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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 |
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25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <cmath> |
25 | #include <cmath> |
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26 | |
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27 | #define SEE_IN_DARK_RADIUS 2 |
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28 | #define MAX_VISION 10 // maximum visible radius |
27 | |
29 | |
28 | // los flags |
30 | // los flags |
29 | enum { |
31 | enum { |
30 | FLG_XI = 0x01, // we have an x-parent |
32 | FLG_XI = 0x01, // we have an x-parent |
31 | FLG_YI = 0x02, // we have an y-parent |
33 | FLG_YI = 0x02, // we have an y-parent |
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100 | // still is basically the same algorithm. |
102 | // still is basically the same algorithm. |
101 | static void |
103 | static void |
102 | calculate_los (player *pl) |
104 | calculate_los (player *pl) |
103 | { |
105 | { |
104 | { |
106 | { |
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107 | memset (los, 0, sizeof (los)); |
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108 | |
105 | // we keep one line for ourselves, for the border flag |
109 | // we keep one line for ourselves, for the border flag |
106 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
110 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
107 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
111 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
108 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
112 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
109 | |
113 | |
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117 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
121 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
118 | |
122 | |
119 | // now reset the los area and also add blocked flags |
123 | // now reset the los area and also add blocked flags |
120 | // which supposedly is faster than doing it inside the |
124 | // which supposedly is faster than doing it inside the |
121 | // spiral path algorithm below, except when very little |
125 | // spiral path algorithm below, except when very little |
122 | // area is visible, in which case it is slower, evening |
126 | // area is visible, in which case it is slower. which evens |
123 | // out los calculation times between large and small los maps. |
127 | // out los calculation times between large and small los maps. |
124 | // apply_lights also iterates over this area, maybe these |
128 | // apply_lights also iterates over this area, maybe these |
125 | // two passes could be combined somehow. |
129 | // two passes could be combined somehow. |
126 | rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) |
130 | unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
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131 | { |
127 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
132 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
128 | l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
133 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
129 | rectangular_mapspace_iterate_end |
134 | } |
130 | } |
135 | } |
131 | |
136 | |
132 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
137 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
133 | enqueue (0, 0); // enqueue center |
138 | enqueue (0, 0); // enqueue center |
134 | |
139 | |
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264 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
269 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
265 | } |
270 | } |
266 | } |
271 | } |
267 | } |
272 | } |
268 | |
273 | |
269 | /* returns true if op carries one or more lights |
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270 | * This is a trivial function now days, but it used to |
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271 | * be a bit longer. Probably better for callers to just |
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272 | * check the op->glow_radius instead of calling this. |
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273 | */ |
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274 | int |
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275 | has_carried_lights (const object *op) |
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276 | { |
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277 | /* op may glow! */ |
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278 | if (op->glow_radius > 0) |
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279 | return 1; |
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280 | |
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281 | return 0; |
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282 | } |
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283 | |
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284 | /* radius, distance => lightness adjust */ |
274 | /* radius, distance => lightness adjust */ |
285 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
275 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
286 | static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
276 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
287 | |
277 | |
288 | static struct los_init |
278 | static struct los_init |
289 | { |
279 | { |
290 | los_init () |
280 | los_init () |
291 | { |
281 | { |
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306 | ? min (3, intensity) |
296 | ? min (3, intensity) |
307 | : LOS_MAX - intensity; |
297 | : LOS_MAX - intensity; |
308 | } |
298 | } |
309 | |
299 | |
310 | /* for general vision */ |
300 | /* for general vision */ |
311 | for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
301 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
312 | for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
302 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
313 | { |
303 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
314 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
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315 | } |
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316 | } |
304 | } |
317 | } los_init; |
305 | } los_init; |
318 | |
306 | |
319 | sint8 |
307 | sint8 |
320 | los_brighten (sint8 b, sint8 l) |
308 | los_brighten (sint8 b, sint8 l) |
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357 | apply_lights (player *pl) |
345 | apply_lights (player *pl) |
358 | { |
346 | { |
359 | object *op = pl->observe; |
347 | object *op = pl->observe; |
360 | int darklevel = op->map->darklevel (); |
348 | int darklevel = op->map->darklevel (); |
361 | |
349 | |
362 | /* If the player can see in the dark, lower the darklevel for him */ |
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363 | if (op->flag [FLAG_SEE_IN_DARK]) |
