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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 <global.h> |
23 | #include <global.h> |
25 | #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 |
26 | |
28 | |
27 | // los flags |
29 | // los flags |
28 | enum { |
30 | enum { |
29 | FLG_XI = 0x01, // we have an x-parent |
31 | FLG_XI = 0x01, // we have an x-parent |
30 | FLG_YI = 0x02, // we have an y-parent |
32 | FLG_YI = 0x02, // we have an y-parent |
31 | FLG_BLOCKED = 0x04, // this space blocks the view |
33 | FLG_BLOCKED = 0x04, // this space blocks the view |
32 | FLG_QUEUED = 0x80 // already queued in queue, or border |
34 | FLG_QUEUED = 0x80 // already queued in queue, or border |
33 | }; |
35 | }; |
34 | |
36 | |
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37 | // it is important for performance reasons that this structure |
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38 | // has a size easily computable by the cpu (*8 is perfect). |
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39 | // it is possible to move culled and visible into flags, at |
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40 | // some speed loss. |
35 | struct los_info |
41 | struct los_info |
36 | { |
42 | { |
37 | uint8 flags; // FLG_xxx |
43 | uint8 flags; // FLG_xxx |
38 | uint8 culled; // culled from "tree" |
44 | uint8 culled; // culled from "tree" |
39 | uint8 visible; |
45 | uint8 visible; |
… | |
… | |
79 | |
85 | |
80 | los_info &l = los[x][y]; |
86 | los_info &l = los[x][y]; |
81 | |
87 | |
82 | l.flags |= flags; |
88 | l.flags |= flags; |
83 | |
89 | |
84 | if (l.flags & FLG_QUEUED) |
90 | if (expect_false (l.flags & FLG_QUEUED)) |
85 | return; |
91 | return; |
86 | |
92 | |
87 | l.flags |= FLG_QUEUED; |
93 | l.flags |= FLG_QUEUED; |
88 | |
94 | |
89 | queue[q1].x = dx; |
95 | queue[q1].x = dx; |
… | |
… | |
99 | // still is basically the same algorithm. |
105 | // still is basically the same algorithm. |
100 | static void |
106 | static void |
101 | calculate_los (player *pl) |
107 | calculate_los (player *pl) |
102 | { |
108 | { |
103 | { |
109 | { |
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110 | memset (los, 0, sizeof (los)); |
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111 | |
104 | // we keep one line for ourselves, for the border flag |
112 | // we keep one line for ourselves, for the border flag |
105 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
113 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
106 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
114 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
107 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
115 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
108 | |
116 | |
… | |
… | |
116 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
124 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
117 | |
125 | |
118 | // now reset the los area and also add blocked flags |
126 | // now reset the los area and also add blocked flags |
119 | // which supposedly is faster than doing it inside the |
127 | // which supposedly is faster than doing it inside the |
120 | // spiral path algorithm below, except when very little |
128 | // spiral path algorithm below, except when very little |
121 | // area is visible, in which case it is slower, evening |
129 | // area is visible, in which case it is slower. which evens |
122 | // out los calculation times between large and small los maps. |
130 | // out los calculation times between large and small los maps. |
123 | // apply_lights also iterates over this area, maybe these |
131 | // apply_lights also iterates over this area, maybe these |
124 | // two passes could be combined somehow. |
132 | // two passes could be combined somehow. |
125 | rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) |
133 | unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y) |
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134 | { |
126 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
135 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
127 | l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
136 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
128 | rectangular_mapspace_iterate_end |
137 | } |
129 | } |
138 | } |
130 | |
139 | |
131 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
140 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
132 | enqueue (0, 0); // enqueue center |
141 | enqueue (0, 0); // enqueue center |
133 | |
142 | |
… | |
… | |
263 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
272 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
264 | } |
273 | } |
265 | } |
274 | } |
266 | } |
275 | } |
267 | |
276 | |
268 | /* returns true if op carries one or more lights |
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269 | * This is a trivial function now days, but it used to |
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270 | * be a bit longer. Probably better for callers to just |
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271 | * check the op->glow_radius instead of calling this. |
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272 | */ |
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273 | int |
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274 | has_carried_lights (const object *op) |
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275 | { |
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276 | /* op may glow! */ |
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277 | if (op->glow_radius > 0) |
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278 | return 1; |
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279 | |
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280 | return 0; |
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281 | } |
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282 | |
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283 | /* radius, distance => lightness adjust */ |
277 | /* radius, distance => lightness adjust */ |
284 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
278 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
285 | static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
279 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
286 | |
280 | |
287 | static struct los_init |
281 | static struct los_init |
288 | { |
282 | { |
289 | los_init () |
283 | los_init () |
290 | { |
284 | { |
… | |
… | |
297 | { |
291 | { |
298 | // max intensity |
292 | // max intensity |
299 | int intensity = min (LOS_MAX, abs (radius) + 1); |
293 | int intensity = min (LOS_MAX, abs (radius) + 1); |
300 | |
294 | |
301 | // actual intensity |
295 | // actual intensity |
302 | 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)); |
303 | |
297 | |
304 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
298 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
305 | ? min (3, intensity) |
299 | ? min (3, intensity) |
306 | : LOS_MAX - intensity; |
300 | : LOS_MAX - intensity; |
307 | } |
301 | } |
308 | |
302 | |
309 | /* for general vision */ |
303 | /* for general vision */ |
310 | for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
304 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
311 | for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
305 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
312 | { |
306 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
313 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
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314 | } |
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315 | } |
307 | } |
316 | } los_init; |
308 | } los_init; |
317 | |
309 | |
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310 | // the following functions cannot be static, due to c++ stupidity :/ |
