--- deliantra/server/common/los.C 2009/01/08 22:35:00 1.58
+++ deliantra/server/common/los.C 2009/10/12 14:00:57 1.62
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -290,7 +291,7 @@
int intensity = min (LOS_MAX, abs (radius) + 1);
// actual intensity
- intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
+ intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
? min (3, intensity)
@@ -405,7 +406,7 @@
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);
+ light = clamp (light + bonus, 0, MAX_VISION);
apply_light (pl, 0, 0, light, vision_atten [light]);
}
@@ -504,10 +505,6 @@
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)
@@ -518,54 +515,12 @@
if (!pl->ob || !pl->ob->map || !pl->ns)
continue;
- /* Same map is simple case - see if pl is close enough.
- * Note in all cases, we did the check for same map first,
- * and then see if the player is close enough and update
- * los if that is the case. If the player is on the
- * corresponding map, but not close enough, then the
- * player can't be on another map that may be closer,
- * so by setting it up this way, we trim processing
- * 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;
-
- /* Now we check to see if player is on adjacent
- * maps to the one that changed and also within
- * view. The tile_maps[] could be null, but in that
- * case it should never match the pl->ob->map, so
- * we want ever try to dereference any of the data in it.
- *
- * The logic for 0 and 3 is to see how far the player is
- * from the edge of the map (height/width) - pl->ob->(x,y)
- * and to add current position on this map - that gives a
- * distance.
- * For 1 and 2, we check to see how far the given
- * coordinate (x,y) is from the corresponding edge,
- * and then add the players location, which gives
- * a distance.
- */
- else if (pl->ob->map == map->tile_map[0])
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[2])
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[1])
- {
- if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[3])
- {
- if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
+ rv_vector rv;
+
+ get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
+
+ if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
}