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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 |
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268 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
269 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
269 | } |
270 | } |
270 | } |
271 | } |
271 | } |
272 | } |
272 | |
273 | |
273 | /* returns true if op carries one or more lights |
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274 | * This is a trivial function now days, but it used to |
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275 | * be a bit longer. Probably better for callers to just |
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276 | * check the op->glow_radius instead of calling this. |
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277 | */ |
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278 | int |
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279 | has_carried_lights (const object *op) |
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280 | { |
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281 | /* op may glow! */ |
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282 | if (op->glow_radius > 0) |
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283 | return 1; |
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284 | |
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285 | return 0; |
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286 | } |
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287 | |
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288 | /* radius, distance => lightness adjust */ |
274 | /* radius, distance => lightness adjust */ |
289 | 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]; |
290 | static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; |
276 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
291 | |
277 | |
292 | static struct los_init |
278 | static struct los_init |
293 | { |
279 | { |
294 | los_init () |
280 | los_init () |
295 | { |
281 | { |
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310 | ? min (3, intensity) |
296 | ? min (3, intensity) |
311 | : LOS_MAX - intensity; |
297 | : LOS_MAX - intensity; |
312 | } |
298 | } |
313 | |
299 | |
314 | /* for general vision */ |
300 | /* for general vision */ |
315 | for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) |
301 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
316 | 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) |
317 | 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; |
318 | } |
304 | } |
319 | } los_init; |
305 | } los_init; |
320 | |
306 | |
321 | sint8 |
307 | sint8 |
322 | los_brighten (sint8 b, sint8 l) |
308 | los_brighten (sint8 b, sint8 l) |
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370 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
356 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
371 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
357 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
372 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
358 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
373 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
359 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
374 | ); |
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; |
375 | |
364 | |
376 | if (!darklevel) |
365 | if (!darklevel) |
377 | pass2 = 1; |
366 | pass2 = 1; |
378 | else |
367 | else |
379 | { |
368 | { |
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397 | |
386 | |
398 | if (expect_false (light)) |
387 | if (expect_false (light)) |
399 | if (light < 0) |
388 | if (light < 0) |
400 | pass2 = 1; |
389 | pass2 = 1; |
401 | else |
390 | else |
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391 | { |
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392 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
402 | 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]); |
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394 | } |
403 | } |
395 | } |
404 | |
396 | |
405 | /* grant some vision to the player, based on the darklevel */ |
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
406 | { |
398 | { |
407 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
399 | int light; |
408 | |
400 | |
409 | /* If the player can see in the dark, lower the darklevel for him */ |
401 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
410 | if (op->flag [FLAG_SEE_IN_DARK]) |
402 | light = MAX_DARKNESS - op->map->darkness; |
411 | light += SEE_IN_DARK_RADIUS; |
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); |
412 | |
409 | |
413 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
410 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
414 | } |
411 | } |
415 | } |
412 | } |
416 | |
413 | |
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424 | mapspace &ms = m->at (nx, ny); |
421 | mapspace &ms = m->at (nx, ny); |
425 | ms.update (); |
422 | ms.update (); |
426 | sint8 light = ms.light; |
423 | sint8 light = ms.light; |
427 | |
424 | |
428 | 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); |
429 | 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]); |
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429 | } |
430 | } |
430 | } |
431 | } |
431 | } |
432 | |
432 | |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
434 | * 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 |