--- deliantra/server/common/los.C 2006/12/30 10:16:10 1.15 +++ deliantra/server/common/los.C 2009/01/11 06:08:40 1.60 @@ -1,510 +1,474 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 2 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. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * 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. + * + * 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 . + * + * The authors can be reached via e-mail to + */ - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +#include +#include - The authors can be reached via e-mail at -*/ +#define SEE_IN_DARK_RADIUS 2 +#define MAX_VISION 10 // maximum visible radius -/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ - -#include -#include -#include +// los flags +enum { + FLG_XI = 0x01, // we have an x-parent + FLG_YI = 0x02, // we have an y-parent + FLG_BLOCKED = 0x04, // this space blocks the view + FLG_QUEUED = 0x80 // already queued in queue, or border +}; +struct los_info +{ + uint8 flags; // FLG_xxx + uint8 culled; // culled from "tree" + uint8 visible; + uint8 pad0; -/* Distance must be less than this for the object to be blocked. - * An object is 1.0 wide, so if set to 0.5, it means the object - * that blocks half the view (0.0 is complete block) will - * block view in our tables. - * .4 or less lets you see through walls. .5 is about right. - */ + sint8 xo, yo; // obscure angle + sint8 xe, ye; // angle deviation +}; -#define SPACE_BLOCK 0.5 +// temporary storage for the los algorithm, +// one los_info for each lightable map space +static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; -typedef struct blstr +struct point { - int x[4], y[4]; - int index; -} blocks; + sint8 x, y; +}; -blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; +// minimum size, but must be a power of two +#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) -static void expand_lighted_sight (object *op); +// a queue of spaces to calculate +static point queue [QUEUE_LENGTH]; +static int q1, q2; // queue start, end /* - * Used to initialise the array used by the LOS routines. - * What this sets if that x,y blocks the view of bx,by - * This then sets up a relation - for example, something - * at 5,4 blocks view at 5,3 which blocks view at 5,2 - * etc. So when we check 5,4 and find it block, we have - * the data to know that 5,3 and 5,2 and 5,1 should also - * be blocked. + * Clears/initialises the los-array associated to the player + * controlling the object. */ +void +player::clear_los (sint8 value) +{ + memset (los, value, sizeof (los)); +} +// enqueue a single mapspace, but only if it hasn't +// been enqueued yet. static void -set_block (int x, int y, int bx, int by) +enqueue (sint8 dx, sint8 dy, uint8 flags = 0) { - int index = block[x][y].index, i; + sint8 x = LOS_X0 + dx; + sint8 y = LOS_Y0 + dy; - /* Due to flipping, we may get duplicates - better safe than sorry. - */ - for (i = 0; i < index; i++) - { - if (block[x][y].x[i] == bx && block[x][y].y[i] == by) - return; - } + los_info &l = los[x][y]; - block[x][y].x[index] = bx; - block[x][y].y[index] = by; - block[x][y].index++; -#ifdef LOS_DEBUG - LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); -#endif -} + l.flags |= flags; -/* - * initialises the array used by the LOS routines. - */ + if (l.flags & FLG_QUEUED) + return; -/* since we are only doing the upper left quadrant, only - * these spaces could possibly get blocked, since these - * are the only ones further out that are still possibly in the - * sightline. - */ + l.flags |= FLG_QUEUED; -void -init_block (void) + queue[q1].x = dx; + queue[q1].y = dy; + + q1 = (q1 + 1) & (QUEUE_LENGTH - 1); +} + +// run the los algorithm +// this is a variant of a spiral los algorithm taken from +// http://www.geocities.com/temerra/los_rays.html +// which has been simplified and changed considerably, but +// still is basically the same algorithm. +static void +calculate_los (player *pl) { - int x, y, dx, dy, i; - static int block_x[3] = { -1, -1, 0 }, block_y[3] = { - -1, 0, -1}; + memset (los, 0, sizeof (los)); - for (x = 0; x < MAP_CLIENT_X; x++) - for (y = 0; y < MAP_CLIENT_Y; y++) + // we keep one line for ourselves, for the border flag + // so the client area is actually MAP_CLIENT_(X|Y) - 2 + int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); + int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); + + // create borders, the corners are not touched + for (int dx = -half_x; dx <= half_x; ++dx) + los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = + los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; + + for (int dy = -half_y; dy <= half_y; ++dy) + los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = + los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; + + // 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. 