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Comparing deliantra/server/common/los.C (file contents):
Revision 1.49 by root, Tue Dec 23 22:03:06 2008 UTC vs.
Revision 1.53 by root, Sat Dec 27 02:31:18 2008 UTC

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#include <bench.h>//D
25#include <global.h> 24#include <global.h>
26#include <cmath> 25#include <cmath>
26
27#define SEE_IN_DARK_RADIUS 3
27 28
28// los flags 29// los flags
29enum { 30enum {
30 FLG_XI = 0x01, // we have an x-parent 31 FLG_XI = 0x01, // we have an x-parent
31 FLG_YI = 0x02, // we have an y-parent 32 FLG_YI = 0x02, // we have an y-parent
100// still is basically the same algorithm. 101// still is basically the same algorithm.
101static void 102static void
102calculate_los (player *pl) 103calculate_los (player *pl)
103{ 104{
104 { 105 {
106 memset (los, 0, sizeof (los));
107
105 // we keep one line for ourselves, for the border flag 108 // we keep one line for ourselves, for the border flag
106 // so the client area is actually MAP_CLIENT_(X|Y) - 2 109 // so the client area is actually MAP_CLIENT_(X|Y) - 2
107 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); 110 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
108 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); 111 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
109 112
121 // spiral path algorithm below, except when very little 124 // spiral path algorithm below, except when very little
122 // area is visible, in which case it is slower, evening 125 // area is visible, in which case it is slower, evening
123 // out los calculation times between large and small los maps. 126 // out los calculation times between large and small los maps.
124 // apply_lights also iterates over this area, maybe these 127 // apply_lights also iterates over this area, maybe these
125 // two passes could be combined somehow. 128 // two passes could be combined somehow.
126 rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) 129 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
130 {
127 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
128 l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; 132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
129 rectangular_mapspace_iterate_end 133 }
130 } 134 }
131 135
132 q1 = 0; q2 = 0; // initialise queue, not strictly required 136 q1 = 0; q2 = 0; // initialise queue, not strictly required
133 enqueue (0, 0); // enqueue center 137 enqueue (0, 0); // enqueue center
134 138
281 return 0; 285 return 0;
282} 286}
283 287
284/* radius, distance => lightness adjust */ 288/* radius, distance => lightness adjust */
285static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 289static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
286static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; 290static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1];
287 291
288static struct los_init 292static struct los_init
289{ 293{
290 los_init () 294 los_init ()
291 { 295 {
306 ? min (3, intensity) 310 ? min (3, intensity)
307 : LOS_MAX - intensity; 311 : LOS_MAX - intensity;
308 } 312 }
309 313
310 /* for general vision */ 314 /* for general vision */
311 for (int radius = 0; radius <= MAX_DARKNESS; ++radius) 315 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius)
312 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) 316 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance)
313 {
314 vision_atten [radius][distance] = distance <= radius ? 3 : 4; 317 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
315 }
316 } 318 }
317} los_init; 319} los_init;
318 320
319sint8 321sint8
320los_brighten (sint8 b, sint8 l) 322los_brighten (sint8 b, sint8 l)
357apply_lights (player *pl) 359apply_lights (player *pl)
358{ 360{
359 object *op = pl->observe; 361 object *op = pl->observe;
360 int darklevel = op->map->darklevel (); 362 int darklevel = op->map->darklevel ();
361 363
362 /* If the player can see in the dark, lower the darklevel for him */
363 if (op->flag [FLAG_SEE_IN_DARK])
364 darklevel = max (0, darklevel - 2);
365
366 int half_x = pl->ns->mapx / 2; 364 int half_x = pl->ns->mapx / 2;
367 int half_y = pl->ns->mapy / 2; 365 int half_y = pl->ns->mapy / 2;
368 366
369 int pass2 = 0; // negative lights have an extra pass 367 int pass2 = 0; // negative lights have an extra pass
368
369 maprect *rects = pl->observe->map->split_to_tiles (
370 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
371 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
372 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
373 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
374 );
370 375
371 if (!darklevel) 376 if (!darklevel)
372 pass2 = 1; 377 pass2 = 1;
373 else 378 else
374 { 379 {
381 * Only process the area of interest. 386 * Only process the area of interest.
