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 |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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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 |
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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 <bench.h>//D |
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25 | #include <global.h> |
23 | #include <global.h> |
26 | #include <cmath> |
24 | #include <cmath> |
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25 | |
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26 | #define SEE_IN_DARK_RADIUS 2 |
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27 | #define MAX_VISION 10 // maximum visible radius |
27 | |
28 | |
28 | // los flags |
29 | // los flags |
29 | enum { |
30 | enum { |
30 | FLG_XI = 0x01, // we have an x-parent |
31 | FLG_XI = 0x01, // we have an x-parent |
31 | FLG_YI = 0x02, // we have an y-parent |
32 | FLG_YI = 0x02, // we have an y-parent |
… | |
… | |
100 | // still is basically the same algorithm. |
101 | // still is basically the same algorithm. |
101 | static void |
102 | static void |
102 | calculate_los (player *pl) |
103 | calculate_los (player *pl) |
103 | { |
104 | { |
104 | { |
105 | { |
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106 | memset (los, 0, sizeof (los)); |
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107 | |
105 | // we keep one line for ourselves, for the border flag |
108 | // we keep one line for ourselves, for the border flag |
106 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
109 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
107 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
110 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
108 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
111 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
109 | |
112 | |
… | |
… | |
117 | 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; |
118 | |
121 | |
119 | // now reset the los area and also add blocked flags |
122 | // now reset the los area and also add blocked flags |
120 | // which supposedly is faster than doing it inside the |
123 | // which supposedly is faster than doing it inside the |
121 | // spiral path algorithm below, except when very little |
124 | // spiral path algorithm below, except when very little |
122 | // area is visible, in which case it is slower, evening |
125 | // area is visible, in which case it is slower. which evens |
123 | // out los calculation times between large and small los maps. |
126 | // out los calculation times between large and small los maps. |
124 | // apply_lights also iterates over this area, maybe these |
127 | // apply_lights also iterates over this area, maybe these |
125 | // two passes could be combined somehow. |
128 | // two passes could be combined somehow. |
126 | rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) |
129 | unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y) |
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130 | { |
127 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
131 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
128 | 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; |
129 | rectangular_mapspace_iterate_end |
133 | } |
130 | } |
134 | } |
131 | |
135 | |
132 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
136 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
133 | enqueue (0, 0); // enqueue center |
137 | enqueue (0, 0); // enqueue center |
134 | |
138 | |
… | |
… | |
264 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
268 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
265 | } |
269 | } |
266 | } |
270 | } |
267 | } |
271 | } |
268 | |
272 | |
269 | /* returns true if op carries one or more lights |
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270 | * This is a trivial function now days, but it used to |
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271 | * be a bit longer. Probably better for callers to just |
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272 | * check the op->glow_radius instead of calling this. |
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273 | */ |
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274 | int |
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275 | has_carried_lights (const object *op) |
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276 | { |
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277 | /* op may glow! */ |
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278 | if (op->glow_radius > 0) |
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279 | return 1; |
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280 | |
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281 | return 0; |
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282 | } |
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283 | |
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284 | /* radius, distance => lightness adjust */ |
273 | /* radius, distance => lightness adjust */ |
285 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
274 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
286 | static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
275 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
287 | |
276 | |
288 | static struct los_init |
277 | static struct los_init |
289 | { |
278 | { |
290 | los_init () |
279 | los_init () |
291 | { |
280 | { |
… | |
… | |
298 | { |
287 | { |
299 | // max intensity |
288 | // max intensity |
300 | int intensity = min (LOS_MAX, abs (radius) + 1); |
289 | int intensity = min (LOS_MAX, abs (radius) + 1); |
301 | |
290 | |
302 | // actual intensity |
291 | // actual intensity |
303 | 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)); |
304 | |
293 | |
305 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
294 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
306 | ? min (3, intensity) |
295 | ? min (3, intensity) |
307 | : LOS_MAX - intensity; |
296 | : LOS_MAX - intensity; |
308 | } |
297 | } |
309 | |
298 | |
310 | /* for general vision */ |
299 | /* for general vision */ |
311 | for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
300 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
312 | for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
301 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
313 | { |
302 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
314 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
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315 | } |
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316 | } |
303 | } |
317 | } los_init; |
304 | } los_init; |
318 | |
305 | |
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306 | // brighten area, ignore los |
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307 | sint8 |
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308 | los_brighten_nolos (sint8 b, sint8 l) |
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309 | { |
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310 | return min (b, l); |
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311 | } |
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312 | |
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313 | // brighten area, but respect los |
