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Comparing deliantra/server/common/los.C (file contents):
Revision 1.62 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.77 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 * 6 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 7 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 8 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 9 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 10 * option) any later version.
12 * 11 *
13 * This program is distributed in the hope that it will be useful, 12 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 15 * GNU General Public License for more details.
17 * 16 *
18 * You should have received a copy of the Affero GNU General Public License 17 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 18 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 19 * <http://www.gnu.org/licenses/>.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <cmath> 25#include <cmath>
34 FLG_YI = 0x02, // we have an y-parent 33 FLG_YI = 0x02, // we have an y-parent
35 FLG_BLOCKED = 0x04, // this space blocks the view 34 FLG_BLOCKED = 0x04, // this space blocks the view
36 FLG_QUEUED = 0x80 // already queued in queue, or border 35 FLG_QUEUED = 0x80 // already queued in queue, or border
37}; 36};
38 37
38// it is important for performance reasons that this structure
39// has a size easily computable by the cpu (*8 is perfect).
40// it is possible to move culled and visible into flags, at
41// some speed loss.
39struct los_info 42struct los_info
40{ 43{
41 uint8 flags; // FLG_xxx 44 uint8 flags; // FLG_xxx
42 uint8 culled; // culled from "tree" 45 uint8 culled; // culled from "tree"
43 uint8 visible; 46 uint8 visible;
49 52
50// temporary storage for the los algorithm, 53// temporary storage for the los algorithm,
51// one los_info for each lightable map space 54// one los_info for each lightable map space
52static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; 55static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
53 56
54struct point 57struct point8
55{ 58{
56 sint8 x, y; 59 sint8 x, y;
57}; 60};
58 61
59// minimum size, but must be a power of two 62// minimum size, but must be a power of two
60#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) 63#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
61 64
62// a queue of spaces to calculate 65// a queue of spaces to calculate
63static point queue [QUEUE_LENGTH]; 66static point8 queue [QUEUE_LENGTH];
64static int q1, q2; // queue start, end 67static int q1, q2; // queue start, end
65 68
66/* 69/*
67 * Clears/initialises the los-array associated to the player 70 * Clears/initialises the los-array associated to the player
68 * controlling the object. 71 * controlling the object.
83 86
84 los_info &l = los[x][y]; 87 los_info &l = los[x][y];
85 88
86 l.flags |= flags; 89 l.flags |= flags;
87 90
88 if (l.flags & FLG_QUEUED) 91 if (expect_false (l.flags & FLG_QUEUED))
89 return; 92 return;
90 93
91 l.flags |= FLG_QUEUED; 94 l.flags |= FLG_QUEUED;
92 95
93 queue[q1].x = dx; 96 queue[q1].x = dx;
126 // spiral path algorithm below, except when very little 129 // spiral path algorithm below, except when very little
127 // area is visible, in which case it is slower. which evens 130 // area is visible, in which case it is slower. which evens
128 // out los calculation times between large and small los maps. 131 // out los calculation times between large and small los maps.
129 // apply_lights also iterates over this area, maybe these 132 // apply_lights also iterates over this area, maybe these
130 // two passes could be combined somehow. 133 // two passes could be combined somehow.
131 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) 134 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
132 { 135 {
133 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 136 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
134 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; 137 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
135 } 138 }
136 } 139 }
172 l.culled &= !xi->visible; 175 l.culled &= !xi->visible;
173 176
174 /* merge input space */ 177 /* merge input space */
175 if (expect_false (xi->xo || xi->yo)) 178 if (expect_false (xi->xo || xi->yo))
176 { 179 {
177 // The X input can provide two main pieces of information: 180 // The X input can provide two main pieces of information:
178 // 1. Progressive X obscurity. 181 // 1. Progressive X obscurity.
179 // 2. Recessive Y obscurity. 182 // 2. Recessive Y obscurity.
