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Comparing deliantra/server/common/los.C (file contents):
Revision 1.29 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.61 by root, Tue May 5 04:51:56 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25
26#include <global.h> 24#include <global.h>
27#include <funcpoint.h>
28#include <math.h> 25#include <cmath>
29 26
30/* Distance must be less than this for the object to be blocked. 27#define SEE_IN_DARK_RADIUS 2
31 * An object is 1.0 wide, so if set to 0.5, it means the object 28#define MAX_VISION 10 // maximum visible radius
32 * that blocks half the view (0.0 is complete block) will
33 * block view in our tables.
34 * .4 or less lets you see through walls. .5 is about right.
35 */
36 29
37#define SPACE_BLOCK 0.5 30// los flags
31enum {
32 FLG_XI = 0x01, // we have an x-parent
33 FLG_YI = 0x02, // we have an y-parent
34 FLG_BLOCKED = 0x04, // this space blocks the view
35 FLG_QUEUED = 0x80 // already queued in queue, or border
36};
38 37
39typedef struct blstr 38struct los_info
40{ 39{
41 int x[4], y[4]; 40 uint8 flags; // FLG_xxx
42 int index; 41 uint8 culled; // culled from "tree"
43} blocks; 42 uint8 visible;
43 uint8 pad0;
44 44
45// 31/32 == a speed hack 45 sint8 xo, yo; // obscure angle
46// we would like to use 32 for speed, but the code loops endlessly 46 sint8 xe, ye; // angle deviation
47// then, reason not yet identified, so only make the array use 32, 47};
48// not the define's.
49blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
50 48
51static void expand_lighted_sight (object *op); 49// temporary storage for the los algorithm,
50// one los_info for each lightable map space
51static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
52 52
53/* 53struct point
54 * Used to initialise the array used by the LOS routines.
55 * What this sets if that x,y blocks the view of bx,by
56 * This then sets up a relation - for example, something
57 * at 5,4 blocks view at 5,3 which blocks view at 5,2
58 * etc. So when we check 5,4 and find it block, we have
59 * the data to know that 5,3 and 5,2 and 5,1 should also
60 * be blocked.
61 */
62
63static void
64set_block (int x, int y, int bx, int by)
65{ 54{
66 int index = block[x][y].index, i;
67
68 /* Due to flipping, we may get duplicates - better safe than sorry.
69 */
70 for (i = 0; i < index; i++)
71 {
72 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
73 return;
74 }
75
76 block[x][y].x[index] = bx;
77 block[x][y].y[index] = by;
78 block[x][y].index++;
79#ifdef LOS_DEBUG
80 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
81#endif
82}
83
84/*
85 * initialises the array used by the LOS routines.
86 */
87
88/* since we are only doing the upper left quadrant, only
89 * these spaces could possibly get blocked, since these
90 * are the only ones further out that are still possibly in the
91 * sightline.
92 */
93
94void
95init_block (void)
96{
97 int x, y, dx, dy, i;
98 static int block_x[3] = { -1, -1, 0 },
99 block_y[3] = { -1, 0, -1 };
100
101 for (x = 0; x < MAP_CLIENT_X; x++)
102 for (y = 0; y < MAP_CLIENT_Y; y++)
103 block[x][y].index = 0;
104
105
106 /* The table should be symmetric, so only do the upper left
107 * quadrant - makes the processing easier.
108 */
109 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
110 {
111 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
112 {
113 for (i = 0; i < 3; i++)
114 {
115 dx = x + block_x[i];
116 dy = y + block_y[i];
117
118 /* center space never blocks */
119 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
120 continue;
121
122 /* If its a straight line, its blocked */
123 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
124 {
125 /* For simplicity, we mirror the coordinates to block the other
126 * quadrants.