319 | sint8 |
314 | sint8 |
320 | los_brighten (sint8 b, sint8 l) |
315 | los_brighten (sint8 b, sint8 l) |
321 | { |
316 | { |
322 | return b == LOS_BLOCKED ? b : min (b, l); |
317 | return b == LOS_BLOCKED ? b : min (b, l); |
323 | } |
318 | } |
324 | |
319 | |
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320 | // darken area, respect los |
325 | sint8 |
321 | sint8 |
326 | los_darken (sint8 b, sint8 l) |
322 | los_darken (sint8 b, sint8 l) |
327 | { |
323 | { |
328 | return max (b, l); |
324 | return max (b, l); |
329 | } |
325 | } |
… | |
… | |
354 | * mark those squares specially. |
350 | * mark those squares specially. |
355 | */ |
351 | */ |
356 | static void |
352 | static void |
357 | apply_lights (player *pl) |
353 | apply_lights (player *pl) |
358 | { |
354 | { |
359 | object *op = pl->observe; |
355 | object *op = pl->viewpoint; |
360 | int darklevel = op->map->darklevel (); |
356 | int darklevel = op->map->darklevel (); |
361 | |
357 | maptile::outdoor_darkness = 4;//D |
362 | /* If the player can see in the dark, lower the darklevel for him */ |
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363 | if (op->flag [FLAG_SEE_IN_DARK]) |
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364 | darklevel = max (0, darklevel - 2); |
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365 | |
358 | |
366 | int half_x = pl->ns->mapx / 2; |
359 | int half_x = pl->ns->mapx / 2; |
367 | int half_y = pl->ns->mapy / 2; |
360 | int half_y = pl->ns->mapy / 2; |
368 | |
361 | |
369 | int pass2 = 0; // negative lights have an extra pass |
362 | int pass2 = 0; // negative lights have an extra pass |
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363 | |
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364 | maprect *rects = pl->viewpoint->map->split_to_tiles ( |
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365 | pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, |
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366 | pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, |
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367 | pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, |
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368 | pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 |
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369 | ); |
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370 | |
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371 | /* If the player can see in the dark, increase light/vision radius */ |
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372 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
370 | |
373 | |
371 | if (!darklevel) |
374 | if (!darklevel) |
372 | pass2 = 1; |
375 | pass2 = 1; |
373 | else |
376 | else |
374 | { |
377 | { |
… | |
… | |
381 | * Only process the area of interest. |
384 | * Only process the area of interest. |
382 | * the basex, basey values represent the position in the op->contr->los |
385 | * the basex, basey values represent the position in the op->contr->los |
383 | * array. Its easier to just increment them here (and start with the right |
386 | * array. Its easier to just increment them here (and start with the right |
384 | * value) than to recalculate them down below. |
387 | * value) than to recalculate them down below. |
385 | */ |
388 | */ |
386 | 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) |
389 | for (maprect *r = rects; r->m; ++r) |
387 | if (m) |
390 | rect_mapwalk (r, 0, 0) |
388 | { |
391 | { |
389 | mapspace &ms = m->at (nx, ny); |
392 | mapspace &ms = m->at (nx, ny); |
390 | ms.update (); |
393 | ms.update (); |
391 | sint8 light = ms.light; |
394 | sint8 light = ms.light; |
392 | |
395 | |
393 | if (expect_false (light)) |
396 | if (expect_false (light)) |
394 | if (light < 0) |
397 | if (light < 0) |
395 | pass2 = 1; |
398 | pass2 = 1; |
396 | else |
399 | else |
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400 | { |
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401 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
397 | apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); |
402 | apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
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403 | } |
398 | } |
404 | } |
399 | rectangular_mapspace_iterate_end |
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400 | |
405 | |
401 | /* grant some vision to the player, based on the darklevel */ |
406 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
402 | { |
407 | { |
403 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
408 | int light; |
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409 | |
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410 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
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411 | light = MAX_DARKNESS - op->map->darkness; |
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412 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
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413 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
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414 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
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415 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
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416 | |
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417 | light = clamp (light + bonus, 0, MAX_VISION); |
404 | |
418 | |
405 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
419 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
406 | } |
420 | } |
407 | } |
421 | } |
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422 | |
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423 | // when we fly high, we have some minimum viewable area around us, like x-ray |
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424 | if (op->move_type & MOVE_FLY_HIGH) |
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425 | apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]); |
408 | |
426 | |
409 | // possibly do 2nd pass for rare negative glow radii |
427 | // possibly do 2nd pass for rare negative glow radii |
410 | // for effect, those are always considered to be stronger than anything else |
428 | // for effect, those are always considered to be stronger than anything else |
411 | // but they can't darken a place completely |
429 | // but they can't darken a place completely |
412 | if (pass2) |
430 | if (pass2) |
413 | 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) |
431 | for (maprect *r = rects; r->m; ++r) |
414 | if (m) |
432 | rect_mapwalk (r, 0, 0) |
415 | { |
433 | { |
416 | mapspace &ms = m->at (nx, ny); |
434 | mapspace &ms = m->at (nx, ny); |
417 | ms.update (); |
435 | ms.update (); |
418 | sint8 light = ms.light; |
436 | sint8 light = ms.light; |
419 | |
437 | |
420 | if (expect_false (light < 0)) |
438 | if (expect_false (light < 0)) |
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439 | { |
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440 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
421 | apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
441 | apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