180 183
181 // Progressive X obscurity, favouring recessive input angle 184 // Progressive X obscurity, favouring recessive input angle
182 if (xi->xe > 0 && l.xo == 0) 185 if (xi->xe > 0 && l.xo == 0)
207 l.culled &= !yi->visible; 210 l.culled &= !yi->visible;
208 211
209 /* merge input space */ 212 /* merge input space */
210 if (expect_false (yi->yo || yi->xo)) 213 if (expect_false (yi->yo || yi->xo))
211 { 214 {
212 // The Y input can provide two main pieces of information: 215 // The Y input can provide two main pieces of information:
213 // 1. Progressive Y obscurity. 216 // 1. Progressive Y obscurity.
214 // 2. Recessive X obscurity. 217 // 2. Recessive X obscurity.
215 218
216 // Progressive Y obscurity, favouring recessive input angle 219 // Progressive Y obscurity, favouring recessive input angle
217 if (yi->ye > 0 && l.yo == 0) 220 if (yi->ye > 0 && l.yo == 0)
258 } 261 }
259 262
260 } 263 }
261 264
262 // Expands by the unit length in each component's current direction. 265 // Expands by the unit length in each component's current direction.
263 // If a component has no direction, then it is expanded in both of its 266 // If a component has no direction, then it is expanded in both of its
264 // positive and negative directions. 267 // positive and negative directions.
265 if (!l.culled) 268 if (!l.culled)
266 { 269 {
267 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); 270 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
268 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); 271 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
303 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) 306 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
304 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; 307 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
305 } 308 }
306} los_init; 309} los_init;
307 310
311// the following functions cannot be static, due to c++ stupidity :/
312namespace {
313 // brighten area, ignore los
308sint8 314 sint8
315 los_brighten_nolos (sint8 b, sint8 l)
316 {
317 return min (b, l);
318 }
319
320 // brighten area, but respect los
321 sint8
309los_brighten (sint8 b, sint8 l) 322 los_brighten (sint8 b, sint8 l)
310{ 323 {
311 return b == LOS_BLOCKED ? b : min (b, l); 324 return b == LOS_BLOCKED ? b : min (b, l);
312} 325 }
313 326
327 // darken area, respect los
314sint8 328 sint8
315los_darken (sint8 b, sint8 l) 329 los_darken (sint8 b, sint8 l)
316{ 330 {
317 return max (b, l); 331 return max (b, l);
318} 332 }
333};
319 334
320template<sint8 change_it (sint8, sint8)> 335template<sint8 change_it (sint8, sint8)>
321static void 336static void
322apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) 337apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
323{ 338{
337 for (int ay = ay0; ay <= ay1; ay++) 352 for (int ay = ay0; ay <= ay1; ay++)
338 pl->los[ax][ay] = 353 pl->los[ax][ay] =
339 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); 354 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
340} 355}
341 356
342/* add light, by finding all (non-null) nearby light sources, then 357/* add light, by finding all (non-null) nearby light sources, then
343 * mark those squares specially. 358 * mark those squares specially.