127 */
128 set_block (x, y, dx, dy);
129 if (x == MAP_CLIENT_X / 2)
130 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
131 else if (y == MAP_CLIENT_Y / 2)
132 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
133 }
134 else
135 {
136 float d1, r, s, l;
137
138 /* We use the algorihm that found out how close the point
139 * (x,y) is to the line from dx,dy to the center of the viewable
140 * area. l is the distance from x,y to the line.
141 * r is more a curiosity - it lets us know what direction (left/right)
142 * the line is off
143 */
144
145 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
146 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
147 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
148 l = FABS (sqrt (d1) * s);
149
150 if (l <= SPACE_BLOCK)
151 {
152 /* For simplicity, we mirror the coordinates to block the other
153 * quadrants.
154 */
155 set_block (x, y, dx, dy);
156 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
157 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
158 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
159 }
160 }
161 }
162 }
163 }
164}
165
166/*
167 * Used to initialise the array used by the LOS routines.
168 * x,y are indexes into the blocked[][] array.
169 * This recursively sets the blocked line of sight view.
170 * From the blocked[][] array, we know for example
171 * that if some particular space is blocked, it blocks
172 * the view of the spaces 'behind' it, and those blocked
173 * spaces behind it may block other spaces, etc.
174 * In this way, the chain of visibility is set.
175 */
176static void
177set_wall (object *op, int x, int y)
178{
179 int i;
180
181 for (i = 0; i < block[x][y].index; i++)
182 {
183 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
184
185 /* ax, ay are the values as adjusted to be in the
186 * socket look structure.
187 */
188 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
189 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
190
191 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
192 continue;
193#if 0
194 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
195#endif
196 /* we need to adjust to the fact that the socket
197 * code wants the los to start from the 0,0
198 * and not be relative to middle of los array.
199 */
200 op->contr->blocked_los[ax][ay] = 100;
201 set_wall (op, dx, dy);
202 }
203}
204
205/*
206 * Used to initialise the array used by the LOS routines.
207 * op is the object, x and y values based on MAP_CLIENT_X and Y.
208 * this is because they index the blocked[][] arrays.
209 */
210
211static void
212check_wall (object *op, int x, int y)
213{
214 int ax, ay; 55 sint8 x, y;
56};
215 57
216 if (!block[x][y].index) 58// minimum size, but must be a power of two
217 return; 59#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
218 60
219 /* ax, ay are coordinates as indexed into the look window */ 61// a queue of spaces to calculate
220 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; 62static point queue [QUEUE_LENGTH];
221 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; 63static int q1, q2; // queue start, end
222
223 /* If the converted coordinates are outside the viewable
224 * area for the client, return now.
225 */
226 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
227 return;
228
229#if 0
230 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
231 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
232#endif
233
234 /* If this space is already blocked, prune the processing - presumably
235 * whatever has set this space to be blocked has done the work and already
236 * done the dependency chain.
237 */
238 if (op->contr->blocked_los[ax][ay] == 100)
239 return;
240
241
242 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))
243 set_wall (op, x, y);
244}
245 64
246/* 65/*
247 * Clears/initialises the los-array associated to the player 66 * Clears/initialises the los-array associated to the player
248 * controlling the object. 67 * controlling the object.
249 */ 68 */
250
251void 69void
252clear_los (player *pl) 70player::clear_los (sint8 value)
253{ 71{
254 /* This is safer than using the ns->mapx, mapy because 72 memset (los, value, sizeof (los));
255 * we index the blocked_los as a 2 way array, so clearing
256 * the first z spaces may not not cover the spaces we are
257 * actually going to use
258 */
259 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
260} 73}
261 74
262/* 75// enqueue a single mapspace, but only if it hasn't
263 * expand_sight goes through the array of what the given player is 76// been enqueued yet.
264 * able to see, and expands the visible area a bit, so the player will,
265 * to a certain degree, be able to see into corners.
266 * This is somewhat suboptimal, would be better to improve the formula.