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. + unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) { - block[x][y].index = 0; + los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; + l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; } + } + q1 = 0; q2 = 0; // initialise queue, not strictly required + enqueue (0, 0); // enqueue center - /* The table should be symmetric, so only do the upper left - * quadrant - makes the processing easier. - */ - for (x = 1; x <= MAP_CLIENT_X / 2; x++) + // treat the origin specially + los[LOS_X0][LOS_Y0].visible = 1; + pl->los[LOS_X0][LOS_Y0] = 0; + + // loop over all enqueued points until the queue is empty + // the order in which this is done ensures that we + // never touch a mapspace whose input spaces we haven't checked + // yet. + while (q1 != q2) { - for (y = 1; y <= MAP_CLIENT_Y / 2; y++) + sint8 dx = queue[q2].x; + sint8 dy = queue[q2].y; + + q2 = (q2 + 1) & (QUEUE_LENGTH - 1); + + sint8 x = LOS_X0 + dx; + sint8 y = LOS_Y0 + dy; + + los_info &l = los[x][y]; + + if (expect_true (l.flags & (FLG_XI | FLG_YI))) { - for (i = 0; i < 3; i++) + l.culled = 1; + l.xo = l.yo = l.xe = l.ye = 0; + + // check contributing spaces, first horizontal + if (expect_true (l.flags & FLG_XI)) { - dx = x + block_x[i]; - dy = y + block_y[i]; + los_info *xi = &los[x - sign (dx)][y]; - /* center space never blocks */ - if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) - continue; + // don't cull unless obscured + l.culled &= !xi->visible; - /* If its a straight line, its blocked */ - if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) + /* merge input space */ + if (expect_false (xi->xo || xi->yo)) { - /* For simplicity, we mirror the coordinates to block the other - * quadrants. - */ - set_block (x, y, dx, dy); - if (x == MAP_CLIENT_X / 2) + // The X input can provide two main pieces of information: + // 1. Progressive X obscurity. + // 2. Recessive Y obscurity. + + // Progressive X obscurity, favouring recessive input angle + if (xi->xe > 0 && l.xo == 0) { - set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); - } - else if (y == MAP_CLIENT_Y / 2) + l.xe = xi->xe - xi->yo; + l.ye = xi->ye + xi->yo; + l.xo = xi->xo; + l.yo = xi->yo; + } + + // Recessive Y obscurity + if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) { - set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); - } + l.ye = xi->yo + xi->ye; + l.xe = xi->xe - xi->yo; + l.xo = xi->xo; + l.yo = xi->yo; + } } - else - { - float d1, r, s, l; + } + + // check contributing spaces, last vertical, identical structure + if (expect_true (l.flags & FLG_YI)) + { + los_info *yi = &los[x][y - sign (dy)]; - /* We use the algorihm that found out how close the point - * (x,y) is to the line from dx,dy to the center of the viewable - * area. l is the distance from x,y to the line. - * r is more a curiosity - it lets us know what direction (left/right) - * the line is off - */ - - d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); - r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1; - s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; - l = FABS (sqrt (d1) * s); + // don't cull unless obscured + l.culled &= !yi->visible; - if (l <= SPACE_BLOCK) + /* merge input space */ + if (expect_false (yi->yo || yi->xo)) + { + // The Y input can provide two main pieces of information: + // 1. Progressive Y obscurity. + // 2. Recessive X obscurity. + + // Progressive Y obscurity, favouring recessive input angle + if (yi->ye > 0 && l.yo == 0) { - /* For simplicity, we mirror the coordinates to block the other - * quadrants. - */ - set_block (x, y, dx, dy); - set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); - set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); - set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1); - } + l.ye = yi->ye - yi->xo; + l.xe = yi->xe + yi->xo; + l.yo = yi->yo; + l.xo = yi->xo; + } + + // Recessive X obscurity + if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) + { + l.xe = yi->xo + yi->xe; + l.ye = yi->ye - yi->xo; + l.yo = yi->yo; + l.xo = yi->xo; + } } } - } - } -} -/* - * Used to initialise the array used by the LOS routines. - * x,y are indexes into the blocked[][] array. - * This recursively sets the blocked line of sight view. - * From the blocked[][] array, we know for example - * that if some particular space is blocked, it blocks - * the view of the spaces 'behind' it, and those blocked - * spaces behind it may block other spaces, etc. - * In this way, the chain of visibility is set. - */ + if (l.flags & FLG_BLOCKED) + { + l.xo = l.xe = abs (dx); + l.yo = l.ye = abs (dy); -static void -set_wall (object *op, int x, int y) -{ - int i; + // we obscure dependents, but might be visible + // copy the los from the square towards the player, + // so outward diagonal corners are lit. + pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; - for (i = 0; i < block[x][y].index; i++) - { - int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; + l.visible = false; + } + else + { + // we are not blocked, so calculate visibility, by checking + // whether we are inside or outside the shadow + l.visible = (l.xe <= 0 || l.xe > l.xo) + && (l.ye <= 0 || l.ye > l.yo); + + pl->los[x][y] = l.culled ? LOS_BLOCKED + : l.visible ? 