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Comparing deliantra/server/common/los.C (file contents):
Revision 1.55 by root, Tue Jan 6 19:17:06 2009 UTC vs.
Revision 1.77 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 * 6 *
8 * Deliantra is free software: you can redistribute it and/or modify 7 * 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 8 * 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 9 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 10 * option) any later version.
12 * 11 *
13 * This program is distributed in the hope that it will be useful, 12 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 15 * GNU General Public License for more details.
17 * 16 *
18 * You should have received a copy of the GNU General Public License 17 * 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/>. 18 * and the GNU General Public License along with this program. If not, see
19 * <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 <global.h> 24#include <global.h>
25#include <cmath> 25#include <cmath>
26 26
27#define SEE_IN_DARK_RADIUS 3 27#define SEE_IN_DARK_RADIUS 2
28#define MAX_VISION 10 // maximum visible radius
28 29
29// los flags 30// los flags
30enum { 31enum {
31 FLG_XI = 0x01, // we have an x-parent 32 FLG_XI = 0x01, // we have an x-parent
32 FLG_YI = 0x02, // we have an y-parent 33 FLG_YI = 0x02, // we have an y-parent
33 FLG_BLOCKED = 0x04, // this space blocks the view 34 FLG_BLOCKED = 0x04, // this space blocks the view
34 FLG_QUEUED = 0x80 // already queued in queue, or border 35 FLG_QUEUED = 0x80 // already queued in queue, or border
35}; 36};
36 37
38// it is important for performance reasons that this structure
39// has a size easily computable by the cpu (*8 is perfect).
40// it is possible to move culled and visible into flags, at
41// some speed loss.
37struct los_info 42struct los_info
38{ 43{
39 uint8 flags; // FLG_xxx 44 uint8 flags; // FLG_xxx
40 uint8 culled; // culled from "tree" 45 uint8 culled; // culled from "tree"
41 uint8 visible; 46 uint8 visible;
47 52
48// temporary storage for the los algorithm, 53// temporary storage for the los algorithm,
49// one los_info for each lightable map space 54// one los_info for each lightable map space
50static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; 55static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
51 56
52struct point 57struct point8
53{ 58{
54 sint8 x, y; 59 sint8 x, y;
55}; 60};
56 61
57// minimum size, but must be a power of two 62// minimum size, but must be a power of two
58#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) 63#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
59 64
60// a queue of spaces to calculate 65// a queue of spaces to calculate
61static point queue [QUEUE_LENGTH]; 66static point8 queue [QUEUE_LENGTH];
62static int q1, q2; // queue start, end 67static int q1, q2; // queue start, end
63 68
64/* 69/*
65 * Clears/initialises the los-array associated to the player 70 * Clears/initialises the los-array associated to the player
66 * controlling the object. 71 * controlling the object.
81 86
82 los_info &l = los[x][y]; 87 los_info &l = los[x][y];
83 88
84 l.flags |= flags; 89 l.flags |= flags;
85 90
86 if (l.flags & FLG_QUEUED) 91 if (expect_false (l.flags & FLG_QUEUED))
87 return; 92 return;
88 93
89 l.flags |= FLG_QUEUED; 94 l.flags |= FLG_QUEUED;
90 95
91 queue[q1].x = dx; 96 queue[q1].x = dx;
124 // spiral path algorithm below, except when very little 129 // spiral path algorithm below, except when very little
125 // area is visible, in which case it is slower. which evens 130 // area is visible, in which case it is slower. which evens
126 // out los calculation times between large and small los maps. 131 // out los calculation times between large and small los maps.
127 // apply_lights also iterates over this area, maybe these 132 // apply_lights also iterates over this area, maybe these
128 // two passes could be combined somehow. 133 // two passes could be combined somehow.