267 */
268
269static void 77static void
270expand_sight (object *op) 78enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
271{ 79{
272 int i, x, y, dx, dy; 80 sint8 x = LOS_X0 + dx;
81 sint8 y = LOS_Y0 + dy;
273 82
274 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ 83 los_info &l = los[x][y];
275 for (y = 1; y < op->contr->ns->mapy - 1; y++) 84
85 l.flags |= flags;
86
87 if (l.flags & FLG_QUEUED)
88 return;
89
90 l.flags |= FLG_QUEUED;
91
92 queue[q1].x = dx;
93 queue[q1].y = dy;
94
95 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
96}
97
98// run the los algorithm
99// this is a variant of a spiral los algorithm taken from
100// http://www.geocities.com/temerra/los_rays.html
101// which has been simplified and changed considerably, but
102// still is basically the same algorithm.
103static void
104calculate_los (player *pl)
105{
106 {
107 memset (los, 0, sizeof (los));
108
109 // we keep one line for ourselves, for the border flag
110 // so the client area is actually MAP_CLIENT_(X|Y) - 2
111 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
112 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
113
114 // create borders, the corners are not touched
115 for (int dx = -half_x; dx <= half_x; ++dx)
116 los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
117 los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
118
119 for (int dy = -half_y; dy <= half_y; ++dy)
120 los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
121 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
122
123 // now reset the los area and also add blocked flags
124 // which supposedly is faster than doing it inside the
125 // spiral path algorithm below, except when very little
126 // area is visible, in which case it is slower. which evens
127 // out los calculation times between large and small los maps.
128 // apply_lights also iterates over this area, maybe these
129 // two passes could be combined somehow.
130 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
276 { 131 {
277 if (!op->contr->blocked_los[x][y] && 132 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
278 !(get_map_flags (op->map, NULL, 133 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
279 op->x - op->contr->ns->mapx / 2 + x,
280 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
281 {
282
283 for (i = 1; i <= 8; i += 1)
284 { /* mark all directions */
285 dx = x + freearr_x[i];
286 dy = y + freearr_y[i];
287 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
288 op->contr->blocked_los[dx][dy] = -1;
289 }
290 }
291 } 134 }
135 }
292 136
293 if (op->map->darkness > 0) /* player is on a dark map */ 137 q1 = 0; q2 = 0; // initialise queue, not strictly required
294 expand_lighted_sight (op); 138 enqueue (0, 0); // enqueue center
295 139
296 /* clear mark squares */ 140 // treat the origin specially
297 for (x = 0; x < op->contr->ns->mapx; x++) 141 los[LOS_X0][LOS_Y0].visible = 1;
298 for (y = 0; y < op->contr->ns->mapy; y++) 142 pl->los[LOS_X0][LOS_Y0] = 0;
299 if (op->contr->blocked_los[x][y] < 0)
300 op->contr->blocked_los[x][y] = 0;
301}
302 143
303/* returns true if op carries one or more lights 144 // loop over all enqueued points until the queue is empty
304 * This is a trivial function now days, but it used to 145 // the order in which this is done ensures that we
305 * be a bit longer. Probably better for callers to just 146 // never touch a mapspace whose input spaces we haven't checked
306 * check the op->glow_radius instead of calling this. 147 // yet.
307 */ 148 while (q1 != q2)
308
309int
310has_carried_lights (const object *op)
311{
312 /* op may glow! */
313 if (op->glow_radius > 0)
314 return 1;
315
316 return 0;
317}
318
319static void
320expand_lighted_sight (object *op)
321{
322 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
323 maptile *m = op->map;
324 sint16 nx, ny;
325
326 darklevel = m->darkness;
327
328 /* If the player can see in the dark, lower the darklevel for him */
329 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
330 darklevel -= 2;
331
332 /* add light, by finding all (non-null) nearby light sources, then
333 * mark those squares specially. If the darklevel<1, there is no
334 * reason to do this, so we skip this function
335 */
336
337 if (darklevel < 1)
338 return;
339
340 /* Do a sanity check. If not valid, some code below may do odd
341 * things.