0 + : 3; + } - /* ax, ay are the values as adjusted to be in the - * socket look structure. - */ - ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; - ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; + } - if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) - continue; -#if 0 - LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); -#endif - /* we need to adjust to the fact that the socket - * code wants the los to start from the 0,0 - * and not be relative to middle of los array. - */ - op->contr->blocked_los[ax][ay] = 100; - set_wall (op, dx, dy); + // Expands by the unit length in each component's current direction. + // If a component has no direction, then it is expanded in both of its + // positive and negative directions. + if (!l.culled) + { + if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); + if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); + if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); + if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); + } } } -/* - * Used to initialise the array used by the LOS routines. - * op is the object, x and y values based on MAP_CLIENT_X and Y. - * this is because they index the blocked[][] arrays. - */ +/* radius, distance => lightness adjust */ +static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; +static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; -static void -check_wall (object *op, int x, int y) +static struct los_init { - int ax, ay; - - if (!block[x][y].index) - return; + los_init () + { + assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", + !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); - /* ax, ay are coordinates as indexed into the look window */ - ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; - ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; + /* for lights */ + for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) + for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) + { + // max intensity + int intensity = min (LOS_MAX, abs (radius) + 1); - /* If the converted coordinates are outside the viewable - * area for the client, return now. - */ - if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) - return; + // actual intensity + intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); -#if 0 - LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", - ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); -#endif - - /* If this space is already blocked, prune the processing - presumably - * whatever has set this space to be blocked has done the work and already - * done the dependency chain. - */ - if (op->contr->blocked_los[ax][ay] == 100) - return; + light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 + ? min (3, intensity) + : LOS_MAX - intensity; + } + /* for general vision */ + 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; - if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)) - set_wall (op, x, y); +sint8 +los_brighten (sint8 b, sint8 l) +{ + return b == LOS_BLOCKED ? b : min (b, l); } -/* - * Clears/initialises the los-array associated to the player - * controlling the object. - */ - -void -clear_los (object *op) +sint8 +los_darken (sint8 b, sint8 l) { - /* This is safer than using the ns->mapx, mapy because - * we index the blocked_los as a 2 way array, so clearing - * the first z spaces may not not cover the spaces we are - * actually going to use - */ - (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); + return max (b, l); } -/* - * expand_sight goes through the array of what the given player is - * able to see, and expands the visible area a bit, so the player will, - * to a certain degree, be able to see into corners. - * This is somewhat suboptimal, would be better to improve the formula. - */ - +template static void -expand_sight (object *op) +apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) { - int i, x, y, dx, dy; + // min or max the circular area around basex, basey + dx += LOS_X0; + dy += LOS_Y0; - for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ - for (y = 1; y < op->contr->ns->mapy - 1; y++) - { - if (!op->contr->blocked_los[x][y] && - !(get_map_flags (op->map, NULL, - op->x - op->contr->ns->mapx / 2 + x, - op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) - { + int hx = pl->ns->mapx / 2; + int hy = pl->ns->mapy / 2; - for (i = 1; i <= 8; i += 1) - { /* mark all directions */ - dx = x + freearr_x[i]; - dy = y + freearr_y[i]; - if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ - op->contr->blocked_los[dx][dy] = -1; - } - } - } - - if (op->map->darkness > 0) /* player is on a dark map */ - expand_lighted_sight (op); + int ax0 = max (LOS_X0 - hx, dx - light); + int ay0 = max (LOS_Y0 - hy, dy - light); + int ax1 = min (dx + light, LOS_X0 + hx); + int ay1 = min (dy + light, LOS_Y0 + hy); - - /* clear mark squares */ - for (x = 0; x < op->contr->ns->mapx; x++) - for (y = 0; y < op->contr->ns->mapy; y++) - if (op->contr->blocked_los[x][y] < 0) - op->contr->blocked_los[x][y] = 0; + for (int ax = ax0; ax <= ax1; ax++) + for (int ay = ay0; ay <= ay1; ay++) + pl->los[ax][ay] = + change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); } - - - -/* 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. +/* add light, by finding all (non-null) nearby light sources, then + * mark those squares specially. */ - -int -has_carried_lights (const object *op) -{ - /* op may glow! */ - if (op->glow_radius > 0) - return 1; - - return 0; -} - static void -expand_lighted_sight (object *op) +apply_lights (player *pl) { - int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; - maptile *m = op->map; - sint16 nx, ny; + object *op = pl->observe; + int darklevel = op->map->darklevel (); - darklevel = m->darkness; + int half_x = pl->ns->mapx / 2; + int half_y = pl->ns->mapy / 2; - /* If the player can see in the dark, lower the darklevel for