--- deliantra/server/common/los.C 2008/12/26 10:36:42 1.52 +++ deliantra/server/common/los.C 2009/01/08 22:35:00 1.58 @@ -24,7 +24,8 @@ #include #include -#define SEE_IN_DARK_RADIUS 3 +#define SEE_IN_DARK_RADIUS 2 +#define MAX_VISION 10 // maximum visible radius // los flags enum { @@ -122,7 +123,7 @@ // now reset the los area and also add blocked flags // which supposedly is faster than doing it inside the // spiral path algorithm below, except when very little - // area is visible, in which case it is slower, evening + // area is visible, in which case it is slower. which evens // out los calculation times between large and small los maps. // apply_lights also iterates over this area, maybe these // two passes could be combined somehow. @@ -270,24 +271,9 @@ } } -/* returns true if op carries one or more lights - * This is a trivial function now days, but it used to - * be a bit longer. Probably better for callers to just - * check the op->glow_radius instead of calling this. - */ -int -has_carried_lights (const object *op) -{ - /* op may glow! */ - if (op->glow_radius > 0) - return 1; - - return 0; -} - /* radius, distance => lightness adjust */ static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; -static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; +static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; static struct los_init { @@ -312,9 +298,9 @@ } /* for general vision */ - for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) - for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) - vision_atten [radius][distance] = distance <= radius ? 3 : 4; + for (int radius = 0; radius <= MAX_VISION; ++radius) + for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) + vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; } } los_init; @@ -373,6 +359,9 @@ pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 ); + /* If the player can see in the dark, increase light/vision radius */ + int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; + if (!darklevel) pass2 = 1; else @@ -399,16 +388,24 @@ if (light < 0) pass2 = 1; else - apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); + { + light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); + apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); + } } - /* grant some vision to the player, based on the darklevel */ + /* grant some vision to the player, based on outside, outdoor, and darklevel */ { - int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); + int light; - /* If the player can see in the dark, lower the darklevel for him */ - if (op->flag [FLAG_SEE_IN_DARK]) - light += SEE_IN_DARK_RADIUS; + if (!op->map->outdoor) // not outdoor, darkness becomes light radius + light = MAX_DARKNESS - op->map->darkness; + else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius + light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); + else // outdoor and darkness <= 0 => start wide and decrease quickly + light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); + + light = clamp (light, 0, MAX_VISION); apply_light (pl, 0, 0, light, vision_atten [light]); } @@ -426,7 +423,10 @@ sint8 light = ms.light; if (expect_false (light < 0)) - apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); + { + light = clamp (light - bonus, 0, MAX_DARKNESS); + apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); + } } } @@ -504,6 +504,10 @@ void update_all_los (const maptile *map, int x, int y) { + // no need to do anything if we don't have darkness + if (map->darklevel () <= 0) + return; + map->at (x, y).invalidate (); for_all_players (pl) @@ -524,10 +528,8 @@ * some. */ if (pl->ob->map == map) - { - if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) - pl->do_los = 1; - } + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) + pl->do_los = 1; /* Now we check to see if player is on adjacent * maps to the one that changed and also within