129 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) 134 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
130 { 135 {
131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 136 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; 137 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
133 } 138 }
134 } 139 }
170 l.culled &= !xi->visible; 175 l.culled &= !xi->visible;
171 176
172 /* merge input space */ 177 /* merge input space */
173 if (expect_false (xi->xo || xi->yo)) 178 if (expect_false (xi->xo || xi->yo))
174 { 179 {
175 // The X input can provide two main pieces of information: 180 // The X input can provide two main pieces of information:
176 // 1. Progressive X obscurity. 181 // 1. Progressive X obscurity.
177 // 2. Recessive Y obscurity. 182 // 2. Recessive Y obscurity.
178 183
179 // Progressive X obscurity, favouring recessive input angle 184 // Progressive X obscurity, favouring recessive input angle
180 if (xi->xe > 0 && l.xo == 0) 185 if (xi->xe > 0 && l.xo == 0)
205 l.culled &= !yi->visible; 210 l.culled &= !yi->visible;
206 211
207 /* merge input space */ 212 /* merge input space */
208 if (expect_false (yi->yo || yi->xo)) 213 if (expect_false (yi->yo || yi->xo))
209 { 214 {
210 // The Y input can provide two main pieces of information: 215 // The Y input can provide two main pieces of information:
211 // 1. Progressive Y obscurity. 216 // 1. Progressive Y obscurity.
212 // 2. Recessive X obscurity. 217 // 2. Recessive X obscurity.
213 218
214 // Progressive Y obscurity, favouring recessive input angle 219 // Progressive Y obscurity, favouring recessive input angle
215 if (yi->ye > 0 && l.yo == 0) 220 if (yi->ye > 0 && l.yo == 0)
256 } 261 }
257 262
258 } 263 }
259 264
260 // Expands by the unit length in each component's current direction. 265 // Expands by the unit length in each component's current direction.
261 // If a component has no direction, then it is expanded in both of its 266 // If a component has no direction, then it is expanded in both of its
262 // positive and negative directions. 267 // positive and negative directions.
263 if (!l.culled) 268 if (!l.culled)
264 { 269 {
265 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); 270 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
266 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); 271 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
270 } 275 }
271} 276}
272 277
273/* radius, distance => lightness adjust */ 278/* radius, distance => lightness adjust */
274static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 279static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
275static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; 280static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
276 281
277static struct los_init 282static struct los_init
278{ 283{
279 los_init () 284 los_init ()
280 { 285 {
287 { 292 {
288 // max intensity 293 // max intensity
289 int intensity = min (LOS_MAX, abs (radius) + 1); 294 int intensity = min (LOS_MAX, abs (radius) + 1);
290 295
291 // actual intensity 296 // actual intensity
292 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 297 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
293 298
294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 299 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
295 ? min (3, intensity) 300 ? min (3, intensity)
296 : LOS_MAX - intensity; 301 : LOS_MAX - intensity;
297 } 302 }
298 303
299 /* for general vision */ 304 /* for general vision */
300 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) 305 for (int radius = 0; radius <= MAX_VISION; ++radius)
301 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) 306 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
302 vision_atten [radius][distance] = distance <= radius ? 3 : 4; 307 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
303 } 308 }
304} los_init; 309} los_init;
305 310
311// the following functions cannot be static, due to c++ stupidity :/
312namespace {
313 // brighten area, ignore los
306sint8 314 sint8
315 los_brighten_nolos (sint8 b, sint8 l)
316 {
317 return min (b, l);
318 }
319
320 // brighten area, but respect los
321 sint8
307los_brighten (sint8 b, sint8 l) 322 los_brighten (sint8 b, sint8 l)
308{ 323 {
309 return b == LOS_BLOCKED ? b : min (b, l); 324 return b == LOS_BLOCKED ? b : min (b, l);
310} 325 }
311 326
327 // darken area, respect los
312sint8 328 sint8
313los_darken (sint8 b, sint8 l) 329 los_darken (sint8 b, sint8 l)
314{ 330 {
315 return max (b, l); 331 return max (b, l);
316} 332 }
333};
317 334
318template<sint8 change_it (sint8, sint8)> 335template<sint8 change_it (sint8, sint8)>
319static void 336static void
320apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) 337apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
321{ 338{
335 for (int ay = ay0; ay <= ay1; ay++) 352 for (int ay = ay0; ay <= ay1; ay++)
336 pl->los[ax][ay] = 353 pl->los[ax][ay] =
337 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); 354 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
338} 355}
339 356
340/* add light, by finding all (non-null) nearby light sources, then 357/* add light, by finding all (non-null) nearby light sources, then
341 * mark those squares specially. 358 * mark those squares specially.
