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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * |
5 | * |
6 | * Deliantra is free software: you can redistribute it and/or modify it under |
6 | * Deliantra is free software: you can redistribute it and/or modify it under |
7 | * the terms of the Affero GNU General Public License as published by the |
7 | * the terms of the Affero GNU General Public License as published by the |
8 | * Free Software Foundation, either version 3 of the License, or (at your |
8 | * Free Software Foundation, either version 3 of the License, or (at your |
9 | * option) any later version. |
9 | * option) any later version. |
… | |
… | |
32 | FLG_YI = 0x02, // we have an y-parent |
32 | FLG_YI = 0x02, // we have an y-parent |
33 | FLG_BLOCKED = 0x04, // this space blocks the view |
33 | FLG_BLOCKED = 0x04, // this space blocks the view |
34 | FLG_QUEUED = 0x80 // already queued in queue, or border |
34 | FLG_QUEUED = 0x80 // already queued in queue, or border |
35 | }; |
35 | }; |
36 | |
36 | |
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37 | // it is important for performance reasons that this structure |
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38 | // has a size easily computable by the cpu (*8 is perfect). |
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39 | // it is possible to move culled and visible into flags, at |
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40 | // some speed loss. |
37 | struct los_info |
41 | struct los_info |
38 | { |
42 | { |
39 | uint8 flags; // FLG_xxx |
43 | uint8 flags; // FLG_xxx |
40 | uint8 culled; // culled from "tree" |
44 | uint8 culled; // culled from "tree" |
41 | uint8 visible; |
45 | uint8 visible; |
… | |
… | |
81 | |
85 | |
82 | los_info &l = los[x][y]; |
86 | los_info &l = los[x][y]; |
83 | |
87 | |
84 | l.flags |= flags; |
88 | l.flags |= flags; |
85 | |
89 | |
86 | if (l.flags & FLG_QUEUED) |
90 | if (expect_false (l.flags & FLG_QUEUED)) |
87 | return; |
91 | return; |
88 | |
92 | |
89 | l.flags |= FLG_QUEUED; |
93 | l.flags |= FLG_QUEUED; |
90 | |
94 | |
91 | queue[q1].x = dx; |
95 | queue[q1].x = dx; |
… | |
… | |
124 | // spiral path algorithm below, except when very little |
128 | // spiral path algorithm below, except when very little |
125 | // area is visible, in which case it is slower. which evens |
129 | // area is visible, in which case it is slower. which evens |
126 | // out los calculation times between large and small los maps. |
130 | // out los calculation times between large and small los maps. |
127 | // apply_lights also iterates over this area, maybe these |
131 | // apply_lights also iterates over this area, maybe these |
128 | // two passes could be combined somehow. |
132 | // two passes could be combined somehow. |
129 | 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) |
130 | { |
134 | { |
131 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
135 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
132 | 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; |
133 | } |
137 | } |
134 | } |
138 | } |
… | |
… | |
301 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
305 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
302 | 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; |
303 | } |
307 | } |
304 | } los_init; |
308 | } los_init; |
305 | |
309 | |
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310 | // the following functions cannot be static, due to c++ stupidity :/ |
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311 | namespace { |
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312 | // brighten area, ignore los |
306 | sint8 |
313 | sint8 |
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314 | los_brighten_nolos (sint8 b, sint8 l) |
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315 | { |
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316 | return min (b, l); |
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317 | } |
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318 | |
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319 | // brighten area, but respect los |
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320 | sint8 |
307 | los_brighten (sint8 b, sint8 l) |
321 | los_brighten (sint8 b, sint8 l) |
308 | { |
322 | { |
309 | return b == LOS_BLOCKED ? b : min (b, l); |
323 | return b == LOS_BLOCKED ? b : min (b, l); |
310 | } |
324 | } |
311 | |
325 | |
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326 | // darken area, respect los |
312 | sint8 |
327 | sint8 |
313 | los_darken (sint8 b, sint8 l) |
328 | los_darken (sint8 b, sint8 l) |
314 | { |
329 | { |
315 | return max (b, l); |
330 | return max (b, l); |
316 | } |
331 | } |
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332 | }; |
317 | |
333 | |
318 | template<sint8 change_it (sint8, sint8)> |
334 | template<sint8 change_it (sint8, sint8)> |
319 | static void |
335 | static void |
320 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
336 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
321 | { |
337 | { |
… | |
… | |
341 | * mark those squares specially. |
357 | * mark those squares specially. |
342 | */ |
358 | */ |
343 | static void |
359 | static void |
344 | apply_lights (player *pl) |
