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 | * |
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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 |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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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 |
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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 |
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28 | #define MAX_VISION 10 // maximum visible radius |
28 | |
29 | |
29 | // los flags |
30 | // los flags |
30 | enum { |
31 | enum { |
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 | |
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38 | // it is important for performance reasons that this structure |
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39 | // has a size easily computable by the cpu (*8 is perfect). |
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40 | // it is possible to move culled and visible into flags, at |
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41 | // some speed loss. |
37 | struct los_info |
42 | struct 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 |
50 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
55 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
51 | |
56 | |
52 | struct point |
57 | struct 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 |
61 | static point queue [QUEUE_LENGTH]; |
66 | static point8 queue [QUEUE_LENGTH]; |
62 | static int q1, q2; // queue start, end |
67 | static 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 (ecb_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 | } |
… | |
… | |
154 | sint8 x = LOS_X0 + dx; |
159 | sint8 x = LOS_X0 + dx; |
155 | sint8 y = LOS_Y0 + dy; |
160 | sint8 y = LOS_Y0 + dy; |
156 | |
161 | |
157 | los_info &l = los[x][y]; |
162 | los_info &l = los[x][y]; |
158 | |
163 | |
159 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
164 | if (ecb_expect_true (l.flags & (FLG_XI | FLG_YI))) |
160 | { |
165 | { |
161 | l.culled = 1; |
166 | l.culled = 1; |
162 | l.xo = l.yo = l.xe = l.ye = 0; |
167 | l.xo = l.yo = l.xe = l.ye = 0; |
163 | |
168 | |
164 | // check contributing spaces, first horizontal |
169 | // check contributing spaces, first horizontal |
165 | if (expect_true (l.flags & FLG_XI)) |
170 | if (ecb_expect_true (l.flags & FLG_XI)) |
166 | { |
171 | { |
167 | los_info *xi = &los[x - sign (dx)][y]; |
172 | los_info *xi = &los[x - sign (dx)][y]; |
168 | |
173 | |
169 | // don't cull unless obscured |
174 | // don't cull unless obscured |
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 (ecb_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) |
… | |
… | |
195 | } |
200 | } |
196 | } |
201 | } |
197 | } |
202 | } |
198 | |
203 | |
199 | // check contributing spaces, last vertical, identical structure |
204 | // check contributing spaces, last vertical, identical structure |
200 | if (expect_true (l.flags & FLG_YI)) |
205 | if (ecb_expect_true (l.flags & FLG_YI)) |
201 | { |
206 | { |
202 | los_info *yi = &los[x][y - sign (dy)]; |
207 | los_info *yi = &los[x][y - sign (dy)]; |
203 | |
208 | |
204 | // don't cull unless obscured |
209 | // don't cull unless obscured |
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 (ecb_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 */ |
274 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
279 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
275 | static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; |
280 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
276 | |
281 | |
277 | static struct los_init |
282 | static 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 | |
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311 | // the following functions cannot be static, due to c++ stupidity :/ |
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312 | namespace { |
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313 | // brighten area, ignore los |
306 | sint8 |
314 | sint8 |
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315 | los_brighten_nolos (sint8 b, sint8 l) |
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316 | { |
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317 | return min (b, l); |
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318 | } |
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319 | |
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320 | // brighten area, but respect los |
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321 | sint8 |
307 | los_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 | |
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327 | // darken area, respect los |
312 | sint8 |
328 | sint8 |
313 | los_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 | } |
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333 | }; |
317 | |
334 | |
318 | template<sint8 change_it (sint8, sint8)> |
335 | template<sint8 change_it (sint8, sint8)> |
319 | static void |
336 | static void |
320 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
337 | apply_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 | */ |
343 | static void |
360 | static void |
344 | apply_lights (player *pl) |
361 | apply_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 ( |
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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 | ); |
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378 | |
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379 | /* If the player can see in the dark, increase light/vision radius */ |
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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 | { |
… | |
… | |
378 | { |
399 | { |
379 | mapspace &ms = m->at (nx, ny); |
400 | mapspace &ms = m->at (nx, ny); |
380 | ms.update (); |
401 | ms.update (); |
381 | sint8 light = ms.light; |
402 | sint8 light = ms.light; |
382 | |
403 | |
383 | if (expect_false (light)) |
404 | if (ecb_expect_false (light)) |
384 | if (light < 0) |
405 | if (light < 0) |
385 | pass2 = 1; |
406 | pass2 = 1; |
386 | else |
407 | else |
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408 | { |
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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]); |
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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 |
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421 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
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422 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
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423 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
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424 | |
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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 | } |
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430 | |
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431 | // when we fly high, we have some minimum viewable area around us, like x-ray |
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432 | if (op->move_type & MOVE_FLY_HIGH) |
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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) |
… | |
… | |
408 | { |
441 | { |
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 (ecb_expect_false (light < 0)) |
|
|
447 | { |
|
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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 | */ |
423 | static void |
459 | static 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 | */ |
489 | void |
525 | void |
490 | update_all_los (const maptile *map, int x, int y) |
526 | update_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 | |
557 | static const int season_darkness[5][HOURS_PER_DAY] = { |
547 | static 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 */ |