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Comparing deliantra/server/common/los.C (file contents):
Revision 1.65 by root, Wed Nov 4 18:17:57 2009 UTC vs.
Revision 1.78 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * 6 *
6 * Deliantra is free software: you can redistribute it and/or modify it under 7 * 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 8 * 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 9 * Free Software Foundation, either version 3 of the License, or (at your
9 * option) any later version. 10 * option) any later version.
10 * 11 *
11 * This program is distributed in the hope that it will be useful, 12 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details. 15 * GNU General Public License for more details.
15 * 16 *
16 * You should have received a copy of the Affero GNU General Public License 17 * You should have received a copy of the Affero GNU General Public License
17 * and the GNU General Public License along with this program. If not, see 18 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>. 19 * <http://www.gnu.org/licenses/>.
19 * 20 *
20 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 */ 22 */
22 23
23#include <global.h> 24#include <global.h>
24#include <cmath> 25#include <cmath>
32 FLG_YI = 0x02, // we have an y-parent 33 FLG_YI = 0x02, // we have an y-parent
33 FLG_BLOCKED = 0x04, // this space blocks the view 34 FLG_BLOCKED = 0x04, // this space blocks the view
34 FLG_QUEUED = 0x80 // already queued in queue, or border 35 FLG_QUEUED = 0x80 // already queued in queue, or border
35}; 36};
36 37
38// it is important for performance reasons that this structure
39// has a size easily computable by the cpu (*8 is perfect).
40// it is possible to move culled and visible into flags, at
41// some speed loss.
37struct los_info 42struct los_info
38{ 43{
39 uint8 flags; // FLG_xxx 44 uint8 flags; // FLG_xxx
40 uint8 culled; // culled from "tree" 45 uint8 culled; // culled from "tree"
41 uint8 visible; 46 uint8 visible;
47 52
48// temporary storage for the los algorithm, 53// temporary storage for the los algorithm,
49// one los_info for each lightable map space 54// one los_info for each lightable map space
50static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; 55static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
51 56
52struct point 57struct point8
53{ 58{
54 sint8 x, y; 59 sint8 x, y;
55}; 60};
56 61
57// minimum size, but must be a power of two 62// minimum size, but must be a power of two
58#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) 63#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
59 64
60// a queue of spaces to calculate 65// a queue of spaces to calculate
61static point queue [QUEUE_LENGTH]; 66static point8 queue [QUEUE_LENGTH];
62static int q1, q2; // queue start, end 67static int q1, q2; // queue start, end
63 68
64/* 69/*
65 * Clears/initialises the los-array associated to the player 70 * Clears/initialises the los-array associated to the player
66 * controlling the object. 71 * controlling the object.
81 86
82 los_info &l = los[x][y]; 87 los_info &l = los[x][y];
83 88
84 l.flags |= flags; 89 l.flags |= flags;
85 90
86 if (l.flags & FLG_QUEUED) 91 if (ecb_expect_false (l.flags & FLG_QUEUED))
87 return; 92 return;
88 93
89 l.flags |= FLG_QUEUED; 94 l.flags |= FLG_QUEUED;
90 95
91 queue[q1].x = dx; 96 queue[q1].x = dx;
124 // spiral path algorithm below, except when very little 129 // spiral path algorithm below, except when very little
125 // area is visible, in which case it is slower. which evens 130 // area is visible, in which case it is slower. which evens
126 // out los calculation times between large and small los maps. 131 // out los calculation times between large and small los maps.
127 // apply_lights also iterates over this area, maybe these 132 // apply_lights also iterates over this area, maybe these
128 // two passes could be combined somehow. 133 // two passes could be combined somehow.
