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Comparing deliantra/server/common/los.C (file contents):
Revision 1.61 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.69 by root, Fri Mar 26 01:04:44 2010 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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>
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;
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 }
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 {
408 light = clamp (light + bonus, 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

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