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Comparing deliantra/server/common/los.C (file contents):
Revision 1.58 by root, Thu Jan 8 22:35:00 2009 UTC vs.
Revision 1.74 by root, Wed Nov 16 23:03:09 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 5 *
8 * Deliantra is free software: you can redistribute it and/or modify 6 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 7 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 9 * option) any later version.
12 * 10 *
13 * This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 14 * GNU General Public License for more details.
17 * 15 *
18 * You should have received a copy of the GNU General Public License 16 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>.
20 * 19 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 20 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 21 */
23 22
24#include <global.h> 23#include <global.h>
25#include <cmath> 24#include <cmath>
33 FLG_YI = 0x02, // we have an y-parent 32 FLG_YI = 0x02, // we have an y-parent
34 FLG_BLOCKED = 0x04, // this space blocks the view 33 FLG_BLOCKED = 0x04, // this space blocks the view
35 FLG_QUEUED = 0x80 // already queued in queue, or border 34 FLG_QUEUED = 0x80 // already queued in queue, or border
36}; 35};
37 36
37// it is important for performance reasons that this structure
38// has a size easily computable by the cpu (*8 is perfect).
39// it is possible to move culled and visible into flags, at
40// some speed loss.
38struct los_info 41struct los_info
39{ 42{
40 uint8 flags; // FLG_xxx 43 uint8 flags; // FLG_xxx
41 uint8 culled; // culled from "tree" 44 uint8 culled; // culled from "tree"
42 uint8 visible; 45 uint8 visible;
48 51
49// temporary storage for the los algorithm, 52// temporary storage for the los algorithm,
50// one los_info for each lightable map space 53// one los_info for each lightable map space
51static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; 54static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
52 55
53struct point 56struct point8
54{ 57{
55 sint8 x, y; 58 sint8 x, y;
56}; 59};
57 60
58// minimum size, but must be a power of two 61// minimum size, but must be a power of two
59#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) 62#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
60 63
61// a queue of spaces to calculate 64// a queue of spaces to calculate
62static point queue [QUEUE_LENGTH]; 65static point8 queue [QUEUE_LENGTH];
63static int q1, q2; // queue start, end 66static int q1, q2; // queue start, end
64 67
65/* 68/*
66 * Clears/initialises the los-array associated to the player 69 * Clears/initialises the los-array associated to the player
67 * controlling the object. 70 * controlling the object.
82 85
83 los_info &l = los[x][y]; 86 los_info &l = los[x][y];
84 87
85 l.flags |= flags; 88 l.flags |= flags;
86 89
87 if (l.flags & FLG_QUEUED) 90 if (expect_false (l.flags & FLG_QUEUED))
88 return; 91 return;
89 92
90 l.flags |= FLG_QUEUED; 93 l.flags |= FLG_QUEUED;
91 94
92 queue[q1].x = dx; 95 queue[q1].x = dx;
125 // spiral path algorithm below, except when very little 128 // spiral path algorithm below, except when very little
126 // area is visible, in which case it is slower. which evens 129 // area is visible, in which case it is slower. which evens
127 // out los calculation times between large and small los maps. 130 // out los calculation times between large and small los maps.
128 // apply_lights also iterates over this area, maybe these 131 // apply_lights also iterates over this area, maybe these
129 // two passes could be combined somehow. 132 // two passes could be combined somehow.
