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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 1.55 by root, Tue Jan 6 19:17:06 2009 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
117 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; 120 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
118 121
119 // now reset the los area and also add blocked flags 122 // now reset the los area and also add blocked flags
120 // which supposedly is faster than doing it inside the 123 // which supposedly is faster than doing it inside the
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. which evens
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
264 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); 268 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
265 } 269 }
266 } 270 }
267} 271}
268 272
269/* returns true if op carries one or more lights
270 * This is a trivial function now days, but it used to
271 * be a bit longer. Probably better for callers to just
272 * check the op->glow_radius instead of calling this.
273 */
274int
275has_carried_lights (const object *op)
276{
277 /* op may glow! */
278 if (op->glow_radius > 0)
279 return 1;
280
281 return 0;
282}
283
284/* radius, distance => lightness adjust */ 273/* radius, distance => lightness adjust */
285static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 274static 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]; 275static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1];
287 276
288static struct los_init 277static struct los_init
289{ 278{
290 los_init () 279 los_init ()
291 { 280 {
306 ? min (3, intensity) 295 ? min (3, intensity)
307 : LOS_MAX - intensity; 296 : LOS_MAX - intensity;
308 } 297 }
309 298
310 /* for general vision */ 299 /* for general vision */
311 for (int radius = 0; radius <= MAX_DARKNESS; ++radius) 300 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius)
312 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) 301 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance)
313 {
314 vision_atten [radius][distance] = distance <= radius ? 3 : 4; 302 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
315 }
316 } 303 }
317} los_init; 304} los_init;
318 305
319sint8 306sint8
320los_brighten (sint8 b, sint8 l) 307los_brighten (sint8 b, sint8 l)
357apply_lights (player *pl) 344apply_lights (player *pl)
358{ 345{
359 object *op = pl->observe; 346 object *op = pl->observe;
360 int darklevel = op->map->darklevel (); 347 int darklevel = op->map->darklevel ();
361 348
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; 349 int half_x = pl->ns->mapx / 2;
367 int half_y = pl->ns->mapy / 2; 350 int half_y = pl->ns->mapy / 2;
368 351
369 int pass2 = 0; // negative lights have an extra pass 352 int pass2 = 0; // negative lights have an extra pass
353
354 maprect *rects = pl->observe->map->split_to_tiles (
355 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
356 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
357 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
358 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
359 );
370 360
371 if (!darklevel) 361 if (!darklevel)
372 pass2 = 1; 362 pass2 = 1;
373 else 363 else
374 { 364 {
381 * Only process the area of interest. 371 * Only process the area of interest.
382 * the basex, basey values represent the position in the op->contr->los 372 * 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 373 * array. Its easier to just increment them here (and start with the right
384 * value) than to recalculate them down below. 374 * value) than to recalculate them down below.
385 */ 375 */
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) 376 for (maprect *r = rects; r->m; ++r)
387 if (m) 377 rect_mapwalk (r, 0, 0)
388 { 378 {
389 mapspace &ms = m->at (nx, ny); 379 mapspace &ms = m->at (nx, ny);
390 ms.update (); 380 ms.update ();
391 sint8 light = ms.light; 381 sint8 light = ms.light;
392 382
393 if (expect_false (light)) 383 if (expect_false (light))
394 if (light < 0) 384 if (light < 0)
395 pass2 = 1; 385 pass2 = 1;
396 else 386 else
397 apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); 387 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
398 } 388 }
399 rectangular_mapspace_iterate_end
400 389
401 /* grant some vision to the player, based on the darklevel */ 390 /* grant some vision to the player, based on the darklevel */
402 { 391 {
403 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 392 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
393
394 /* If the player can see in the dark, lower the darklevel for him */
395 if (op->flag [FLAG_SEE_IN_DARK])
396 light += SEE_IN_DARK_RADIUS;
404 397
405 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 398 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
406 } 399 }
407 } 400 }
408 401
409 // possibly do 2nd pass for rare negative glow radii 402 // possibly do 2nd pass for rare negative glow radii
410 // for effect, those are always considered to be stronger than anything else 403 // for effect, those are always considered to be stronger than anything else
411 // but they can't darken a place completely 404 // but they can't darken a place completely
412 if (pass2) 405 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) 406 for (maprect *r = rects; r->m; ++r)
414 if (m) 407 rect_mapwalk (r, 0, 0)
415 { 408 {
416 mapspace &ms = m->at (nx, ny); 409 mapspace &ms = m->at (nx, ny);
417 ms.update (); 410 ms.update ();
418 sint8 light = ms.light; 411 sint8 light = ms.light;
419 412
420 if (expect_false (light < 0)) 413 if (expect_false (light < 0))
421 apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); 414 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
422 } 415 }
423 rectangular_mapspace_iterate_end
424} 416}
425 417
426/* blinded_sight() - sets all viewable squares to blocked except 418/* blinded_sight() - sets all viewable squares to blocked except
427 * for the one the central one that the player occupies. A little 419 * 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 420 * 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. 487 * map is the map that changed, x and y are the coordinates.
496 */ 488 */
497void 489void
498update_all_los (const maptile *map, int x, int y) 490update_all_los (const maptile *map, int x, int y)
499{ 491{
492 // no need to do anything if we don't have darkness
493 if (map->darklevel () <= 0)
494 return;
495
500 map->at (x, y).invalidate (); 496 map->at (x, y).invalidate ();
501 497
502 for_all_players (pl) 498 for_all_players (pl)
503 { 499 {
504 /* Player should not have a null map, but do this 500 /* Player should not have a null map, but do this
515 * player can't be on another map that may be closer, 511 * player can't be on another map that may be closer,
516 * so by setting it up this way, we trim processing 512 * so by setting it up this way, we trim processing
517 * some. 513 * some.
518 */ 514 */
519 if (pl->ob->map == map) 515 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)) 516 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
522 pl->do_los = 1; 517 pl->do_los = 1;
523 }
524 518
525 /* Now we check to see if player is on adjacent 519 /* Now we check to see if player is on adjacent
526 * maps to the one that changed and also within 520 * maps to the one that changed and also within
527 * view. The tile_maps[] could be null, but in that 521 * view. The tile_maps[] could be null, but in that
528 * case it should never match the pl->ob->map, so 522 * case it should never match the pl->ob->map, so
637 if (pl->ob->map == op->map && 631 if (pl->ob->map == op->map &&
638 pl->ob->y - pl->ns->mapy / 2 <= op->y && 632 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) 633 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; 634 pl->do_los = 1;
641} 635}
636

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