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364 | darklevel = max (0, darklevel - 2); |
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365 | |
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366 | int half_x = pl->ns->mapx / 2; |
350 | int half_x = pl->ns->mapx / 2; |
367 | int half_y = pl->ns->mapy / 2; |
351 | int half_y = pl->ns->mapy / 2; |
368 | |
352 | |
369 | int pass2 = 0; // negative lights have an extra pass |
353 | int pass2 = 0; // negative lights have an extra pass |
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354 | |
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355 | maprect *rects = pl->observe->map->split_to_tiles ( |
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356 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
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357 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
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358 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
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359 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
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360 | ); |
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361 | |
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362 | /* If the player can see in the dark, increase light/vision radius */ |
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363 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
370 | |
364 | |
371 | if (!darklevel) |
365 | if (!darklevel) |
372 | pass2 = 1; |
366 | pass2 = 1; |
373 | else |
367 | else |
374 | { |
368 | { |
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381 | * Only process the area of interest. |
375 | * Only process the area of interest. |
382 | * the basex, basey values represent the position in the op->contr->los |
376 | * 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 |
377 | * array. Its easier to just increment them here (and start with the right |
384 | * value) than to recalculate them down below. |
378 | * value) than to recalculate them down below. |
385 | */ |
379 | */ |
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) |
380 | for (maprect *r = rects; r->m; ++r) |
387 | if (m) |
381 | rect_mapwalk (r, 0, 0) |
388 | { |
382 | { |
389 | mapspace &ms = m->at (nx, ny); |
383 | mapspace &ms = m->at (nx, ny); |
390 | ms.update (); |
384 | ms.update (); |
391 | sint8 light = ms.light; |
385 | sint8 light = ms.light; |
392 | |
386 | |
393 | if (expect_false (light)) |
387 | if (expect_false (light)) |
394 | if (light < 0) |
388 | if (light < 0) |
395 | pass2 = 1; |
389 | pass2 = 1; |
396 | else |
390 | else |
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391 | { |
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392 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
397 | apply_light<los_brighten> (pl, dx, dy, 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]); |
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394 | } |
398 | } |
395 | } |
399 | rectangular_mapspace_iterate_end |
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400 | |
396 | |
401 | /* grant some vision to the player, based on the darklevel */ |
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
402 | { |
398 | { |
403 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
399 | int light; |
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400 | |
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401 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
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402 | light = MAX_DARKNESS - op->map->darkness; |
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403 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
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404 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
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405 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
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406 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
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407 | |
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408 | light = clamp (light, 0, MAX_VISION); |
404 | |
409 | |
405 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
410 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
406 | } |
411 | } |
407 | } |
412 | } |
408 | |
413 | |
409 | // possibly do 2nd pass for rare negative glow radii |
414 | // possibly do 2nd pass for rare negative glow radii |
410 | // for effect, those are always considered to be stronger than anything else |
415 | // for effect, those are always considered to be stronger than anything else |
411 | // but they can't darken a place completely |
416 | // but they can't darken a place completely |
412 | if (pass2) |
417 | 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) |
418 | for (maprect *r = rects; r->m; ++r) |
414 | if (m) |
419 | rect_mapwalk (r, 0, 0) |
415 | { |
420 | { |
416 | mapspace &ms = m->at (nx, ny); |
421 | mapspace &ms = m->at (nx, ny); |
417 | ms.update (); |
422 | ms.update (); |
418 | sint8 light = ms.light; |
423 | sint8 light = ms.light; |
419 | |
424 | |
420 | if (expect_false (light < 0)) |
425 | if (expect_false (light < 0)) |
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426 | { |
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427 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
421 | apply_light<los_darken> (pl, dx, dy, -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]); |
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429 | } |
422 | } |
430 | } |
423 | rectangular_mapspace_iterate_end |
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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 |
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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 | */ |
497 | void |
504 | void |
498 | update_all_los (const maptile *map, int x, int y) |
505 | update_all_los (const maptile *map, int x, int y) |
499 | { |
506 | { |
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507 | // no need to do anything if we don't have darkness |
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508 | if (map->darklevel () <= 0) |
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509 | return; |
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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 |
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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 | { |
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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 | } |
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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 |
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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 | } |
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651 | |