130 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) 133 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
131 { 134 {
132 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 135 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
133 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; 136 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
134 } 137 }
135 } 138 }
288 { 291 {
289 // max intensity 292 // max intensity
290 int intensity = min (LOS_MAX, abs (radius) + 1); 293 int intensity = min (LOS_MAX, abs (radius) + 1);
291 294
292 // actual intensity 295 // actual intensity
293 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 296 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
294 297
295 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 298 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
296 ? min (3, intensity) 299 ? min (3, intensity)
297 : LOS_MAX - intensity; 300 : LOS_MAX - intensity;
298 } 301 }
302 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) 305 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
303 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; 306 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
304 } 307 }
305} los_init; 308} los_init;
306 309
310// the following functions cannot be static, due to c++ stupidity :/
311namespace {
312 // brighten area, ignore los
307sint8 313 sint8
314 los_brighten_nolos (sint8 b, sint8 l)
315 {
316 return min (b, l);
317 }
318
319 // brighten area, but respect los
320 sint8
308los_brighten (sint8 b, sint8 l) 321 los_brighten (sint8 b, sint8 l)
309{ 322 {
310 return b == LOS_BLOCKED ? b : min (b, l); 323 return b == LOS_BLOCKED ? b : min (b, l);
311} 324 }
312 325
326 // darken area, respect los
313sint8 327 sint8
314los_darken (sint8 b, sint8 l) 328 los_darken (sint8 b, sint8 l)
315{ 329 {
316 return max (b, l); 330 return max (b, l);
317} 331 }
332};
318 333
319template<sint8 change_it (sint8, sint8)> 334template<sint8 change_it (sint8, sint8)>
320static void 335static void
321apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) 336apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
322{ 337{
342 * mark those squares specially. 357 * mark those squares specially.
343 */ 358 */
344static void 359static void
345apply_lights (player *pl) 360apply_lights (player *pl)
346{ 361{
347 object *op = pl->observe; 362 object *op = pl->viewpoint;
348 int darklevel = op->map->darklevel (); 363 int darklevel = op->map->darklevel ();
349 364
350 int half_x = pl->ns->mapx / 2; 365 int half_x = pl->ns->mapx / 2;
351 int half_y = pl->ns->mapy / 2; 366 int half_y = pl->ns->mapy / 2;
352 367
353 int pass2 = 0; // negative lights have an extra pass 368 int pass2 = 0; // negative lights have an extra pass
354 369
355 maprect *rects = pl->observe->map->split_to_tiles ( 370 maprect *rects = pl->viewpoint->map->split_to_tiles (
371 mapwalk_buf,
356 pl->observe->x - half_x - MAX_LIGHT_RADIUS, 372 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
357 pl->observe->y - half_y - MAX_LIGHT_RADIUS, 373 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
358 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, 374 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
359 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 375 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
360 ); 376 );
361 377
362 /* If the player can see in the dark, increase light/vision radius */ 378 /* 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; 379 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
364 380
388 if (light < 0) 404 if (light < 0)
389 pass2 = 1; 405 pass2 = 1;
390 else 406 else
391 { 407 {
392 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); 408 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
393 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); 409 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
394 } 410 }
395 } 411 }
396 412
397 /* grant some vision to the player, based on outside, outdoor, and darklevel */ 413 /* grant some vision to the player, based on outside, outdoor, and darklevel */
398 { 414 {
403 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius 419 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); 420 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 421 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); 422 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
407 423
408 light = clamp (light, 0, MAX_VISION); 424 light = clamp (light + bonus, 0, MAX_VISION);
409 425
410 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 426 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
411 } 427 }
412 } 428 }
429
430 // when we fly high, we have some minimum viewable area around us, like x-ray
431 if (op->move_type & MOVE_FLY_HIGH)
432 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
413 433
414 // possibly do 2nd pass for rare negative glow radii 434 // possibly do 2nd pass for rare negative glow radii
415 // for effect, those are always considered to be stronger than anything else 435 // for effect, those are always considered to be stronger than anything else
416 // but they can't darken a place completely 436 // but they can't darken a place completely
417 if (pass2) 437 if (pass2)
423 sint8 light = ms.light; 443 sint8 light = ms.light;
424 444
425 if (expect_false (light < 0)) 445 if (expect_false (light < 0))
426 { 446 {
427 light = clamp (light - bonus, 0, MAX_DARKNESS); 447 light = clamp (light - bonus, 0, MAX_DARKNESS);
428 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); 448 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
429 } 449 }
430 } 450 }
431} 451}
432 452
433/* blinded_sight() - sets all viewable squares to blocked except 453/* blinded_sight() - sets all viewable squares to blocked except
451 if (ob->flag [FLAG_REMOVED])//D really needed? 471 if (ob->flag [FLAG_REMOVED])//D really needed?
