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/cvs/deliantra/server/common/los.C
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Comparing deliantra/server/common/los.C (file contents):
Revision 1.56 by root, Thu Jan 8 19:23:44 2009 UTC vs.
Revision 1.57 by root, Thu Jan 8 21:35:54 2009 UTC

23 23
24#include <global.h> 24#include <global.h>
25#include <cmath> 25#include <cmath>
26 26
27#define SEE_IN_DARK_RADIUS 2 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
270 } 271 }
271} 272}
272 273
273/* radius, distance => lightness adjust */ 274/* radius, distance => lightness adjust */
274static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 275static 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]; 276static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
276 277
277static struct los_init 278static struct los_init
278{ 279{
279 los_init () 280 los_init ()
280 { 281 {
295 ? min (3, intensity) 296 ? min (3, intensity)
296 : LOS_MAX - intensity; 297 : LOS_MAX - intensity;
297 } 298 }
298 299
299 /* for general vision */ 300 /* for general vision */
300 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) 301 for (int radius = 0; radius <= MAX_VISION; ++radius)
301 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) 302 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
302 vision_atten [radius][distance] = distance <= radius ? 3 : 4; 303 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
303 } 304 }
304} los_init; 305} los_init;
305 306
306sint8 307sint8
307los_brighten (sint8 b, sint8 l) 308los_brighten (sint8 b, sint8 l)
355 pl->observe->x - half_x - MAX_LIGHT_RADIUS, 356 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
356 pl->observe->y - half_y - MAX_LIGHT_RADIUS, 357 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
357 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, 358 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
358 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 359 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
359 ); 360 );
361
362 /* If the player can see in the dark, increase light/vision radius */
363 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
360 364
361 if (!darklevel) 365 if (!darklevel)
362 pass2 = 1; 366 pass2 = 1;
363 else 367 else
364 { 368 {
382 386
383 if (expect_false (light)) 387 if (expect_false (light))
384 if (light < 0) 388 if (light < 0)
385 pass2 = 1; 389 pass2 = 1;
386 else 390 else
391 {
392 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]); 393 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
394 }
388 } 395 }
389 396
390 /* grant some vision to the player, based on the darklevel */ 397 /* grant some vision to the player, based on outside, outdoor, and darklevel */
391 { 398 {
392 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 399 int light;
393 400
394 /* If the player can see in the dark, lower the darklevel for him */ 401 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
395 if (op->flag [FLAG_SEE_IN_DARK]) 402 light = op->map->darkness;
396 light += SEE_IN_DARK_RADIUS; 403 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
404 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
405 else // outdoor and darkness <= 0 => start wide and decrease quickly
406 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
407
408 light = clamp (light, 0, MAX_VISION);
397 409
398 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 410 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
399 } 411 }
400 } 412 }
401 413
409 mapspace &ms = m->at (nx, ny); 421 mapspace &ms = m->at (nx, ny);
410 ms.update (); 422 ms.update ();
411 sint8 light = ms.light; 423 sint8 light = ms.light;
412 424
413 if (expect_false (light < 0)) 425 if (expect_false (light < 0))
426 {
427 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]); 428 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
429 }
415 } 430 }
416} 431}
417 432
418/* blinded_sight() - sets all viewable squares to blocked except 433/* blinded_sight() - sets all viewable squares to blocked except
419 * 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

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