342 */
343 if (darklevel > MAX_DARKNESS)
344 { 149 {
345 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 150 sint8 dx = queue[q2].x;
346 darklevel = MAX_DARKNESS; 151 sint8 dy = queue[q2].y;
347 }
348 152
349 /* First, limit player furthest (unlighted) vision */ 153 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
350 for (x = 0; x < op->contr->ns->mapx; x++)
351 for (y = 0; y < op->contr->ns->mapy; y++)
352 if (op->contr->blocked_los[x][y] != 100)
353 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
354 154
355 /* the spaces[] darkness value contains the information we need. 155 sint8 x = LOS_X0 + dx;
356 * Only process the area of interest. 156 sint8 y = LOS_Y0 + dy;
357 * the basex, basey values represent the position in the op->contr->blocked_los
358 * array. Its easier to just increment them here (and start with the right
359 * value) than to recalculate them down below.
360 */
361 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
362 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
363 {
364 157
365 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; 158 los_info &l = los[x][y];
366 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) 159
160 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
367 { 161 {
368 m = op->map; 162 l.culled = 1;
369 nx = x; 163 l.xo = l.yo = l.xe = l.ye = 0;
370 ny = y;
371 164
372 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 165 // check contributing spaces, first horizontal
373 166 if (expect_true (l.flags & FLG_XI))
374 if (mflags & P_OUT_OF_MAP)
375 continue;
376
377 /* This space is providing light, so we need to brighten up the
378 * spaces around here.
379 */
380 light = GET_MAP_LIGHT (m, nx, ny);
381 if (light != 0)
382 { 167 {
383#if 0 168 los_info *xi = &los[x - sign (dx)][y];
384 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); 169
385#endif 170 // don't cull unless obscured
386 for (ax = basex - light; ax <= basex + light; ax++) 171 l.culled &= !xi->visible;
172
173 /* merge input space */
174 if (expect_false (xi->xo || xi->yo))
387 { 175 {
388 if (ax < 0 || ax >= op->contr->ns->mapx) 176 // The X input can provide two main pieces of information:
389 continue; 177 // 1. Progressive X obscurity.
390 178 // 2. Recessive Y obscurity.
391 for (ay = basey - light; ay <= basey + light; ay++) 179
180 // Progressive X obscurity, favouring recessive input angle
181 if (xi->xe > 0 && l.xo == 0)
392 { 182 {
393 if (ay < 0 || ay >= op->contr->ns->mapy) 183 l.xe = xi->xe - xi->yo;
394 continue; 184 l.ye = xi->ye + xi->yo;
185 l.xo = xi->xo;
186 l.yo = xi->yo;
187 }
395 188
396 /* If the space is fully blocked, do nothing. Otherwise, we 189 // Recessive Y obscurity
397 * brighten the space. The further the light is away from the 190 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
398 * source (basex-x), the less effect it has. Though light used
399 * to dim in a square manner, it now dims in a circular manner
400 * using the the pythagorean theorem. glow_radius still
401 * represents the radius
402 */
403 if (op->contr->blocked_los[ax][ay] != 100)
404 {
405 x1 = abs (basex - ax) * abs (basex - ax);
406 y1 = abs (basey - ay) * abs (basey - ay);
407
408 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
409 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
410 }
411 } 191 {
192 l.ye = xi->yo + xi->ye;
193 l.xe = xi->xe - xi->yo;
194 l.xo = xi->xo;
195 l.yo = xi->yo;
196 }
412 } 197 }
413 } 198 }
199
200 // check contributing spaces, last vertical, identical structure
201 if (expect_true (l.flags & FLG_YI))
202 {
203 los_info *yi = &los[x][y - sign (dy)];
204
205 // don't cull unless obscured
206 l.culled &= !yi->visible;
207
208 /* merge input space */
209 if (expect_false (yi->yo || yi->xo))
210 {
211 // The Y input can provide two main pieces of information:
212 // 1. Progressive Y obscurity.
