--- deliantra/server/common/los.C 2008/12/26 10:36:42 1.52
+++ deliantra/server/common/los.C 2009/11/04 17:24:00 1.64
@@ -1,22 +1,21 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -24,7 +23,8 @@
#include
#include
-#define SEE_IN_DARK_RADIUS 3
+#define SEE_IN_DARK_RADIUS 2
+#define MAX_VISION 10 // maximum visible radius
// los flags
enum {
@@ -122,11 +122,11 @@
// now reset the los area and also add blocked flags
// which supposedly is faster than doing it inside the
// spiral path algorithm below, except when very little
- // area is visible, in which case it is slower, evening
+ // area is visible, in which case it is slower. which evens
// out los calculation times between large and small los maps.
// apply_lights also iterates over this area, maybe these
// two passes could be combined somehow.
- unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
+ unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y)
{
los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
@@ -270,24 +270,9 @@
}
}
-/* returns true if op carries one or more lights
- * This is a trivial function now days, but it used to
- * be a bit longer. Probably better for callers to just
- * check the op->glow_radius instead of calling this.
- */
-int
-has_carried_lights (const object *op)
-{
- /* op may glow! */
- if (op->glow_radius > 0)
- return 1;
-
- return 0;
-}
-
/* radius, distance => lightness adjust */
static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
-static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1];
+static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
static struct los_init
{
@@ -304,7 +289,7 @@
int intensity = min (LOS_MAX, abs (radius) + 1);
// actual intensity
- intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
+ intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
? min (3, intensity)
@@ -312,18 +297,27 @@
}
/* for general vision */
- for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius)
- for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance)
- vision_atten [radius][distance] = distance <= radius ? 3 : 4;
+ for (int radius = 0; radius <= MAX_VISION; ++radius)
+ for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
+ vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
}
} los_init;
+// brighten area, ignore los
+sint8
+los_brighten_nolos (sint8 b, sint8 l)
+{
+ return min (b, l);
+}
+
+// brighten area, but respect los
sint8
los_brighten (sint8 b, sint8 l)
{
return b == LOS_BLOCKED ? b : min (b, l);
}
+// darken area, respect los
sint8
los_darken (sint8 b, sint8 l)
{
@@ -358,21 +352,25 @@
static void
apply_lights (player *pl)
{
- object *op = pl->observe;
+ object *op = pl->viewpoint;
int darklevel = op->map->darklevel ();
+ maptile::outdoor_darkness = 4;//D
int half_x = pl->ns->mapx / 2;
int half_y = pl->ns->mapy / 2;
int pass2 = 0; // negative lights have an extra pass
- maprect *rects = pl->observe->map->split_to_tiles (
- pl->observe->x - half_x - MAX_LIGHT_RADIUS,
- pl->observe->y - half_y - MAX_LIGHT_RADIUS,
- pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
- pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
+ maprect *rects = pl->viewpoint->map->split_to_tiles (
+ pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
+ pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
+ pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
+ pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
);
+ /* If the player can see in the dark, increase light/vision radius */
+ int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
+
if (!darklevel)
pass2 = 1;
else
@@ -399,21 +397,33 @@
if (light < 0)
pass2 = 1;
else
- apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
+ {
+ light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
+ apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
+ }
}
- /* grant some vision to the player, based on the darklevel */
+ /* grant some vision to the player, based on outside, outdoor, and darklevel */
{
- int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
+ int light;
+
+ if (!op->map->outdoor) // not outdoor, darkness becomes light radius
+ light = MAX_DARKNESS - op->map->darkness;
+ else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
+ light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
+ else // outdoor and darkness <= 0 => start wide and decrease quickly
+ light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
- /* If the player can see in the dark, lower the darklevel for him */
- if (op->flag [FLAG_SEE_IN_DARK])
- light += SEE_IN_DARK_RADIUS;
+ light = clamp (light + bonus, 0, MAX_VISION);
apply_light (pl, 0, 0, light, vision_atten [light]);
}
}
+ // when we fly high, we have some minimum viewable area around us, like x-ray
+ if (op->move_type & MOVE_FLY_HIGH)
+ apply_light (pl, 0, 0, 9, vision_atten [9]);
+
// possibly do 2nd pass for rare negative glow radii
// for effect, those are always considered to be stronger than anything else
// but they can't darken a place completely
@@ -426,7 +436,10 @@
sint8 light = ms.light;
if (expect_false (light < 0))
- apply_light (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
+ {
+ light = clamp (light - bonus, 0, MAX_DARKNESS);
+ apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
+ }
}
}
@@ -453,7 +466,7 @@
if (ob->flag [FLAG_WIZLOOK])
clear_los (0);
- else if (observe->flag [FLAG_BLIND]) /* player is blind */
+ else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
{
clear_los ();
blinded_sight (this);
@@ -465,7 +478,7 @@
apply_lights (this);
}
- if (observe->flag [FLAG_XRAYS])
+ if (viewpoint->flag [FLAG_XRAYS])
for (int dx = -2; dx <= 2; dx++)
for (int dy = -2; dy <= 2; dy++)
min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
@@ -514,56 +527,12 @@
if (!pl->ob || !pl->ob->map || !pl->ns)
continue;
- /* Same map is simple case - see if pl is close enough.
- * Note in all cases, we did the check for same map first,
- * and then see if the player is close enough and update
- * los if that is the case. If the player is on the
- * corresponding map, but not close enough, then the
- * player can't be on another map that may be closer,
- * so by setting it up this way, we trim processing
- * some.
- */
- if (pl->ob->map == map)
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
+ rv_vector rv;
- /* Now we check to see if player is on adjacent
- * maps to the one that changed and also within
- * view. The tile_maps[] could be null, but in that
- * case it should never match the pl->ob->map, so
- * we want ever try to dereference any of the data in it.
- *
- * The logic for 0 and 3 is to see how far the player is
- * from the edge of the map (height/width) - pl->ob->(x,y)
- * and to add current position on this map - that gives a
- * distance.
- * For 1 and 2, we check to see how far the given
- * coordinate (x,y) is from the corresponding edge,
- * and then add the players location, which gives
- * a distance.
- */
- else if (pl->ob->map == map->tile_map[0])
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[2])
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[1])
- {
- if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[3])
- {
- if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
+ get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
+
+ if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
}