him */ - if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) - darklevel -= 2; + int pass2 = 0; // negative lights have an extra pass - /* add light, by finding all (non-null) nearby light sources, then - * mark those squares specially. If the darklevel<1, there is no - * reason to do this, so we skip this function - */ + maprect *rects = pl->observe->map->split_to_tiles ( + pl->observe->x - half_x - MAX_LIGHT_RADIUS, + pl->observe->y - half_y - MAX_LIGHT_RADIUS, + pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, + pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 + ); - if (darklevel < 1) - return; - - /* Do a sanity check. If not valid, some code below may do odd - * things. - */ - if (darklevel > MAX_DARKNESS) - { - LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); - darklevel = MAX_DARKNESS; - } + /* 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; - /* First, limit player furthest (unlighted) vision */ - for (x = 0; x < op->contr->ns->mapx; x++) - for (y = 0; y < op->contr->ns->mapy; y++) - if (op->contr->blocked_los[x][y] != 100) - op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; - - /* the spaces[] darkness value contains the information we need. - * Only process the area of interest. - * the basex, basey values represent the position in the op->contr->blocked_los - * array. Its easier to just increment them here (and start with the right - * value) than to recalculate them down below. - */ - for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; - x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) + if (!darklevel) + pass2 = 1; + else { - - for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; - y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) - { - m = op->map; - nx = x; - ny = y; - - mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); - - if (mflags & P_OUT_OF_MAP) - continue; - - /* This space is providing light, so we need to brighten up the - * spaces around here. - */ - light = GET_MAP_LIGHT (m, nx, ny); - if (light != 0) - { -#if 0 - LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); -#endif - for (ax = basex - light; ax <= basex + light; ax++) + /* first, make everything totally dark */ + for (int dx = -half_x; dx <= half_x; dx++) + for (int dy = -half_x; dy <= half_y; dy++) + max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); + + /* + * Only process the area of interest. + * the basex, basey values represent the position in the op->contr->los + * array. Its easier to just increment them here (and start with the right + * value) than to recalculate them down below. + */ + for (maprect *r = rects; r->m; ++r) + rect_mapwalk (r, 0, 0) + { + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light)) + if (light < 0) + pass2 = 1; + else { - if (ax < 0 || ax >= op->contr->ns->mapx) - continue; - for (ay = basey - light; ay <= basey + light; ay++) - { - if (ay < 0 || ay >= op->contr->ns->mapy) - continue; + 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]); + } + } - /* If the space is fully blocked, do nothing. Otherwise, we - * brighten the space. The further the light is away from the - * source (basex-x), the less effect it has. Though light used - * to dim in a square manner, it now dims in a circular manner - * using the the pythagorean theorem. glow_radius still - * represents the radius - */ - if (op->contr->blocked_los[ax][ay] != 100) - { - x1 = abs (basex - ax) * abs (basex - ax); - y1 = abs (basey - ay) * abs (basey - ay); - if (light > 0) - op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); - if (light < 0) - op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); - } - } /* for ay */ - } /* for ax */ - } /* if this space is providing light */ - } /* for y */ - } /* for x */ + /* grant some vision to the player, based on outside, outdoor, and darklevel */ + { + int light; - /* Outdoor should never really be completely pitch black dark like - * a dungeon, so let the player at least see a little around themselves - */ - if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) - { - if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) - op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; + 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); - for (x = -1; x <= 1; x++) - for (y = -1; y <= 1; y++) - { - if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) - op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; - } + light = clamp (light + bonus, 0, MAX_VISION); + + apply_light (pl, 0, 0, light, vision_atten [light]); + } } - /* grant some vision to the player, based on the darklevel */ - for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) - for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) - if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) - op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= - MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); + + // possibly do 2nd pass for rare negative glow radii + // for effect, those are always considered to be stronger than anything else + // but they can't darken a place completely + if (pass2) + for (maprect *r = rects; r->m; ++r) + rect_mapwalk (r, 0, 0) + { + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light < 0)) + { + 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]); + } + } } -/* blinded_sight() - sets all veiwable