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Comparing deliantra/server/common/los.C (file contents):
Revision 1.50 by root, Tue Dec 23 22:04:17 2008 UTC vs.
Revision 1.63 by root, Tue Nov 3 23:44:20 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 (©) 2005,2006,2007,2008 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
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 5 *
8 * Deliantra is free software: you can redistribute it and/or modify 6 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 7 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 9 * option) any later version.
12 * 10 *
13 * This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 14 * GNU General Public License for more details.
17 * 15 *
18 * You should have received a copy of the GNU General Public License 16 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>.
20 * 19 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 20 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 21 */
23 22
24#include <global.h> 23#include <global.h>
25#include <cmath> 24#include <cmath>
25
26#define SEE_IN_DARK_RADIUS 2
27#define MAX_VISION 10 // maximum visible radius
26 28
27// los flags 29// los flags
28enum { 30enum {
29 FLG_XI = 0x01, // we have an x-parent 31 FLG_XI = 0x01, // we have an x-parent
30 FLG_YI = 0x02, // we have an y-parent 32 FLG_YI = 0x02, // we have an y-parent
99// still is basically the same algorithm. 101// still is basically the same algorithm.
100static void 102static void
101calculate_los (player *pl) 103calculate_los (player *pl)
102{ 104{
103 { 105 {
106 memset (los, 0, sizeof (los));
107
104 // we keep one line for ourselves, for the border flag 108 // we keep one line for ourselves, for the border flag
105 // so the client area is actually MAP_CLIENT_(X|Y) - 2 109 // so the client area is actually MAP_CLIENT_(X|Y) - 2
106 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); 110 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
107 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); 111 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
108 112
116 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; 120 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
117 121
118 // now reset the los area and also add blocked flags 122 // now reset the los area and also add blocked flags
119 // which supposedly is faster than doing it inside the 123 // which supposedly is faster than doing it inside the
120 // spiral path algorithm below, except when very little 124 // spiral path algorithm below, except when very little
121 // area is visible, in which case it is slower, evening 125 // area is visible, in which case it is slower. which evens
122 // out los calculation times between large and small los maps. 126 // out los calculation times between large and small los maps.
123 // apply_lights also iterates over this area, maybe these 127 // apply_lights also iterates over this area, maybe these
124 // two passes could be combined somehow. 128 // two passes could be combined somehow.
125 rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) 129 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
130 {
126 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
127 l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; 132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
128 rectangular_mapspace_iterate_end 133 }
129 } 134 }
130 135
131 q1 = 0; q2 = 0; // initialise queue, not strictly required 136 q1 = 0; q2 = 0; // initialise queue, not strictly required
132 enqueue (0, 0); // enqueue center 137 enqueue (0, 0); // enqueue center
133 138
263 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); 268 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
264 } 269 }
265 } 270 }
266} 271}
267 272
268/* returns true if op carries one or more lights
269 * This is a trivial function now days, but it used to
270 * be a bit longer. Probably better for callers to just
271 * check the op->glow_radius instead of calling this.
272 */
273int
274has_carried_lights (const object *op)
275{
276 /* op may glow! */
277 if (op->glow_radius > 0)
278 return 1;
279
280 return 0;
281}
282
283/* radius, distance => lightness adjust */ 273/* radius, distance => lightness adjust */
284static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 274static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
285static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; 275static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
286 276
287static struct los_init 277static struct los_init
288{ 278{
289 los_init () 279 los_init ()
290 { 280 {
297 { 287 {
298 // max intensity 288 // max intensity
299 int intensity = min (LOS_MAX, abs (radius) + 1); 289 int intensity = min (LOS_MAX, abs (radius) + 1);
300 290
301 // actual intensity 291 // actual intensity
302 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 292 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
303 293
304 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
305 ? min (3, intensity) 295 ? min (3, intensity)
306 : LOS_MAX - intensity; 296 : LOS_MAX - intensity;
307 } 297 }
308 298
309 /* for general vision */ 299 /* for general vision */
310 for (int radius = 0; radius <= MAX_DARKNESS; ++radius) 300 for (int radius = 0; radius <= MAX_VISION; ++radius)
311 for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) 301 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
312 { 302 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
313 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
314 }
315 } 303 }
316} los_init; 304} los_init;
317 305
318sint8 306sint8
319los_brighten (sint8 b, sint8 l) 307los_brighten (sint8 b, sint8 l)
356apply_lights (player *pl) 344apply_lights (player *pl)
357{ 345{
358 object *op = pl->observe; 346 object *op = pl->observe;
359 int darklevel = op->map->darklevel (); 347 int darklevel = op->map->darklevel ();
360 348
361 /* If the player can see in the dark, lower the darklevel for him */
362 if (op->flag [FLAG_SEE_IN_DARK])
363 darklevel = max (0, darklevel - 2);
364
365 int half_x = pl->ns->mapx / 2; 349 int half_x = pl->ns->mapx / 2;
366 int half_y = pl->ns->mapy / 2; 350 int half_y = pl->ns->mapy / 2;
367 351
368 int pass2 = 0; // negative lights have an extra pass 352 int pass2 = 0; // negative lights have an extra pass
353
354 maprect *rects = pl->observe->map->split_to_tiles (
355 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
356 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
357 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
358 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
359 );
360
361 /* If the player can see in the dark, increase light/vision radius */
362 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
369 363
370 if (!darklevel) 364 if (!darklevel)
371 pass2 = 1; 365 pass2 = 1;
372 else 366 else
373 { 367 {
380 * Only process the area of interest. 374 * Only process the area of interest.