129 unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y) 134 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
130 { 135 {
131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; 136 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; 137 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
133 } 138 }
134 } 139 }
154 sint8 x = LOS_X0 + dx; 159 sint8 x = LOS_X0 + dx;
155 sint8 y = LOS_Y0 + dy; 160 sint8 y = LOS_Y0 + dy;
156 161
157 los_info &l = los[x][y]; 162 los_info &l = los[x][y];
158 163
159 if (expect_true (l.flags & (FLG_XI | FLG_YI))) 164 if (ecb_expect_true (l.flags & (FLG_XI | FLG_YI)))
160 { 165 {
161 l.culled = 1; 166 l.culled = 1;
162 l.xo = l.yo = l.xe = l.ye = 0; 167 l.xo = l.yo = l.xe = l.ye = 0;
163 168
164 // check contributing spaces, first horizontal 169 // check contributing spaces, first horizontal
165 if (expect_true (l.flags & FLG_XI)) 170 if (ecb_expect_true (l.flags & FLG_XI))
166 { 171 {
167 los_info *xi = &los[x - sign (dx)][y]; 172 los_info *xi = &los[x - sign (dx)][y];
168 173
169 // don't cull unless obscured 174 // don't cull unless obscured
170 l.culled &= !xi->visible; 175 l.culled &= !xi->visible;
171 176
172 /* merge input space */ 177 /* merge input space */
173 if (expect_false (xi->xo || xi->yo)) 178 if (ecb_expect_false (xi->xo || xi->yo))
174 { 179 {
175 // The X input can provide two main pieces of information: 180 // The X input can provide two main pieces of information:
176 // 1. Progressive X obscurity. 181 // 1. Progressive X obscurity.
177 // 2. Recessive Y obscurity. 182 // 2. Recessive Y obscurity.
178 183
179 // Progressive X obscurity, favouring recessive input angle 184 // Progressive X obscurity, favouring recessive input angle
180 if (xi->xe > 0 && l.xo == 0) 185 if (xi->xe > 0 && l.xo == 0)
195 } 200 }
196 } 201 }
197 } 202 }
198 203
199 // check contributing spaces, last vertical, identical structure 204 // check contributing spaces, last vertical, identical structure
200 if (expect_true (l.flags & FLG_YI)) 205 if (ecb_expect_true (l.flags & FLG_YI))
201 { 206 {
202 los_info *yi = &los[x][y - sign (dy)]; 207 los_info *yi = &los[x][y - sign (dy)];
203 208
204 // don't cull unless obscured 209 // don't cull unless obscured
205 l.culled &= !yi->visible; 210 l.culled &= !yi->visible;
206 211
207 /* merge input space */ 212 /* merge input space */
208 if (expect_false (yi->yo || yi->xo)) 213 if (ecb_expect_false (yi->yo || yi->xo))
209 { 214 {
210 // The Y input can provide two main pieces of information: 215 // The Y input can provide two main pieces of information:
211 // 1. Progressive Y obscurity. 216 // 1. Progressive Y obscurity.
212 // 2. Recessive X obscurity. 217 // 2. Recessive X obscurity.
213 218
214 // Progressive Y obscurity, favouring recessive input angle 219 // Progressive Y obscurity, favouring recessive input angle
215 if (yi->ye > 0 && l.yo == 0) 220 if (yi->ye > 0 && l.yo == 0)
256 } 261 }
257 262
258 } 263 }
259 264
260 // Expands by the unit length in each component's current direction. 265 // Expands by the unit length in each component's current direction.
261 // If a component has no direction, then it is expanded in both of its 266 // If a component has no direction, then it is expanded in both of its
262 // positive and negative directions. 267 // positive and negative directions.