squares to blocked except +/* blinded_sight() - sets all viewable squares to blocked except * for the one the central one that the player occupies. A little * odd that you can see yourself (and what your standing on), but * really need for any reasonable game play. */ - static void -blinded_sight (object *op) +blinded_sight (player *pl) { - int x, y; - - for (x = 0; x < op->contr->ns->mapx; x++) - for (y = 0; y < op->contr->ns->mapy; y++) - op->contr->blocked_los[x][y] = 100; - - op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; + pl->los[LOS_X0][LOS_Y0] = 1; } /* * update_los() recalculates the array which specifies what is * visible for the given player-object. */ - void -update_los (object *op) +player::update_los () { - int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; - - if (QUERY_FLAG (op, FLAG_REMOVED)) + if (ob->flag [FLAG_REMOVED])//D really needed? return; - clear_los (op); - if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) - return; - - /* For larger maps, this is more efficient than the old way which - * used the chaining of the block array. Since many space views could - * be blocked by different spaces in front, this mean that a lot of spaces - * could be examined multile times, as each path would be looked at. - */ - for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) - for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) - check_wall (op, x, y); - - - /* do the los of the player. 3 (potential) cases */ - if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ - blinded_sight (op); + if (ob->flag [FLAG_WIZLOOK]) + clear_los (0); + else if (observe->flag [FLAG_BLIND]) /* player is blind */ + { + clear_los (); + blinded_sight (this); + } else - expand_sight (op); - - if (QUERY_FLAG (op, FLAG_XRAYS)) { - int x, y; - - for (x = -2; x <= 2; x++) - for (y = -2; y <= 2; y++) - op->contr->blocked_los[dx + x][dy + y] = 0; + clear_los (); + calculate_los (this); + apply_lights (this); } + + if (observe->flag [FLAG_XRAYS]) + for (int dx = -2; dx <= 2; dx++) + for (int dy = -2; dy <= 2; dy++) + min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); } /* update all_map_los is like update_all_los below, @@ -521,9 +485,8 @@ void update_all_map_los (maptile *map) { - for_all_players (pl) - if (pl->ob && pl->ob->map == map) - pl->do_los = 1; + for_all_players_on_map (pl, map) + pl->do_los = 1; } /* @@ -541,6 +504,12 @@ 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) { /* Player should not have a null map, but do this @@ -559,10 +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 @@ -602,45 +569,61 @@ } } +static const int season_darkness[5][HOURS_PER_DAY] = { + /*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 */ + { 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 }, + { 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 }, + { 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 }, + { 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 }, + { 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 } +}; + /* - * Debug-routine which dumps the array which specifies the visible - * area of a player. Triggered by the z key in DM mode. + * Tell players the time and compute the darkness level for all maps in the game. + * MUST be called exactly once per hour. */ void -print_los (object *op) +maptile::adjust_daylight () { - int x, y; - char buf[50], buf2[10]; + timeofday_t tod; - strcpy (buf, " "); + get_tod (&tod); - for (x = 0; x < op->contr->ns->mapx; x++) - { - sprintf (buf2, "%2d", x); - strcat (buf, buf2); - } + // log the time to log-1 every hour, and to chat every day + { + char todbuf[512]; - new_draw_info (NDI_UNIQUE, 0, op, buf); + format_tod (todbuf, sizeof (todbuf), &tod); - for (y = 0; y < op->contr->ns->mapy; y++) - { - sprintf (buf, "%2d:", y); + for_all_players (pl) + pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf); + } - for (x = 0; x < op->contr->ns->mapx; x++) - { - sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); - strcat (buf, buf2); - } + /* If the light level isn't changing, no reason to do all + * the work below. + */ + sint8 new_darkness = season_darkness[tod.season][tod.hour]; - new_draw_info (NDI_UNIQUE, 0, op, buf); - } + if (new_darkness == maptile::outdoor_darkness) + return; + + new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0, + new_darkness > maptile::outdoor_darkness + ? "It becomes darker." + : "It becomes brighter."); + + maptile::outdoor_darkness = new_darkness; + + // we simply update the los for all players, which is unnecessarily + // costly, but should do for the moment. + for_all_players (pl) + pl->do_los = 1; } /* * make_sure_seen: The object is supposed to be visible through walls, thus * check if any players are nearby, and edit their LOS array. */ - void make_sure_seen (const object *op) { @@ -648,7 +631,7 @@ if (pl->ob->map == op->map && pl->ob->y - pl->ns->mapy / 2 <= op->y && 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) - pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; + pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; } /* @@ -656,7 +639,6 @@ * walls has just been removed from the map, so update the los of any * players within its range */ - void make_sure_not_seen (const object *op) { @@ -666,3 +648,4 @@ 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) pl->do_los = 1; } +