381 * the basex, basey values represent the position in the op->contr->los 375 * the basex, basey values represent the position in the op->contr->los
382 * array. Its easier to just increment them here (and start with the right 376 * array. Its easier to just increment them here (and start with the right
383 * value) than to recalculate them down below. 377 * value) than to recalculate them down below.
384 */ 378 */
385 rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) 379 for (maprect *r = rects; r->m; ++r)
386 if (m) 380 rect_mapwalk (r, 0, 0)
387 { 381 {
388 mapspace &ms = m->at (nx, ny); 382 mapspace &ms = m->at (nx, ny);
389 ms.update (); 383 ms.update ();
390 sint8 light = ms.light; 384 sint8 light = ms.light;
391 385
392 if (expect_false (light)) 386 if (expect_false (light))
393 if (light < 0) 387 if (light < 0)
394 pass2 = 1; 388 pass2 = 1;
395 else 389 else
390 {
391 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
396 apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); 392 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
393 }
397 } 394 }
398 rectangular_mapspace_iterate_end
399 395
400 /* grant some vision to the player, based on the darklevel */ 396 /* grant some vision to the player, based on outside, outdoor, and darklevel */
401 { 397 {
402 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 398 int light;
399
400 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
401 light = MAX_DARKNESS - op->map->darkness;
402 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
403 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
404 else // outdoor and darkness <= 0 => start wide and decrease quickly
405 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
406
407 light = clamp (light + bonus, 0, MAX_VISION);
403 408
404 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 409 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
405 } 410 }
406 } 411 }
407 412
408 // possibly do 2nd pass for rare negative glow radii 413 // possibly do 2nd pass for rare negative glow radii
409 // for effect, those are always considered to be stronger than anything else 414 // for effect, those are always considered to be stronger than anything else
410 // but they can't darken a place completely 415 // but they can't darken a place completely
411 if (pass2) 416 if (pass2)
412 rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) 417 for (maprect *r = rects; r->m; ++r)
413 if (m) 418 rect_mapwalk (r, 0, 0)
414 { 419 {
415 mapspace &ms = m->at (nx, ny); 420 mapspace &ms = m->at (nx, ny);
416 ms.update (); 421 ms.update ();
417 sint8 light = ms.light; 422 sint8 light = ms.light;
418 423
419 if (expect_false (light < 0)) 424 if (expect_false (light < 0))
425 {
426 light = clamp (light - bonus, 0, MAX_DARKNESS);
420 apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); 427 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
428 }
421 } 429 }
422 rectangular_mapspace_iterate_end
423} 430}
424 431
425/* blinded_sight() - sets all viewable squares to blocked except 432/* blinded_sight() - sets all viewable squares to blocked except
426 * for the one the central one that the player occupies. A little 433 * for the one the central one that the player occupies. A little
427 * odd that you can see yourself (and what your standing on), but 434 * odd that you can see yourself (and what your standing on), but
504 * check as a safety 511 * check as a safety
505 */ 512 */
506 if (!pl->ob || !pl->ob->map || !pl->ns) 513 if (!pl->ob || !pl->ob->map || !pl->ns)
507 continue; 514 continue;
508 515
509 /* Same map is simple case - see if pl is close enough. 516 rv_vector rv;
510 * Note in all cases, we did the check for same map first, 517
511 * and then see if the player is close enough and update 518 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
512 * los if that is the case. If the player is on the
513 * corresponding map, but not close enough, then the
514 * player can't be on another map that may be closer,
515 * so by setting it up this way, we trim processing
516 * some.
517 */ 519
518 if (pl->ob->map == map) 520 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
519 {
520 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
521 pl->do_los = 1; 521 pl->do_los = 1;
522 }
523
524 /* Now we check to see if player is on adjacent
525 * maps to the one that changed and also within
526 * view. The tile_maps[] could be null, but in that
527 * case it should never match the pl->ob->map, so
528 * we want ever try to dereference any of the data in it.
529 *
530 * The logic for 0 and 3 is to see how far the player is
531 * from the edge of the map (height/width) - pl->ob->(x,y)
532 * and to add current position on this map - that gives a
533 * distance.
534 * For 1 and 2, we check to see how far the given
535 * coordinate (x,y) is from the corresponding edge,
536 * and then add the players location, which gives
537 * a distance.
538 */
539 else if (pl->ob->map == map->tile_map[0])
540 {
541 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
542 pl->do_los = 1;
543 }
544 else if (pl->ob->map == map->tile_map[2])
545 {
546 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
547 pl->do_los = 1;
548 }
549 else if (pl->ob->map == map->tile_map[1])
550 {
551 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
552 pl->do_los = 1;
553 }
554 else if (pl->ob->map == map->tile_map[3])
555 {
556 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
557 pl->do_los = 1;
558 }
559 } 522 }
560} 523}
561 524
562static const int season_darkness[5][HOURS_PER_DAY] = { 525static const int season_darkness[5][HOURS_PER_DAY] = {
563 /*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 */ 526 /*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 */
636 if (pl->ob->map == op->map && 599 if (pl->ob->map == op->map &&
637 pl->ob->y - pl->ns->mapy / 2 <= op->y && 600 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
638 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) 601 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)
639 pl->do_los = 1; 602 pl->do_los = 1;
640} 603}
604

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