213 // 2. Recessive X obscurity.
214
215 // Progressive Y obscurity, favouring recessive input angle
216 if (yi->ye > 0 && l.yo == 0)
217 {
218 l.ye = yi->ye - yi->xo;
219 l.xe = yi->xe + yi->xo;
220 l.yo = yi->yo;
221 l.xo = yi->xo;
222 }
223
224 // Recessive X obscurity
225 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
226 {
227 l.xe = yi->xo + yi->xe;
228 l.ye = yi->ye - yi->xo;
229 l.yo = yi->yo;
230 l.xo = yi->xo;
231 }
232 }
233 }
234
235 if (l.flags & FLG_BLOCKED)
236 {
237 l.xo = l.xe = abs (dx);
238 l.yo = l.ye = abs (dy);
239
240 // we obscure dependents, but might be visible
241 // copy the los from the square towards the player,
242 // so outward diagonal corners are lit.
243 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
244
245 l.visible = false;
246 }
247 else
248 {
249 // we are not blocked, so calculate visibility, by checking
250 // whether we are inside or outside the shadow
251 l.visible = (l.xe <= 0 || l.xe > l.xo)
252 && (l.ye <= 0 || l.ye > l.yo);
253
254 pl->los[x][y] = l.culled ? LOS_BLOCKED
255 : l.visible ? 0
256 : 3;
257 }
258
414 } 259 }
260
261 // Expands by the unit length in each component's current direction.
262 // If a component has no direction, then it is expanded in both of its
263 // positive and negative directions.
264 if (!l.culled)
265 {
266 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
267 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
268 if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
269 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
270 }
415 } 271 }
272}
416 273
417 /* Outdoor should never really be completely pitch black dark like 274/* radius, distance => lightness adjust */
418 * a dungeon, so let the player at least see a little around themselves 275static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
276static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
277
278static struct los_init
279{
280 los_init ()
281 {
282 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
283 !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
284
285 /* for lights */
286 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
287 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
288 {
289 // max intensity
290 int intensity = min (LOS_MAX, abs (radius) + 1);
291
292 // actual intensity
293 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
294
295 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
296 ? min (3, intensity)
297 : LOS_MAX - intensity;
298 }
299
300 /* for general vision */
301 for (int radius = 0; radius <= MAX_VISION; ++radius)
302 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;
304 }
305} los_init;
306
307sint8
308los_brighten (sint8 b, sint8 l)
309{
310 return b == LOS_BLOCKED ? b : min (b, l);
311}
312
313sint8
314los_darken (sint8 b, sint8 l)
315{
316 return max (b, l);
317}
318
319template<sint8 change_it (sint8, sint8)>
320static void
321apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
322{
323 // min or max the circular area around basex, basey
324 dx += LOS_X0;
325 dy += LOS_Y0;
326
327 int hx = pl->ns->mapx / 2;
328 int hy = pl->ns->mapy / 2;
329
330 int ax0 = max (LOS_X0 - hx, dx - light);
331 int ay0 = max (LOS_Y0 - hy, dy - light);
332 int ax1 = min (dx + light, LOS_X0 + hx);
333 int ay1 = min (dy + light, LOS_Y0 + hy);
334
335 for (int ax = ax0; ax <= ax1; ax++)
336 for (int ay = ay0; ay <= ay1; ay++)
337 pl->los[ax][ay] =
338 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
339}
340
341/* add light, by finding all (non-null) nearby light sources, then
342 * mark those squares specially.