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442 | } |
422 | } |
443 | } |
423 | rectangular_mapspace_iterate_end |
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424 | } |
444 | } |
425 | |
445 | |
426 | /* blinded_sight() - sets all viewable squares to blocked except |
446 | /* blinded_sight() - sets all viewable squares to blocked except |
427 | * for the one the central one that the player occupies. A little |
447 | * for the one the central one that the player occupies. A little |
428 | * odd that you can see yourself (and what your standing on), but |
448 | * odd that you can see yourself (and what your standing on), but |
… | |
… | |
444 | if (ob->flag [FLAG_REMOVED])//D really needed? |
464 | if (ob->flag [FLAG_REMOVED])//D really needed? |
445 | return; |
465 | return; |
446 | |
466 | |
447 | if (ob->flag [FLAG_WIZLOOK]) |
467 | if (ob->flag [FLAG_WIZLOOK]) |
448 | clear_los (0); |
468 | clear_los (0); |
449 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
469 | else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */ |
450 | { |
470 | { |
451 | clear_los (); |
471 | clear_los (); |
452 | blinded_sight (this); |
472 | blinded_sight (this); |
453 | } |
473 | } |
454 | else |
474 | else |
… | |
… | |
456 | clear_los (); |
476 | clear_los (); |
457 | calculate_los (this); |
477 | calculate_los (this); |
458 | apply_lights (this); |
478 | apply_lights (this); |
459 | } |
479 | } |
460 | |
480 | |
461 | if (observe->flag [FLAG_XRAYS]) |
481 | if (viewpoint->flag [FLAG_XRAYS]) |
462 | for (int dx = -2; dx <= 2; dx++) |
482 | for (int dx = -2; dx <= 2; dx++) |
463 | for (int dy = -2; dy <= 2; dy++) |
483 | for (int dy = -2; dy <= 2; dy++) |
464 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
484 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
465 | } |
485 | } |
466 | |
486 | |
… | |
… | |
505 | * check as a safety |
525 | * check as a safety |
506 | */ |
526 | */ |
507 | if (!pl->ob || !pl->ob->map || !pl->ns) |
527 | if (!pl->ob || !pl->ob->map || !pl->ns) |
508 | continue; |
528 | continue; |
509 | |
529 | |
510 | /* Same map is simple case - see if pl is close enough. |
530 | rv_vector rv; |
511 | * Note in all cases, we did the check for same map first, |
531 | |
512 | * and then see if the player is close enough and update |
532 | get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); |
513 | * los if that is the case. If the player is on the |
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514 | * corresponding map, but not close enough, then the |
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515 | * player can't be on another map that may be closer, |
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516 | * so by setting it up this way, we trim processing |
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517 | * some. |
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518 | */ |
533 | |
519 | if (pl->ob->map == map) |
534 | if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
520 | { |
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521 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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522 | pl->do_los = 1; |
535 | pl->do_los = 1; |
523 | } |
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524 | |
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525 | /* Now we check to see if player is on adjacent |
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526 | * maps to the one that changed and also within |
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527 | * view. The tile_maps[] could be null, but in that |
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528 | * case it should never match the pl->ob->map, so |
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529 | * we want ever try to dereference any of the data in it. |
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530 | * |
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531 | * The logic for 0 and 3 is to see how far the player is |
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532 | * from the edge of the map (height/width) - pl->ob->(x,y) |
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533 | * and to add current position on this map - that gives a |
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534 | * distance. |
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535 | * For 1 and 2, we check to see how far the given |
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536 | * coordinate (x,y) is from the corresponding edge, |
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537 | * and then add the players location, which gives |
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538 | * a distance. |
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539 | */ |
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540 | else if (pl->ob->map == map->tile_map[0]) |
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541 | { |
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542 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
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543 | pl->do_los = 1; |
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544 | } |
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545 | else if (pl->ob->map == map->tile_map[2]) |
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546 | { |
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547 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
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548 | pl->do_los = 1; |
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549 | } |
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550 | else if (pl->ob->map == map->tile_map[1]) |
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551 | { |
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552 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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553 | pl->do_los = 1; |
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554 | } |
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555 | else if (pl->ob->map == map->tile_map[3]) |
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556 | { |
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557 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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558 | pl->do_los = 1; |
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559 | } |
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560 | } |
536 | } |
561 | } |
537 | } |
562 | |
538 | |
563 | static const int season_darkness[5][HOURS_PER_DAY] = { |
539 | static const int season_darkness[5][HOURS_PER_DAY] = { |
564 | /*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 */ |
540 | /*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 */ |
… | |
… | |
637 | if (pl->ob->map == op->map && |
613 | if (pl->ob->map == op->map && |
638 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
614 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
639 | 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) |
615 | 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) |
640 | pl->do_los = 1; |
616 | pl->do_los = 1; |
641 | } |
617 | } |
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618 | |