382 * the basex, basey values represent the position in the op->contr->los 387 * the basex, basey values represent the position in the op->contr->los
383 * array. Its easier to just increment them here (and start with the right 388 * array. Its easier to just increment them here (and start with the right
384 * value) than to recalculate them down below. 389 * value) than to recalculate them down below.
385 */ 390 */
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) 391 for (maprect *r = rects; r->m; ++r)
387 if (m) 392 rect_mapwalk (r, 0, 0)
388 { 393 {
389 mapspace &ms = m->at (nx, ny); 394 mapspace &ms = m->at (nx, ny);
390 ms.update (); 395 ms.update ();
391 sint8 light = ms.light; 396 sint8 light = ms.light;
392 397
393 if (expect_false (light)) 398 if (expect_false (light))
394 if (light < 0) 399 if (light < 0)
395 pass2 = 1; 400 pass2 = 1;
396 else 401 else
397 apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); 402 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
398 } 403 }
399 rectangular_mapspace_iterate_end
400 404
401 /* grant some vision to the player, based on the darklevel */ 405 /* grant some vision to the player, based on the darklevel */
402 { 406 {
403 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 407 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
408
409 /* If the player can see in the dark, lower the darklevel for him */
410 if (op->flag [FLAG_SEE_IN_DARK])
411 light += SEE_IN_DARK_RADIUS;
404 412
405 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 413 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
406 } 414 }
407 } 415 }
408 416
409 // possibly do 2nd pass for rare negative glow radii 417 // possibly do 2nd pass for rare negative glow radii
410 // for effect, those are always considered to be stronger than anything else 418 // for effect, those are always considered to be stronger than anything else
411 // but they can't darken a place completely 419 // but they can't darken a place completely
412 if (pass2) 420 if (pass2)
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) 421 for (maprect *r = rects; r->m; ++r)
414 if (m) 422 rect_mapwalk (r, 0, 0)
415 { 423 {
416 mapspace &ms = m->at (nx, ny); 424 mapspace &ms = m->at (nx, ny);
417 ms.update (); 425 ms.update ();
418 sint8 light = ms.light; 426 sint8 light = ms.light;
419 427
420 if (expect_false (light < 0)) 428 if (expect_false (light < 0))
421 apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); 429 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
422 } 430 }
423 rectangular_mapspace_iterate_end
424} 431}
425 432
426/* blinded_sight() - sets all viewable squares to blocked except 433/* blinded_sight() - sets all viewable squares to blocked except
427 * for the one the central one that the player occupies. A little 434 * 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 435 * odd that you can see yourself (and what your standing on), but
495 * map is the map that changed, x and y are the coordinates. 502 * map is the map that changed, x and y are the coordinates.
496 */ 503 */
497void 504void
498update_all_los (const maptile *map, int x, int y) 505update_all_los (const maptile *map, int x, int y)
499{ 506{
507 // no need to do anything if we don't have darkness
508 if (map->darklevel () <= 0)
509 return;
510
500 map->at (x, y).invalidate (); 511 map->at (x, y).invalidate ();
501 512
502 for_all_players (pl) 513 for_all_players (pl)
503 { 514 {
504 /* Player should not have a null map, but do this 515 /* Player should not have a null map, but do this
515 * player can't be on another map that may be closer, 526 * player can't be on another map that may be closer,
516 * so by setting it up this way, we trim processing 527 * so by setting it up this way, we trim processing
517 * some. 528 * some.
518 */ 529 */
519 if (pl->ob->map == map) 530 if (pl->ob->map == map)
520 {
521 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 531 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
522 pl->do_los = 1; 532 pl->do_los = 1;
523 }
524 533
525 /* Now we check to see if player is on adjacent 534 /* Now we check to see if player is on adjacent
526 * maps to the one that changed and also within 535 * maps to the one that changed and also within
527 * view. The tile_maps[] could be null, but in that 536 * view. The tile_maps[] could be null, but in that
528 * case it should never match the pl->ob->map, so 537 * case it should never match the pl->ob->map, so
637 if (pl->ob->map == op->map && 646 if (pl->ob->map == op->map &&
638 pl->ob->y - pl->ns->mapy / 2 <= op->y && 647 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
639 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) 648 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)
640 pl->do_los = 1; 649 pl->do_los = 1;
641} 650}
651

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