419 */ 343 */
420 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 344static void
345apply_lights (player *pl)
346{
347 object *op = pl->observe;
348 int darklevel = op->map->darklevel ();
349
350 int half_x = pl->ns->mapx / 2;
351 int half_y = pl->ns->mapy / 2;
352
353 int pass2 = 0; // negative lights have an extra pass
354
355 maprect *rects = pl->observe->map->split_to_tiles (
356 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
357 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
358 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
359 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
360 );
361
362 /* 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;
364
365 if (!darklevel)
366 pass2 = 1;
367 else
421 { 368 {
422 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 369 /* first, make everything totally dark */
423 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 370 for (int dx = -half_x; dx <= half_x; dx++)
371 for (int dy = -half_x; dy <= half_y; dy++)
372 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
424 373
425 for (x = -1; x <= 1; x++) 374 /*
426 for (y = -1; y <= 1; y++) 375 * Only process the area of interest.
376 * the basex, basey values represent the position in the op->contr->los
377 * array. Its easier to just increment them here (and start with the right
378 * value) than to recalculate them down below.
379 */
380 for (maprect *r = rects; r->m; ++r)
381 rect_mapwalk (r, 0, 0)
427 { 382 {
428 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 383 mapspace &ms = m->at (nx, ny);
429 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; 384 ms.update ();
385 sint8 light = ms.light;
386
387 if (expect_false (light))
388 if (light < 0)
389 pass2 = 1;
390 else
391 {
392 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]);
394 }
430 } 395 }
396
397 /* grant some vision to the player, based on outside, outdoor, and darklevel */
398 {
399 int light;
400
401 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
402 light = MAX_DARKNESS - op->map->darkness;
403 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);
405 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);
407
408 light = clamp (light + bonus, 0, MAX_VISION);
409
410 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
411 }
431 } 412 }
432 413
433 /* grant some vision to the player, based on the darklevel */ 414 // possibly do 2nd pass for rare negative glow radii
434 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 415 // for effect, those are always considered to be stronger than anything else
435 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 416 // but they can't darken a place completely
436 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 417 if (pass2)
437 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 418 for (maprect *r = rects; r->m; ++r)
438 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 419 rect_mapwalk (r, 0, 0)
439} 420 {
421 mapspace &ms = m->at (nx, ny);
422 ms.update ();
423 sint8 light = ms.light;
440 424
425 if (expect_false (light < 0))
426 {
427 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]);
429 }
430 }
431}
432
441/* blinded_sight() - sets all veiwable squares to blocked except 433/* blinded_sight() - sets all viewable squares to blocked except
442 * 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
443 * odd that you can see yourself (and what your standing on), but 435 * odd that you can see yourself (and what your standing on), but
444 * really need for any reasonable game play. 436 * really need for any reasonable game play.
445 */ 437 */
446static void 438static void
447blinded_sight (object *op) 439blinded_sight (player *pl)
448{ 440{
449 int x, y; 441 pl->los[LOS_X0][LOS_Y0] = 1;
450
451 for (x = 0; x < op->contr->ns->mapx; x++)
452 for (y = 0; y < op->contr->ns->mapy; y++)
453 op->contr->blocked_los[x][y] = 100;
454
455 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
456} 442}
457 443
458/* 444/*
459 * update_los() recalculates the array which specifies what is 445 * update_los() recalculates the array which specifies what is
460 * visible for the given player-object. 446 * visible for the given player-object.
461 */ 447 */
462void 448void
463update_los (object *op) 449player::update_los ()
464{ 450{
465 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 451 if (ob->flag [FLAG_REMOVED])//D really needed?
466
467 if (QUERY_FLAG (op, FLAG_REMOVED))
468 return; 452 return;
469 453
470 clear_los (op->contr); 454 if (ob->flag [FLAG_WIZLOOK])
471 455 clear_los (0);
472 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 456 else if (observe->flag [FLAG_BLIND]) /* player is blind */
473 return; 457 {
474 458 clear_los ();
475 /* For larger maps, this is more efficient than the old way which
476 * used the chaining of the block array. Since many space views could
477 * be blocked by different spaces in front, this mean that a lot of spaces
478 * could be examined multile times, as each path would be looked at.