360 | apply_lights (player *pl) |
345 | { |
361 | { |
346 | object *op = pl->observe; |
362 | object *op = pl->viewpoint; |
347 | int darklevel = op->map->darklevel (); |
363 | int darklevel = op->map->darklevel (); |
348 | |
364 | |
349 | int half_x = pl->ns->mapx / 2; |
365 | int half_x = pl->ns->mapx / 2; |
350 | int half_y = pl->ns->mapy / 2; |
366 | int half_y = pl->ns->mapy / 2; |
351 | |
367 | |
352 | int pass2 = 0; // negative lights have an extra pass |
368 | int pass2 = 0; // negative lights have an extra pass |
353 | |
369 | |
354 | maprect *rects = pl->observe->map->split_to_tiles ( |
370 | maprect *rects = pl->viewpoint->map->split_to_tiles ( |
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371 | mapwalk_buf, |
355 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
372 | pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, |
356 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
373 | pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, |
357 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
374 | pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, |
358 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
375 | pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 |
359 | ); |
376 | ); |
360 | |
377 | |
361 | /* 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 */ |
362 | 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; |
363 | |
380 | |
… | |
… | |
387 | if (light < 0) |
404 | if (light < 0) |
388 | pass2 = 1; |
405 | pass2 = 1; |
389 | else |
406 | else |
390 | { |
407 | { |
391 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
408 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
392 | 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]); |
393 | } |
410 | } |
394 | } |
411 | } |
395 | |
412 | |
396 | /* 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 */ |
397 | { |
414 | { |
… | |
… | |
407 | light = clamp (light + bonus, 0, MAX_VISION); |
424 | light = clamp (light + bonus, 0, MAX_VISION); |
408 | |
425 | |
409 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
426 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
410 | } |
427 | } |
411 | } |
428 | } |
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429 | |
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430 | // when we fly high, we have some minimum viewable area around us, like x-ray |
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431 | if (op->move_type & MOVE_FLY_HIGH) |
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432 | apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]); |
412 | |
433 | |
413 | // possibly do 2nd pass for rare negative glow radii |
434 | // possibly do 2nd pass for rare negative glow radii |
414 | // 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 |
415 | // but they can't darken a place completely |
436 | // but they can't darken a place completely |
416 | if (pass2) |
437 | if (pass2) |
… | |
… | |
422 | sint8 light = ms.light; |
443 | sint8 light = ms.light; |
423 | |
444 | |
424 | if (expect_false (light < 0)) |
445 | if (expect_false (light < 0)) |
425 | { |
446 | { |
426 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
447 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
427 | 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]); |
428 | } |
449 | } |
429 | } |
450 | } |
430 | } |
451 | } |
431 | |
452 | |
432 | /* blinded_sight() - sets all viewable squares to blocked except |
453 | /* blinded_sight() - sets all viewable squares to blocked except |
… | |
… | |
450 | if (ob->flag [FLAG_REMOVED])//D really needed? |
471 | if (ob->flag [FLAG_REMOVED])//D really needed? |
451 | return; |
472 | return; |
452 | |
473 | |
453 | if (ob->flag [FLAG_WIZLOOK]) |
474 | if (ob->flag [FLAG_WIZLOOK]) |
454 | clear_los (0); |
475 | clear_los (0); |
455 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
476 | else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */ |
456 | { |
477 | { |
457 | clear_los (); |
478 | clear_los (); |
458 | blinded_sight (this); |
479 | blinded_sight (this); |
459 | } |
480 | } |
460 | else |
481 | else |
… | |
… | |
462 | clear_los (); |
483 | clear_los (); |
463 | calculate_los (this); |
484 | calculate_los (this); |
464 | apply_lights (this); |
485 | apply_lights (this); |
465 | } |
486 | } |
466 | |
487 | |
467 | if (observe->flag [FLAG_XRAYS]) |
488 | if (viewpoint->flag [FLAG_XRAYS]) |
468 | for (int dx = -2; dx <= 2; dx++) |
489 | for (int dx = -2; dx <= 2; dx++) |
469 | for (int dy = -2; dy <= 2; dy++) |
490 | for (int dy = -2; dy <= 2; dy++) |
470 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
491 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
471 | } |
492 | } |
472 | |
493 | |
… | |
… | |
513 | if (!pl->ob || !pl->ob->map || !pl->ns) |
534 | if (!pl->ob || !pl->ob->map || !pl->ns) |
514 | continue; |
535 | continue; |
515 | |
536 | |
516 | rv_vector rv; |
537 | rv_vector rv; |
517 | |
538 | |
518 | get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); |
539 | get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv); |
519 | |
540 | |
520 | if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
541 | if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
521 | pl->do_los = 1; |
542 | pl->do_los = 1; |
522 | } |
543 | } |
523 | } |
544 | } |