342 */ 359 */
343static void 360static void
344apply_lights (player *pl) 361apply_lights (player *pl)
345{ 362{
346 object *op = pl->observe; 363 object *op = pl->viewpoint;
347 int darklevel = op->map->darklevel (); 364 int darklevel = op->map->darklevel ();
348 365
349 int half_x = pl->ns->mapx / 2; 366 int half_x = pl->ns->mapx / 2;
350 int half_y = pl->ns->mapy / 2; 367 int half_y = pl->ns->mapy / 2;
351 368
352 int pass2 = 0; // negative lights have an extra pass 369 int pass2 = 0; // negative lights have an extra pass
353 370
354 maprect *rects = pl->observe->map->split_to_tiles ( 371 maprect *rects = pl->viewpoint->map->split_to_tiles (
372 mapwalk_buf,
355 pl->observe->x - half_x - MAX_LIGHT_RADIUS, 373 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
356 pl->observe->y - half_y - MAX_LIGHT_RADIUS, 374 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
357 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, 375 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
358 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 376 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
359 ); 377 );
378
379 /* If the player can see in the dark, increase light/vision radius */
380 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
360 381
361 if (!darklevel) 382 if (!darklevel)
362 pass2 = 1; 383 pass2 = 1;
363 else 384 else
364 { 385 {
382 403
383 if (expect_false (light)) 404 if (expect_false (light))
384 if (light < 0) 405 if (light < 0)
385 pass2 = 1; 406 pass2 = 1;
386 else 407 else
408 {
409 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
387 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); 410 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
411 }
388 } 412 }
389 413
390 /* grant some vision to the player, based on the darklevel */ 414 /* grant some vision to the player, based on outside, outdoor, and darklevel */
391 { 415 {
392 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 416 int light;
393 417
394 /* If the player can see in the dark, lower the darklevel for him */ 418 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
395 if (op->flag [FLAG_SEE_IN_DARK]) 419 light = MAX_DARKNESS - op->map->darkness;
396 light += SEE_IN_DARK_RADIUS; 420 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
421 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
422 else // outdoor and darkness <= 0 => start wide and decrease quickly
423 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
424
425 light = clamp (light + bonus, 0, MAX_VISION);
397 426
398 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 427 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
399 } 428 }
400 } 429 }
430
431 // when we fly high, we have some minimum viewable area around us, like x-ray
432 if (op->move_type & MOVE_FLY_HIGH)
433 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
401 434
402 // possibly do 2nd pass for rare negative glow radii 435 // possibly do 2nd pass for rare negative glow radii
403 // for effect, those are always considered to be stronger than anything else 436 // for effect, those are always considered to be stronger than anything else
404 // but they can't darken a place completely 437 // but they can't darken a place completely
405 if (pass2) 438 if (pass2)
409 mapspace &ms = m->at (nx, ny); 442 mapspace &ms = m->at (nx, ny);
410 ms.update (); 443 ms.update ();
411 sint8 light = ms.light; 444 sint8 light = ms.light;
412 445
413 if (expect_false (light < 0)) 446 if (expect_false (light < 0))
447 {
448 light = clamp (light - bonus, 0, MAX_DARKNESS);
414 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); 449 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
450 }
415 } 451 }
416} 452}
417 453
418/* blinded_sight() - sets all viewable squares to blocked except 454/* blinded_sight() - sets all viewable squares to blocked except
419 * for the one the central one that the player occupies. A little 455 * for the one the central one that the player occupies. A little
420 * odd that you can see yourself (and what your standing on), but 456 * odd that you can see yourself (and what your standing on), but
421 * really need for any reasonable game play. 457 * really need for any reasonable game play.