479 */
480 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
481 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
482 check_wall (op, x, y);
483
484 /* do the los of the player. 3 (potential) cases */
485 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
486 blinded_sight (op); 459 blinded_sight (this);
460 }
487 else 461 else
488 expand_sight (op); 462 {
463 clear_los ();
464 calculate_los (this);
465 apply_lights (this);
466 }
489 467
490 //TODO: no range-checking whatsoever :( 468 if (observe->flag [FLAG_XRAYS])
491 if (QUERY_FLAG (op, FLAG_XRAYS))
492 for (int x = -2; x <= 2; x++) 469 for (int dx = -2; dx <= 2; dx++)
493 for (int y = -2; y <= 2; y++) 470 for (int dy = -2; dy <= 2; dy++)
494 op->contr->blocked_los[dx + x][dy + y] = 0; 471 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
495} 472}
496 473
497/* update all_map_los is like update_all_los below, 474/* update all_map_los is like update_all_los below,
498 * but updates everyone on the map, no matter where they 475 * but updates everyone on the map, no matter where they
499 * are. This generally should not be used, as a per 476 * are. This generally should not be used, as a per
506 * change_map_light function 483 * change_map_light function
507 */ 484 */
508void 485void
509update_all_map_los (maptile *map) 486update_all_map_los (maptile *map)
510{ 487{
511 for_all_players (pl) 488 for_all_players_on_map (pl, map)
512 if (pl->ob && pl->ob->map == map)
513 pl->do_los = 1; 489 pl->do_los = 1;
514} 490}
515 491
516/* 492/*
517 * This function makes sure that update_los() will be called for all 493 * This function makes sure that update_los() will be called for all
518 * players on the given map within the next frame. 494 * players on the given map within the next frame.
526 * map is the map that changed, x and y are the coordinates. 502 * map is the map that changed, x and y are the coordinates.
527 */ 503 */
528void 504void
529update_all_los (const maptile *map, int x, int y) 505update_all_los (const maptile *map, int x, int y)
530{ 506{
507 map->at (x, y).invalidate ();
508
531 for_all_players (pl) 509 for_all_players (pl)
532 { 510 {
533 /* Player should not have a null map, but do this 511 /* Player should not have a null map, but do this
534 * check as a safety 512 * check as a safety
535 */ 513 */
536 if (!pl->ob || !pl->ob->map || !pl->ns) 514 if (!pl->ob || !pl->ob->map || !pl->ns)
537 continue; 515 continue;
538 516
539 /* Same map is simple case - see if pl is close enough. 517 rv_vector rv;
540 * Note in all cases, we did the check for same map first, 518
541 * and then see if the player is close enough and update 519 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
542 * los if that is the case. If the player is on the
543 * corresponding map, but not close enough, then the
544 * player can't be on another map that may be closer,
545 * so by setting it up this way, we trim processing
546 * some.
547 */ 520
548 if (pl->ob->map == map) 521 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
549 {
550 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
551 pl->do_los = 1; 522 pl->do_los = 1;
552 }
553
554 /* Now we check to see if player is on adjacent
555 * maps to the one that changed and also within
556 * view. The tile_maps[] could be null, but in that
557 * case it should never match the pl->ob->map, so
558 * we want ever try to dereference any of the data in it.
559 *
560 * The logic for 0 and 3 is to see how far the player is
561 * from the edge of the map (height/width) - pl->ob->(x,y)
562 * and to add current position on this map - that gives a
563 * distance.
564 * For 1 and 2, we check to see how far the given
565 * coordinate (x,y) is from the corresponding edge,
566 * and then add the players location, which gives
567 * a distance.