263 if (!l.culled) 268 if (!l.culled)
264 { 269 {
265 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); 270 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
266 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); 271 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
301 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) 306 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; 307 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
303 } 308 }
304} los_init; 309} los_init;
305 310
311// the following functions cannot be static, due to c++ stupidity :/
312namespace {
306// brighten area, ignore los 313 // brighten area, ignore los
307sint8 314 sint8
308los_brighten_nolos (sint8 b, sint8 l) 315 los_brighten_nolos (sint8 b, sint8 l)
309{ 316 {
310 return min (b, l); 317 return min (b, l);
311} 318 }
312 319
313// brighten area, but respect los 320 // brighten area, but respect los
314sint8 321 sint8
315los_brighten (sint8 b, sint8 l) 322 los_brighten (sint8 b, sint8 l)
316{ 323 {
317 return b == LOS_BLOCKED ? b : min (b, l); 324 return b == LOS_BLOCKED ? b : min (b, l);
318} 325 }
319 326
320// darken area, respect los 327 // darken area, respect los
321sint8 328 sint8
322los_darken (sint8 b, sint8 l) 329 los_darken (sint8 b, sint8 l)
323{ 330 {
324 return max (b, l); 331 return max (b, l);
325} 332 }
333};
326 334
327template<sint8 change_it (sint8, sint8)> 335template<sint8 change_it (sint8, sint8)>
328static void 336static void
329apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) 337apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
330{ 338{
344 for (int ay = ay0; ay <= ay1; ay++) 352 for (int ay = ay0; ay <= ay1; ay++)
345 pl->los[ax][ay] = 353 pl->los[ax][ay] =
346 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]); 354 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
347} 355}
348 356
349/* add light, by finding all (non-null) nearby light sources, then 357/* add light, by finding all (non-null) nearby light sources, then
350 * mark those squares specially. 358 * mark those squares specially.
351 */ 359 */
352static void 360static void
353apply_lights (player *pl) 361apply_lights (player *pl)
354{ 362{
359 int half_y = pl->ns->mapy / 2; 367 int half_y = pl->ns->mapy / 2;
360 368
361 int pass2 = 0; // negative lights have an extra pass 369 int pass2 = 0; // negative lights have an extra pass
362 370
363 maprect *rects = pl->viewpoint->map->split_to_tiles ( 371 maprect *rects = pl->viewpoint->map->split_to_tiles (
372 mapwalk_buf,
364 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, 373 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
365 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, 374 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
366 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, 375 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
367 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 376 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
368 ); 377 );
390 { 399 {
391 mapspace &ms = m->at (nx, ny); 400 mapspace &ms = m->at (nx, ny);
392 ms.update (); 401 ms.update ();
393 sint8 light = ms.light; 402 sint8 light = ms.light;
394 403
395 if (expect_false (light)) 404 if (ecb_expect_false (light))
396 if (light < 0) 405 if (light < 0)
397 pass2 = 1; 406 pass2 = 1;
398 else 407 else
399 { 408 {
400 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); 409 light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
432 { 441 {
433 mapspace &ms = m->at (nx, ny); 442 mapspace &ms = m->at (nx, ny);
434 ms.update (); 443 ms.update ();
435 sint8 light = ms.light; 444 sint8 light = ms.light;
436 445
437 if (expect_false (light < 0)) 446 if (ecb_expect_false (light < 0))
438 { 447 {
439 light = clamp (light - bonus, 0, MAX_DARKNESS); 448 light = clamp (light - bonus, 0, MAX_DARKNESS);
440 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); 449 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
441 } 450 }
442 } 451 }
443} 452}
444 453
445/* blinded_sight() - sets all viewable squares to blocked except 454/* blinded_sight() - sets all viewable squares to blocked except
446 * for the one the central one that the player occupies. A little 455 * for the one the central one that the player occupies. A little
447 * odd that you can see yourself (and what your standing on), but 456 * odd that you can see yourself (and what your standing on), but
448 * really need for any reasonable game play. 457 * really need for any reasonable game play.
449 */ 458 */
450static void 459static void
526 if (!pl->ob || !pl->ob->map || !pl->ns) 535 if (!pl->ob || !pl->ob->map || !pl->ns)
527 continue; 536 continue;
528 537
529 rv_vector rv; 538 rv_vector rv;
530 539
531 get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); 540 get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
532 541
533 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) 542 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
534 pl->do_los = 1; 543 pl->do_los = 1;
535 } 544 }
536} 545}

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