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Comparing deliantra/server/common/los.C (file contents):
Revision 1.55 by root, Tue Jan 6 19:17:06 2009 UTC vs.
Revision 1.68 by root, Sun Feb 7 04:22:32 2010 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 3 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
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
37// it is important for performance reasons that this structure
38// has a size easily computable by the cpu (*8 is perfect).
39// it is possible to move culled and visible into flags, at
40// some speed loss.
37struct los_info 41struct 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 }
270 } 274 }
271} 275}
272 276
273/* radius, distance => lightness adjust */ 277/* radius, distance => lightness adjust */
274static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; 278static 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]; 279static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
276 280
277static struct los_init 281static struct los_init
278{ 282{
279 los_init () 283 los_init ()
280 { 284 {
287 { 291 {
288 // max intensity 292 // max intensity
289 int intensity = min (LOS_MAX, abs (radius) + 1); 293 int intensity = min (LOS_MAX, abs (radius) + 1);
290 294
291 // actual intensity 295 // actual intensity
292 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); 296 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
293 297
294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 298 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
295 ? min (3, intensity) 299 ? min (3, intensity)
296 : LOS_MAX - intensity; 300 : LOS_MAX - intensity;
297 } 301 }
298 302
299 /* for general vision */ 303 /* for general vision */
300 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) 304 for (int radius = 0; radius <= MAX_VISION; ++radius)
301 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) 305 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
302 vision_atten [radius][distance] = distance <= radius ? 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
310// the following functions cannot be static, due to c++ stupidity :/
311namespace {
312 // brighten area, ignore los
306sint8 313 sint8
314 los_brighten_nolos (sint8 b, sint8 l)
315 {
316 return min (b, l);
317 }
318
319 // brighten area, but respect los
320 sint8
307los_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
326 // darken area, respect los
312sint8 327 sint8
313los_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 }
332};
317 333
318template<sint8 change_it (sint8, sint8)> 334template<sint8 change_it (sint8, sint8)>
319static void 335static void
320apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) 336apply_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 */
343static void 359static void
344apply_lights (player *pl) 360apply_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 (
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 );
377
378 /* If the player can see in the dark, increase light/vision radius */
379 int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
360 380
361 if (!darklevel) 381 if (!darklevel)
362 pass2 = 1; 382 pass2 = 1;
363 else 383 else
364 { 384 {
382 402
383 if (expect_false (light)) 403 if (expect_false (light))
384 if (light < 0) 404 if (light < 0)
385 pass2 = 1; 405 pass2 = 1;
386 else 406 else
407 {
408 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]); 409 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
410 }
388 } 411 }
389 412
390 /* grant some vision to the player, based on the darklevel */ 413 /* grant some vision to the player, based on outside, outdoor, and darklevel */
391 { 414 {
392 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); 415 int light;
393 416
394 /* If the player can see in the dark, lower the darklevel for him */ 417 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
395 if (op->flag [FLAG_SEE_IN_DARK]) 418 light = MAX_DARKNESS - op->map->darkness;
396 light += SEE_IN_DARK_RADIUS; 419 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
420 light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
421 else // outdoor and darkness <= 0 => start wide and decrease quickly
422 light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
423
424 light = clamp (light + bonus, 0, MAX_VISION);
397 425
398 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); 426 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
399 } 427 }
400 } 428 }
429
430 // when we fly high, we have some minimum viewable area around us, like x-ray
431 if (op->move_type & MOVE_FLY_HIGH)
432 apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
401 433
402 // possibly do 2nd pass for rare negative glow radii 434 // possibly do 2nd pass for rare negative glow radii
403 // 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
404 // but they can't darken a place completely 436 // but they can't darken a place completely
405 if (pass2) 437 if (pass2)
409 mapspace &ms = m->at (nx, ny); 441 mapspace &ms = m->at (nx, ny);
410 ms.update (); 442 ms.update ();
411 sint8 light = ms.light; 443 sint8 light = ms.light;
412 444
413 if (expect_false (light < 0)) 445 if (expect_false (light < 0))
446 {
447 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]); 448 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
449 }
415 } 450 }
416} 451}
417 452
418/* blinded_sight() - sets all viewable squares to blocked except 453/* blinded_sight() - sets all viewable squares to blocked except
419 * for the one the central one that the player occupies. A little 454 * for the one the central one that the player occupies. A little
436 if (ob->flag [FLAG_REMOVED])//D really needed? 471 if (ob->flag [FLAG_REMOVED])//D really needed?
437 return; 472 return;
438 473
439 if (ob->flag [FLAG_WIZLOOK]) 474 if (ob->flag [FLAG_WIZLOOK])
440 clear_los (0); 475 clear_los (0);
441 else if (observe->flag [FLAG_BLIND]) /* player is blind */ 476 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
442 { 477 {
443 clear_los (); 478 clear_los ();
444 blinded_sight (this); 479 blinded_sight (this);
445 } 480 }
446 else 481 else
448 clear_los (); 483 clear_los ();
449 calculate_los (this); 484 calculate_los (this);
450 apply_lights (this); 485 apply_lights (this);
451 } 486 }
452 487
453 if (observe->flag [FLAG_XRAYS]) 488 if (viewpoint->flag [FLAG_XRAYS])
454 for (int dx = -2; dx <= 2; dx++) 489 for (int dx = -2; dx <= 2; dx++)
455 for (int dy = -2; dy <= 2; dy++) 490 for (int dy = -2; dy <= 2; dy++)
456 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); 491 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
457} 492}
458 493
487 * map is the map that changed, x and y are the coordinates. 522 * map is the map that changed, x and y are the coordinates.
488 */ 523 */
489void 524void
490update_all_los (const maptile *map, int x, int y) 525update_all_los (const maptile *map, int x, int y)
491{ 526{
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 (); 527 map->at (x, y).invalidate ();
497 528
498 for_all_players (pl) 529 for_all_players (pl)
499 { 530 {
500 /* Player should not have a null map, but do this 531 /* Player should not have a null map, but do this
501 * check as a safety 532 * check as a safety
502 */ 533 */
503 if (!pl->ob || !pl->ob->map || !pl->ns) 534 if (!pl->ob || !pl->ob->map || !pl->ns)
504 continue; 535 continue;
505 536
506 /* Same map is simple case - see if pl is close enough. 537 rv_vector rv;
507 * Note in all cases, we did the check for same map first, 538
508 * and then see if the player is close enough and update 539 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 */ 540
515 if (pl->ob->map == map) 541 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; 542 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 } 543 }
555} 544}
556 545
557static const int season_darkness[5][HOURS_PER_DAY] = { 546static 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 */ 547 /*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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