422 */ 458 */
423static void 459static void
436 if (ob->flag [FLAG_REMOVED])//D really needed? 472 if (ob->flag [FLAG_REMOVED])//D really needed?
437 return; 473 return;
438 474
439 if (ob->flag [FLAG_WIZLOOK]) 475 if (ob->flag [FLAG_WIZLOOK])
440 clear_los (0); 476 clear_los (0);
441 else if (observe->flag [FLAG_BLIND]) /* player is blind */ 477 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
442 { 478 {
443 clear_los (); 479 clear_los ();
444 blinded_sight (this); 480 blinded_sight (this);
445 } 481 }
446 else 482 else
448 clear_los (); 484 clear_los ();
449 calculate_los (this); 485 calculate_los (this);
450 apply_lights (this); 486 apply_lights (this);
451 } 487 }
452 488
453 if (observe->flag [FLAG_XRAYS]) 489 if (viewpoint->flag [FLAG_XRAYS])
454 for (int dx = -2; dx <= 2; dx++) 490 for (int dx = -2; dx <= 2; dx++)
455 for (int dy = -2; dy <= 2; dy++) 491 for (int dy = -2; dy <= 2; dy++)
456 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); 492 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
457} 493}
458 494
487 * map is the map that changed, x and y are the coordinates. 523 * map is the map that changed, x and y are the coordinates.
488 */ 524 */
489void 525void
490update_all_los (const maptile *map, int x, int y) 526update_all_los (const maptile *map, int x, int y)
491{ 527{
492 // no need to do anything if we don't have darkness
493 if (map->darklevel () <= 0)
494 return;
495
496 map->at (x, y).invalidate (); 528 map->at (x, y).invalidate ();
497 529
498 for_all_players (pl) 530 for_all_players (pl)
499 { 531 {
500 /* Player should not have a null map, but do this 532 /* Player should not have a null map, but do this
501 * check as a safety 533 * check as a safety
502 */ 534 */
503 if (!pl->ob || !pl->ob->map || !pl->ns) 535 if (!pl->ob || !pl->ob->map || !pl->ns)
504 continue; 536 continue;
505 537
506 /* Same map is simple case - see if pl is close enough. 538 rv_vector rv;
507 * Note in all cases, we did the check for same map first, 539
508 * and then see if the player is close enough and update 540 get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
509 * los if that is the case. If the player is on the
510 * corresponding map, but not close enough, then the
511 * player can't be on another map that may be closer,
512 * so by setting it up this way, we trim processing
513 * some.
514 */ 541
515 if (pl->ob->map == map) 542 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_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))
517 pl->do_los = 1; 543 pl->do_los = 1;
518
519 /* Now we check to see if player is on adjacent
520 * maps to the one that changed and also within
521 * view. The tile_maps[] could be null, but in that
522 * case it should never match the pl->ob->map, so
523 * we want ever try to dereference any of the data in it.
524 *
525 * The logic for 0 and 3 is to see how far the player is
526 * from the edge of the map (height/width) - pl->ob->(x,y)
527 * and to add current position on this map - that gives a
528 * distance.
529 * For 1 and 2, we check to see how far the given
530 * coordinate (x,y) is from the corresponding edge,
531 * and then add the players location, which gives
532 * a distance.
533 */
534 else if (pl->ob->map == map->tile_map[0])
535 {
536 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
537 pl->do_los = 1;
538 }
539 else if (pl->ob->map == map->tile_map[2])
540 {
541 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
542 pl->do_los = 1;
543 }
544 else if (pl->ob->map == map->tile_map[1])
545 {
546 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
547 pl->do_los = 1;
548 }
549 else if (pl->ob->map == map->tile_map[3])
550 {
551 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
552 pl->do_los = 1;
553 }
554 } 544 }
555} 545}
556 546
557static const int season_darkness[5][HOURS_PER_DAY] = { 547static const int season_darkness[5][HOURS_PER_DAY] = {
558 /*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 */ 548 /*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 */

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