452 return; 472 return;
453 473
454 if (ob->flag [FLAG_WIZLOOK]) 474 if (ob->flag [FLAG_WIZLOOK])
455 clear_los (0); 475 clear_los (0);
456 else if (observe->flag [FLAG_BLIND]) /* player is blind */ 476 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
457 { 477 {
458 clear_los (); 478 clear_los ();
459 blinded_sight (this); 479 blinded_sight (this);
460 } 480 }
461 else 481 else
463 clear_los (); 483 clear_los ();
464 calculate_los (this); 484 calculate_los (this);
465 apply_lights (this); 485 apply_lights (this);
466 } 486 }
467 487
468 if (observe->flag [FLAG_XRAYS]) 488 if (viewpoint->flag [FLAG_XRAYS])
469 for (int dx = -2; dx <= 2; dx++) 489 for (int dx = -2; dx <= 2; dx++)
470 for (int dy = -2; dy <= 2; dy++) 490 for (int dy = -2; dy <= 2; dy++)
471 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); 491 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
472} 492}
473 493
502 * map is the map that changed, x and y are the coordinates. 522 * map is the map that changed, x and y are the coordinates.
503 */ 523 */
504void 524void
505update_all_los (const maptile *map, int x, int y) 525update_all_los (const maptile *map, int x, int y)
506{ 526{
507 // no need to do anything if we don't have darkness
508 if (map->darklevel () <= 0)
509 return;
510
511 map->at (x, y).invalidate (); 527 map->at (x, y).invalidate ();
512 528
513 for_all_players (pl) 529 for_all_players (pl)
514 { 530 {
515 /* Player should not have a null map, but do this 531 /* Player should not have a null map, but do this
516 * check as a safety 532 * check as a safety
517 */ 533 */
518 if (!pl->ob || !pl->ob->map || !pl->ns) 534 if (!pl->ob || !pl->ob->map || !pl->ns)
519 continue; 535 continue;
520 536
521 /* Same map is simple case - see if pl is close enough. 537 rv_vector rv;
522 * Note in all cases, we did the check for same map first, 538
523 * and then see if the player is close enough and update 539 get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
524 * los if that is the case. If the player is on the
525 * corresponding map, but not close enough, then the
526 * player can't be on another map that may be closer,
527 * so by setting it up this way, we trim processing
528 * some.
529 */ 540
530 if (pl->ob->map == map) 541 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_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))
532 pl->do_los = 1; 542 pl->do_los = 1;
533
534 /* Now we check to see if player is on adjacent
535 * maps to the one that changed and also within
536 * view. The tile_maps[] could be null, but in that
537 * case it should never match the pl->ob->map, so
538 * we want ever try to dereference any of the data in it.
539 *
540 * The logic for 0 and 3 is to see how far the player is
541 * from the edge of the map (height/width) - pl->ob->(x,y)
542 * and to add current position on this map - that gives a
543 * distance.
544 * For 1 and 2, we check to see how far the given
545 * coordinate (x,y) is from the corresponding edge,
546 * and then add the players location, which gives
547 * a distance.
548 */
549 else if (pl->ob->map == map->tile_map[0])
550 {
551 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
552 pl->do_los = 1;
553 }
554 else if (pl->ob->map == map->tile_map[2])
555 {
556 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
557 pl->do_los = 1;
558 }
559 else if (pl->ob->map == map->tile_map[1])
560 {
561 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
562 pl->do_los = 1;
563 }
564 else if (pl->ob->map == map->tile_map[3])
565 {
566 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
567 pl->do_los = 1;
568 }
569 } 543 }
570} 544}
571 545
572static const int season_darkness[5][HOURS_PER_DAY] = { 546static const int season_darkness[5][HOURS_PER_DAY] = {
573 /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ 547 /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */

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