344 */ 359 */
345static void 360static void
346apply_lights (player *pl) 361apply_lights (player *pl)
347{ 362{
348 object *op = pl->observe; 363 object *op = pl->viewpoint;
349 int darklevel = op->map->darklevel (); 364 int darklevel = op->map->darklevel ();
350 365
351 int half_x = pl->ns->mapx / 2; 366 int half_x = pl->ns->mapx / 2;
352 int half_y = pl->ns->mapy / 2; 367 int half_y = pl->ns->mapy / 2;
353 368
354 int pass2 = 0; // negative lights have an extra pass 369 int pass2 = 0; // negative lights have an extra pass
355 370
356 maprect *rects = pl->observe->map->split_to_tiles ( 371 maprect *rects = pl->viewpoint->map->split_to_tiles (
372 mapwalk_buf,
357 pl->observe->x - half_x - MAX_LIGHT_RADIUS, 373 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
358 pl->observe->y - half_y - MAX_LIGHT_RADIUS, 374 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
359 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, 375 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
360 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 376 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
361 ); 377 );
362 378
363 /* If the player can see in the dark, increase light/vision radius */ 379 /* If the player can see in the dark, increase light/vision radius */
364 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; 380 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
365 381
389 if (light < 0) 405 if (light < 0)
390 pass2 = 1; 406 pass2 = 1;
391 else 407 else
392 { 408 {
393 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); 409 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
394 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); 410 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
395 } 411 }
396 } 412 }
397 413
398 /* grant some vision to the player, based on outside, outdoor, and darklevel */ 414 /* grant some vision to the player, based on outside, outdoor, and darklevel */
399 { 415 {
409 light = clamp (light + bonus, 0, MAX_VISION); 425 light = clamp (light + bonus, 0, MAX_VISION);
410 426
411 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 427 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
412 } 428 }
413 } 429 }
430
431 // when we fly high, we have some minimum viewable area around us, like x-ray
432 if (op->move_type & MOVE_FLY_HIGH)
433 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
414 434
415 // possibly do 2nd pass for rare negative glow radii 435 // possibly do 2nd pass for rare negative glow radii
416 // for effect, those are always considered to be stronger than anything else 436 // for effect, those are always considered to be stronger than anything else
417 // but they can't darken a place completely 437 // but they can't darken a place completely
418 if (pass2) 438 if (pass2)
424 sint8 light = ms.light; 444 sint8 light = ms.light;
425 445
426 if (expect_false (light < 0)) 446 if (expect_false (light < 0))
427 { 447 {
428 light = clamp (light - bonus, 0, MAX_DARKNESS); 448 light = clamp (light - bonus, 0, MAX_DARKNESS);
429 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); 449 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
430 } 450 }
431 } 451 }
432} 452}
433 453
434/* blinded_sight() - sets all viewable squares to blocked except 454/* blinded_sight() - sets all viewable squares to blocked except
435 * for the one the central one that the player occupies. A little 455 * for the one the central one that the player occupies. A little
436 * odd that you can see yourself (and what your standing on), but 456 * odd that you can see yourself (and what your standing on), but
437 * really need for any reasonable game play. 457 * really need for any reasonable game play.
438 */ 458 */
439static void 459static void
452 if (ob->flag [FLAG_REMOVED])//D really needed? 472 if (ob->flag [FLAG_REMOVED])//D really needed?
453 return; 473 return;
454 474
455 if (ob->flag [FLAG_WIZLOOK]) 475 if (ob->flag [FLAG_WIZLOOK])
456 clear_los (0); 476 clear_los (0);
457 else if (observe->flag [FLAG_BLIND]) /* player is blind */ 477 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
458 { 478 {
459 clear_los (); 479 clear_los ();
460 blinded_sight (this); 480 blinded_sight (this);
461 } 481 }
462 else 482 else
464 clear_los (); 484 clear_los ();
465 calculate_los (this); 485 calculate_los (this);
466 apply_lights (this); 486 apply_lights (this);
467 } 487 }
468 488
469 if (observe->flag [FLAG_XRAYS]) 489 if (viewpoint->flag [FLAG_XRAYS])
470 for (int dx = -2; dx <= 2; dx++) 490 for (int dx = -2; dx <= 2; dx++)
471 for (int dy = -2; dy <= 2; dy++) 491 for (int dy = -2; dy <= 2; dy++)
472 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); 492 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
473} 493}
474 494
515 if (!pl->ob || !pl->ob->map || !pl->ns) 535 if (!pl->ob || !pl->ob->map || !pl->ns)
516 continue; 536 continue;
517 537
518 rv_vector rv; 538 rv_vector rv;
519 539
520 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); 540 get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
521 541
522 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) 542 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
523 pl->do_los = 1; 543 pl->do_los = 1;
524 } 544 }
525} 545}

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