the basex, basey values represent the position in the op->contr->blocked_los - * array. Its easier to just increment them here (and start with the right - * value) than to recalculate them down below. - */ - for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; - x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { - - for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; - y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { - m = op->map; - nx = x; - ny = y; - - mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); - - if (mflags & P_OUT_OF_MAP) continue; - - /* This space is providing light, so we need to brighten up the - * spaces around here. - */ - light = GET_MAP_LIGHT(m, nx, ny); - if (light != 0) { -#if 0 - LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", - x, y, basex, basey); -#endif - for (ax=basex - light; ax<=basex+light; ax++) { - if (ax<0 || ax>=op->contr->socket.mapx) continue; - for (ay=basey - light; ay<=basey+light; ay++) { - if (ay<0 || ay>=op->contr->socket.mapy) continue; - - /* If the space is fully blocked, do nothing. Otherwise, we - * brighten the space. The further the light is away from the - * source (basex-x), the less effect it has. Though light used - * to dim in a square manner, it now dims in a circular manner - * using the the pythagorean theorem. glow_radius still - * represents the radius - */ - if(op->contr->blocked_los[ax][ay]!=100) { - x1 = abs(basex-ax)*abs(basex-ax); - y1 = abs(basey-ay)*abs(basey-ay); - if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); - if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); - } - } /* for ay */ - } /* for ax */ - } /* if this space is providing light */ - } /* for y */ - } /* for x */ - - /* Outdoor should never really be completely pitch black dark like - * a dungeon, so let the player at least see a little around themselves - */ - if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { - if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) - op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; - - for (x=-1; x<=1; x++) - for (y=-1; y<=1; y++) { - if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) - op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; - } + apply_light (pl, 0, 0, light, vision_atten [light]); + } } - /* grant some vision to the player, based on the darklevel */ - for(x=darklevel-MAX_DARKNESS; xcontr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) - op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= - MAX(0,6 -darklevel - MAX(abs(x),abs(y))); + + // possibly do 2nd pass for rare negative glow radii + // for effect, those are always considered to be stronger than anything else + // but they can't darken a place completely + if (pass2) + 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) + if (m) + { + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light < 0)) + apply_light (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); + } + rectangular_mapspace_iterate_end } -/* blinded_sight() - sets all veiwable squares to blocked except +/* blinded_sight() - sets all viewable squares to blocked except * for the one the central one that the player occupies. A little * odd that you can see yourself (and what your standing on), but * really need for any reasonable game play. */ - -static void blinded_sight(object *op) { - int x,y; - - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) - op->contr->blocked_los[x][y] = 100; - - op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; +static void +blinded_sight (player *pl) +{ + pl->los[LOS_X0][LOS_Y0] = 1; } /* * update_los() recalculates the array which specifies what is * visible for the given player-object. */ +void +player::update_los () +{ + if (ob->flag [FLAG_REMOVED])//D really needed? + return; -void update_los(object *op) { - int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; - - if(QUERY_FLAG(op,FLAG_REMOVED)) - return; - - clear_los(op); - if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) - return; - - /* For larger maps, this is more efficient than the old way which - * used the chaining of the block array. Since many space views could - * be blocked by different spaces in front, this mean that a lot of spaces - * could be examined multile times, as each path would be looked at. - */ - for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) - for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) - check_wall(op, x, y); - - - /* do the los of the player. 