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Comparing deliantra/server/common/los.C (file contents):
Revision 1.56 by root, Thu Jan 8 19:23:44 2009 UTC vs.
Revision 1.64 by root, Wed Nov 4 17:24:00 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>
26 25
27#define SEE_IN_DARK_RADIUS 2 26#define SEE_IN_DARK_RADIUS 2
27#define MAX_VISION 10 // maximum visible radius
28 28
29// los flags 29// los flags
30enum { 30enum {
31 FLG_XI = 0x01, // we have an x-parent 31 FLG_XI = 0x01, // we have an x-parent
32 FLG_YI = 0x02, // we have an y-parent 32 FLG_YI = 0x02, // we have an y-parent
124 // spiral path algorithm below, except when very little 124 // spiral path algorithm below, except when very little
125 // area is visible, in which case it is slower. which evens 125 // area is visible, in which case it is slower. which evens
126 // out los calculation times between large and small los maps. 126 // out los calculation times between large and small los maps.
127 // apply_lights also iterates over this area, maybe these 127 // apply_lights also iterates over this area, maybe these
128 // two passes could be combined somehow. 128 // two passes could be combined somehow.
129 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) 129 unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y)
130 { 130 {
131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; 132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
133 } 133 }
134 } 134 }
270 } 270 }
271} 271}
272 272
273/* radius, distance => lightness adjust */ 273/* radius, distance => lightness adjust */
274static 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];
275static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; 275static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
276 276
277static struct los_init 277static struct los_init
278{ 278{
279 los_init () 279 los_init ()
280 { 280 {
287 { 287 {
288 // max intensity 288 // max intensity
289 int intensity = min (LOS_MAX, abs (radius) + 1); 289 int intensity = min (LOS_MAX, abs (radius) + 1);
290 290
291 // actual intensity 291 // actual intensity
292 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));
293 293
294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
295 ? min (3, intensity) 295 ? min (3, intensity)
296 : LOS_MAX - intensity; 296 : LOS_MAX - intensity;
297 } 297 }
298 298
299 /* for general vision */ 299 /* for general vision */
300 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) 300 for (int radius = 0; radius <= MAX_VISION; ++radius)
301 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) 301 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
302 vision_atten [radius][distance] = distance <= radius ? 3 : 4; 302 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
303 } 303 }
304} los_init; 304} los_init;
305 305
306// brighten area, ignore los
307sint8
308los_brighten_nolos (sint8 b, sint8 l)
309{
310 return min (b, l);
311}
312
313// brighten area, but respect los
306sint8 314sint8
307los_brighten (sint8 b, sint8 l) 315los_brighten (sint8 b, sint8 l)
308{ 316{
309 return b == LOS_BLOCKED ? b : min (b, l); 317 return b == LOS_BLOCKED ? b : min (b, l);
310} 318}
311 319
320// darken area, respect los
312sint8 321sint8
313los_darken (sint8 b, sint8 l) 322los_darken (sint8 b, sint8 l)
314{ 323{
315 return max (b, l); 324 return max (b, l);
316} 325}
341 * mark those squares specially. 350 * mark those squares specially.
342 */ 351 */
343static void 352static void
344apply_lights (player *pl) 353apply_lights (player *pl)
345{ 354{
346 object *op = pl->observe; 355 object *op = pl->viewpoint;
347 int darklevel = op->map->darklevel (); 356 int darklevel = op->map->darklevel ();
357 maptile::outdoor_darkness = 4;//D
348 358
349 int half_x = pl->ns->mapx / 2; 359 int half_x = pl->ns->mapx / 2;
350 int half_y = pl->ns->mapy / 2; 360 int half_y = pl->ns->mapy / 2;
351 361
352 int pass2 = 0; // negative lights have an extra pass 362 int pass2 = 0; // negative lights have an extra pass
353 363
354 maprect *rects = pl->observe->map->split_to_tiles ( 364 maprect *rects = pl->viewpoint->map->split_to_tiles (
355 pl->observe->x - half_x - MAX_LIGHT_RADIUS, 365 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
356 pl->observe->y - half_y - MAX_LIGHT_RADIUS, 366 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
357 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, 367 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
358 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 368 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
359 ); 369 );
370
371 /* If the player can see in the dark, increase light/vision radius */
372 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
360 373
361 if (!darklevel) 374 if (!darklevel)
362 pass2 = 1; 375 pass2 = 1;
363 else 376 else
364 { 377 {
382 395
383 if (expect_false (light)) 396 if (expect_false (light))
384 if (light < 0) 397 if (light < 0)
385 pass2 = 1; 398 pass2 = 1;
386 else 399 else
400 {
401 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
387 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, 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]);
403 }
388 } 404 }
389 405
390 /* grant some vision to the player, based on the darklevel */ 406 /* grant some vision to the player, based on outside, outdoor, and darklevel */
391 { 407 {
392 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 408 int light;
393 409
394 /* If the player can see in the dark, lower the darklevel for him */ 410 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
395 if (op->flag [FLAG_SEE_IN_DARK]) 411 light = MAX_DARKNESS - op->map->darkness;
396 light += SEE_IN_DARK_RADIUS; 412 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
413 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
414 else // outdoor and darkness <= 0 => start wide and decrease quickly
415 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
416
417 light = clamp (light + bonus, 0, MAX_VISION);
397 418
398 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 419 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
399 } 420 }
400 } 421 }
422
423 // when we fly high, we have some minimum viewable area around us, like x-ray
424 if (op->move_type & MOVE_FLY_HIGH)
425 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
401 426
402 // possibly do 2nd pass for rare negative glow radii 427 // possibly do 2nd pass for rare negative glow radii
403 // 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
404 // but they can't darken a place completely 429 // but they can't darken a place completely
405 if (pass2) 430 if (pass2)
409 mapspace &ms = m->at (nx, ny); 434 mapspace &ms = m->at (nx, ny);
410 ms.update (); 435 ms.update ();
411 sint8 light = ms.light; 436 sint8 light = ms.light;
412 437
413 if (expect_false (light < 0)) 438 if (expect_false (light < 0))
439 {
440 light = clamp (light - bonus, 0, MAX_DARKNESS);
414 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -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]);
442 }
415 } 443 }
416} 444}
417 445
418/* blinded_sight() - sets all viewable squares to blocked except 446/* blinded_sight() - sets all viewable squares to blocked except
419 * 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
436 if (ob->flag [FLAG_REMOVED])//D really needed? 464 if (ob->flag [FLAG_REMOVED])//D really needed?