568 */
569 else if (pl->ob->map == map->tile_map[0])
570 {
571 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
572 pl->do_los = 1;
573 }
574 else if (pl->ob->map == map->tile_map[2])
575 {
576 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
577 pl->do_los = 1;
578 }
579 else if (pl->ob->map == map->tile_map[1])
580 {
581 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
582 pl->do_los = 1;
583 }
584 else if (pl->ob->map == map->tile_map[3])
585 {
586 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
587 pl->do_los = 1;
588 }
589 } 523 }
590} 524}
591 525
526static const int season_darkness[5][HOURS_PER_DAY] = {
527 /*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 */
528 { 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 },
529 { 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 },
530 { 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 },
531 { 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 },
532 { 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 }
533};
534
592/* 535/*
593 * Debug-routine which dumps the array which specifies the visible 536 * Tell players the time and compute the darkness level for all maps in the game.
594 * area of a player. Triggered by the z key in DM mode. 537 * MUST be called exactly once per hour.
595 */ 538 */
596void 539void
597print_los (object *op) 540maptile::adjust_daylight ()
598{ 541{
599 int x, y; 542 timeofday_t tod;
600 char buf[50], buf2[10];
601 543
602 strcpy (buf, " "); 544 get_tod (&tod);
603 545
604 for (x = 0; x < op->contr->ns->mapx; x++) 546 // log the time to log-1 every hour, and to chat every day
605 { 547 {
606 sprintf (buf2, "%2d", x); 548 char todbuf[512];
607 strcat (buf, buf2); 549
550 format_tod (todbuf, sizeof (todbuf), &tod);
551
552 for_all_players (pl)
553 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
608 } 554 }
609 555
610 new_draw_info (NDI_UNIQUE, 0, op, buf); 556 /* If the light level isn't changing, no reason to do all
557 * the work below.
558 */
559 sint8 new_darkness = season_darkness[tod.season][tod.hour];
611 560
612 for (y = 0; y < op->contr->ns->mapy; y++) 561 if (new_darkness == maptile::outdoor_darkness)
613 { 562 return;
614 sprintf (buf, "%2d:", y);
615 563
616 for (x = 0; x < op->contr->ns->mapx; x++) 564 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
617 { 565 new_darkness > maptile::outdoor_darkness
618 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); 566 ? "It becomes darker."
619 strcat (buf, buf2); 567 : "It becomes brighter.");
620 }
621 568
622 new_draw_info (NDI_UNIQUE, 0, op, buf); 569 maptile::outdoor_darkness = new_darkness;
623 } 570
571 // we simply update the los for all players, which is unnecessarily
572 // costly, but should do for the moment.
573 for_all_players (pl)
574 pl->do_los = 1;
624} 575}
625 576
626/* 577/*
627 * make_sure_seen: The object is supposed to be visible through walls, thus 578 * make_sure_seen: The object is supposed to be visible through walls, thus
628 * check if any players are nearby, and edit their LOS array. 579 * check if any players are nearby, and edit their LOS array.
629 */ 580 */
630
631void 581void
632make_sure_seen (const object *op) 582make_sure_seen (const object *op)
633{ 583{
634 for_all_players (pl) 584 for_all_players (pl)
635 if (pl->ob->map == op->map && 585 if (pl->ob->map == op->map &&
636 pl->ob->y - pl->ns->mapy / 2 <= op->y && 586 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
637 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) 587 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)
638 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; 588 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
639} 589}
640 590
641/* 591/*
642 * make_sure_not_seen: The object which is supposed to be visible through 592 * make_sure_not_seen: The object which is supposed to be visible through
643 * walls has just been removed from the map, so update the los of any 593 * walls has just been removed from the map, so update the los of any
644 * players within its range 594 * players within its range
645 */ 595 */
646
647void 596void
648make_sure_not_seen (const object *op) 597make_sure_not_seen (const object *op)
649{ 598{
650 for_all_players (pl) 599 for_all_players (pl)
651 if (pl->ob->map == op->map && 600 if (pl->ob->map == op->map &&
652 pl->ob->y - pl->ns->mapy / 2 <= op->y && 601 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
653 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) 602 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)
654 pl->do_los = 1; 603 pl->do_los = 1;
655} 604}
605

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