3 (potential) cases */ - if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ - blinded_sight(op); - else - expand_sight(op); - - if (QUERY_FLAG(op,FLAG_XRAYS)) { - int x, y; - for (x = -2; x <= 2; x++) - for (y = -2; y <= 2; y++) - op->contr->blocked_los[dx + x][dy + y] = 0; + if (ob->flag [FLAG_WIZLOOK]) + clear_los (0); + else if (observe->flag [FLAG_BLIND]) /* player is blind */ + { + clear_los (); + blinded_sight (this); + } + else + { + clear_los (); + calculate_los (this); + apply_lights (this); } + + if (observe->flag [FLAG_XRAYS]) + for (int dx = -2; dx <= 2; dx++) + for (int dy = -2; dy <= 2; dy++) + min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); } /* update all_map_los is like update_all_los below, * but updates everyone on the map, no matter where they - * are. This generally should not be used, as a per + * are. This generally should not be used, as a per * specific map change doesn't make much sense when tiling * is considered (lowering darkness would certainly be a * strange effect if done on a tile map, as it makes @@ -473,16 +474,13 @@ * Currently, this function is called from the * change_map_light function */ -void update_all_map_los(mapstruct *map) { - player *pl; - - for(pl=first_player;pl!=NULL;pl=pl->next) { - if(pl->ob->map==map) - pl->do_los=1; - } +void +update_all_map_los (maptile *map) +{ + for_all_players_on_map (pl, map) + pl->do_los = 1; } - /* * This function makes sure that update_los() will be called for all * players on the given map within the next frame. @@ -495,110 +493,135 @@ * * map is the map that changed, x and y are the coordinates. */ +void +update_all_los (const maptile *map, int x, int y) +{ + map->at (x, y).invalidate (); -void update_all_los(const mapstruct *map, int x, int y) { - player *pl; - - for(pl=first_player;pl!=NULL;pl=pl->next) { - /* Player should not have a null map, but do this - * check as a safety - */ - if (!pl->ob->map) continue; - - /* Same map is simple case - see if pl is close enough. - * Note in all cases, we did the check for same map first, - * and then see if the player is close enough and update - * los if that is the case. If the player is on the - * corresponding map, but not close enough, then the - * player can't be on another map that may be closer, - * so by setting it up this way, we trim processing - * some. - */ - if(pl->ob->map==map) { - if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && - (abs(pl->ob->y - y) <= pl->socket.mapy/2)) - pl->do_los=1; - } - /* Now we check to see if player is on adjacent - * maps to the one that changed and also within - * view. The tile_maps[] could be null, but in that - * case it should never match the pl->ob->map, so - * we want ever try to dereference any of the data in it. - */ - - /* The logic for 0 and 3 is to see how far the player is - * from the edge of the map (height/width) - pl->ob->(x,y) - * and to add current position on this map - that gives a - * distance. - * For 1 and 2, we check to see how far the given - * coordinate (x,y) is from the corresponding edge, - * and then add the players location, which gives - * a distance. - */ - else if (pl->ob->map == map->tile_map[0]) { - if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && - (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) - pl->do_los=1; - } - else if (pl->ob->map == map->tile_map[2]) { - if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && - (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) - pl->do_los=1; - } - else if (pl->ob->map == map->tile_map[1]) { - if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && - (abs(pl->ob->y - y) <= pl->socket.mapy/2)) - pl->do_los=1; - } - else if (pl->ob->map == map->tile_map[3]) { - if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && - (abs(pl->ob->y - y) <= pl->socket.mapy/2)) - pl->do_los=1; - } + for_all_players (pl) + { + /* Player should not have a null map, but do this + * check as a safety + */ + if (!pl->ob || !pl->ob->map || !pl->ns) + continue; + + /* Same map is simple case - see if pl is close enough. + * Note in all cases, we did the check for same map first, + * and then see if the player is close enough and update + * los if that is the case. If the player is on the + * corresponding map, but not close enough, then the + * player can't be on another map that may be closer, + * so by setting it up this way, we trim processing + * some. + */ + if (pl->ob->map == map) + { + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; + } + + /* Now we check to see if player is on adjacent + * maps to the one that changed and also within + * view. The tile_maps[] could be null, but in that + * case it should never match the pl->ob->map, so + * we want ever try to dereference any of the data in it. + * + * The logic for 0 and 3 is to see how far the player is + * from the edge of the map (height/width) - pl->ob->(x,y) + * and to add current position on this map - that gives a + * distance. + * For 1 and 2, we check to see how far the given + * coordinate (x,y) is from the corresponding edge, + * and then add the players location, which gives + * a distance. + */ + else if (pl->ob->map == map->tile_map[0]) + { + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) + pl->do_los = 1; + } + else if (pl->ob->map == map->tile_map[2]) + { + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; + } + else if (pl->ob->map == map->tile_map[1]) + { + if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; + } + else if (pl->ob->map == map->tile_map[3]) + { + if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; + } } } +static const int season_darkness[5][HOURS_PER_DAY] = { + /*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 */ + { 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 }, + { 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 }, + { 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 }, + { 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 }, + { 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 } +}; + /* - * Debug-routine which dumps the array which specifies the visible - * area of a player. Triggered by the z key in DM mode. + * Tell players the time and compute the darkness level for all maps in the game. + * MUST be called exactly once per hour. */ +void +maptile::adjust_daylight () +{ + timeofday_t tod; -void print_los(object *op) { - int x,y; - char buf[50], buf2[10]; - - strcpy(buf," "); - for(x=0;xcontr->socket.mapx;x++) { - sprintf(buf2,"%2d",x); - strcat(buf,buf2); - } - new_draw_info(NDI_UNIQUE, 0, op, buf); - for(y=0;ycontr->socket.mapy;y++) { - sprintf(buf,"%2d:",y); - for(x=0;xcontr->socket.mapx;x++) { - sprintf(buf2," %1d",op->contr->blocked_los[x][y]); - strcat(buf,buf2); - } - new_draw_info(NDI_UNIQUE, 0, op, buf); - } + get_tod (&tod); + + // log the time to log-1 every hour, and to chat every day + { + char todbuf[512]; + + format_tod (todbuf, sizeof (todbuf), &tod); + + for_all_players (pl) + pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); + } + + /* If the light level isn't changing, no reason to do all + * the work below. + */ + sint8 new_darkness = season_darkness[tod.season][tod.hour]; + + if (new_darkness == maptile::outdoor_darkness) + return; + + new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, + new_darkness > maptile::outdoor_darkness + ? "It becomes darker." + : "It becomes brighter."); + + maptile::outdoor_darkness = new_darkness; + + // we simply update the los for all players, which is unnecessarily + // costly, but should do for the moment. + for_all_players (pl) + pl->do_los = 1; } /* * make_sure_seen: The object is supposed to be visible through walls, thus * check if any players are nearby, and edit their LOS array. */ - -void make_sure_seen(const object *op) { - player *pl; - - for (pl = first_player; pl; pl = pl->next) - if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy/2 <= op->y && - pl->ob->y + pl->socket.mapy/2 >= op->y && - pl->ob->x - pl->socket.mapx/2 <= op->x && - pl->ob->x + pl->socket.mapx/2 >= op->x) - pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x] - [pl->socket.mapy/2 + op->y - pl->ob->y] = 0; +void +make_sure_seen (const object *op) +{ + for_all_players (pl) + if (pl->ob->map == op->map && + pl->ob->y - pl->ns->mapy / 2 <= op->y && + 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) + pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; } /* @@ -606,14 +629,12 @@ * walls has just been removed from the map, so update the los of any * players within its range */ - -void make_sure_not_seen(const object *op) { - player *pl; - for (pl = first_player; pl; pl = pl->next) - if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy/2 <= op->y && - pl->ob->y + pl->socket.mapy/2 >= op->y && - pl->ob->x - pl->socket.mapx/2 <= op->x && - pl->ob->x + pl->socket.mapx/2 >= op->x) - pl->do_los = 1; +void +make_sure_not_seen (const object *op) +{ + for_all_players (pl) + if (pl->ob->map == op->map && + pl->ob->y - pl->ns->mapy / 2 <= op->y && + 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) + pl->do_los = 1; }