437 return; 465 return;
438 466
439 if (ob->flag [FLAG_WIZLOOK]) 467 if (ob->flag [FLAG_WIZLOOK])
440 clear_los (0); 468 clear_los (0);
441 else if (observe->flag [FLAG_BLIND]) /* player is blind */ 469 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
442 { 470 {
443 clear_los (); 471 clear_los ();
444 blinded_sight (this); 472 blinded_sight (this);
445 } 473 }
446 else 474 else
448 clear_los (); 476 clear_los ();
449 calculate_los (this); 477 calculate_los (this);
450 apply_lights (this); 478 apply_lights (this);
451 } 479 }
452 480
453 if (observe->flag [FLAG_XRAYS]) 481 if (viewpoint->flag [FLAG_XRAYS])
454 for (int dx = -2; dx <= 2; dx++) 482 for (int dx = -2; dx <= 2; dx++)
455 for (int dy = -2; dy <= 2; dy++) 483 for (int dy = -2; dy <= 2; dy++)
456 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); 484 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
457} 485}
458 486
487 * map is the map that changed, x and y are the coordinates. 515 * map is the map that changed, x and y are the coordinates.
488 */ 516 */
489void 517void
490update_all_los (const maptile *map, int x, int y) 518update_all_los (const maptile *map, int x, int y)
491{ 519{
492 // no need to do anything if we don't have darkness
493 if (map->darklevel () <= 0)
494 return;
495
496 map->at (x, y).invalidate (); 520 map->at (x, y).invalidate ();
497 521
498 for_all_players (pl) 522 for_all_players (pl)
499 { 523 {
500 /* Player should not have a null map, but do this 524 /* Player should not have a null map, but do this
501 * check as a safety 525 * check as a safety
502 */ 526 */
503 if (!pl->ob || !pl->ob->map || !pl->ns) 527 if (!pl->ob || !pl->ob->map || !pl->ns)
504 continue; 528 continue;
505 529
506 /* Same map is simple case - see if pl is close enough. 530 rv_vector rv;
507 * Note in all cases, we did the check for same map first, 531
508 * and then see if the player is close enough and update 532 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
509 * los if that is the case. If the player is on the
510 * corresponding map, but not close enough, then the
511 * player can't be on another map that may be closer,
512 * so by setting it up this way, we trim processing
513 * some.
514 */ 533
515 if (pl->ob->map == map) 534 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
516 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
517 pl->do_los = 1; 535 pl->do_los = 1;
518
519 /* Now we check to see if player is on adjacent
520 * maps to the one that changed and also within
521 * view. The tile_maps[] could be null, but in that
522 * case it should never match the pl->ob->map, so
523 * we want ever try to dereference any of the data in it.
524 *
525 * The logic for 0 and 3 is to see how far the player is
526 * from the edge of the map (height/width) - pl->ob->(x,y)
527 * and to add current position on this map - that gives a
528 * distance.
529 * For 1 and 2, we check to see how far the given
530 * coordinate (x,y) is from the corresponding edge,
531 * and then add the players location, which gives
532 * a distance.
533 */
534 else if (pl->ob->map == map->tile_map[0])
535 {
536 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
537 pl->do_los = 1;
538 }
539 else if (pl->ob->map == map->tile_map[2])
540 {
541 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
542 pl->do_los = 1;
543 }
544 else if (pl->ob->map == map->tile_map[1])
545 {
546 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
547 pl->do_los = 1;
548 }
549 else if (pl->ob->map == map->tile_map[3])
550 {
551 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
552 pl->do_los = 1;
553 }
554 } 536 }
555} 537}
556 538
557static const int season_darkness[5][HOURS_PER_DAY] = { 539static const int season_darkness[5][HOURS_PER_DAY] = {
558 /*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 */

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