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311 | namespace { |
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312 | // brighten area, ignore los |
318 | sint8 |
313 | sint8 |
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314 | los_brighten_nolos (sint8 b, sint8 l) |
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315 | { |
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316 | return min (b, l); |
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317 | } |
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318 | |
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319 | // brighten area, but respect los |
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320 | sint8 |
319 | los_brighten (sint8 b, sint8 l) |
321 | los_brighten (sint8 b, sint8 l) |
320 | { |
322 | { |
321 | return b == LOS_BLOCKED ? b : min (b, l); |
323 | return b == LOS_BLOCKED ? b : min (b, l); |
322 | } |
324 | } |
323 | |
325 | |
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326 | // darken area, respect los |
324 | sint8 |
327 | sint8 |
325 | los_darken (sint8 b, sint8 l) |
328 | los_darken (sint8 b, sint8 l) |
326 | { |
329 | { |
327 | return max (b, l); |
330 | return max (b, l); |
328 | } |
331 | } |
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332 | }; |
329 | |
333 | |
330 | template<sint8 change_it (sint8, sint8)> |
334 | template<sint8 change_it (sint8, sint8)> |
331 | static void |
335 | static void |
332 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
336 | apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table) |
333 | { |
337 | { |
… | |
… | |
353 | * mark those squares specially. |
357 | * mark those squares specially. |
354 | */ |
358 | */ |
355 | static void |
359 | static void |
356 | apply_lights (player *pl) |
360 | apply_lights (player *pl) |
357 | { |
361 | { |
358 | object *op = pl->observe; |
362 | object *op = pl->viewpoint; |
359 | int darklevel = op->map->darklevel (); |
363 | int darklevel = op->map->darklevel (); |
360 | |
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361 | /* If the player can see in the dark, lower the darklevel for him */ |
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362 | if (op->flag [FLAG_SEE_IN_DARK]) |
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363 | darklevel = max (0, darklevel - 2); |
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364 | |
364 | |
365 | int half_x = pl->ns->mapx / 2; |
365 | int half_x = pl->ns->mapx / 2; |
366 | int half_y = pl->ns->mapy / 2; |
366 | int half_y = pl->ns->mapy / 2; |
367 | |
367 | |
368 | int pass2 = 0; // negative lights have an extra pass |
368 | int pass2 = 0; // negative lights have an extra pass |
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369 | |
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370 | maprect *rects = pl->viewpoint->map->split_to_tiles ( |
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371 | mapwalk_buf, |
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372 | pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS, |
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373 | pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS, |
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374 | pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1, |
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375 | pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1 |
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376 | ); |
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377 | |
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378 | /* If the player can see in the dark, increase light/vision radius */ |
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379 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
369 | |
380 | |
370 | if (!darklevel) |
381 | if (!darklevel) |
371 | pass2 = 1; |
382 | pass2 = 1; |
372 | else |
383 | else |
373 | { |
384 | { |
… | |
… | |
380 | * Only process the area of interest. |
391 | * Only process the area of interest. |
381 | * the basex, basey values represent the position in the op->contr->los |
392 | * the basex, basey values represent the position in the op->contr->los |
382 | * array. Its easier to just increment them here (and start with the right |
393 | * array. Its easier to just increment them here (and start with the right |
383 | * value) than to recalculate them down below. |
394 | * value) than to recalculate them down below. |
384 | */ |
395 | */ |
385 | 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) |
396 | for (maprect *r = rects; r->m; ++r) |
386 | if (m) |
397 | rect_mapwalk (r, 0, 0) |
387 | { |
398 | { |
388 | mapspace &ms = m->at (nx, ny); |
399 | mapspace &ms = m->at (nx, ny); |
389 | ms.update (); |
400 | ms.update (); |
390 | sint8 light = ms.light; |
401 | sint8 light = ms.light; |
391 | |
402 | |
392 | if (expect_false (light)) |
403 | if (expect_false (light)) |
393 | if (light < 0) |
404 | if (light < 0) |
394 | pass2 = 1; |
405 | pass2 = 1; |
395 | else |
406 | else |
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407 | { |
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408 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
396 | apply_light<los_brighten> (pl, dx, dy, 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]); |
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410 | } |
397 | } |
411 | } |
398 | rectangular_mapspace_iterate_end |
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399 | |
412 | |
400 | /* grant some vision to the player, based on the darklevel */ |
413 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
401 | { |
414 | { |
402 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
415 | int light; |
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416 | |
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417 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
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418 | light = MAX_DARKNESS - op->map->darkness; |
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419 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
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420 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
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421 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
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422 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
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423 | |
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424 | light = clamp (light + bonus, 0, MAX_VISION); |
403 | |
425 | |
404 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
426 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
405 | } |
427 | } |
406 | } |
428 | } |
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429 | |
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430 | // when we fly high, we have some minimum viewable area around us, like x-ray |
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431 | if (op->move_type & MOVE_FLY_HIGH) |
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432 | apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]); |
407 | |
433 | |
408 | // possibly do 2nd pass for rare negative glow radii |
434 | // possibly do 2nd pass for rare negative glow radii |
409 | // 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 |
410 | // but they can't darken a place completely |
436 | // but they can't darken a place completely |
411 | if (pass2) |
437 | if (pass2) |
412 | 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) |
438 | for (maprect *r = rects; r->m; ++r) |
413 | if (m) |
439 | rect_mapwalk (r, 0, 0) |
414 | { |
440 | { |
415 | mapspace &ms = m->at (nx, ny); |
441 | mapspace &ms = m->at (nx, ny); |
416 | ms.update (); |
442 | ms.update (); |
417 | sint8 light = ms.light; |
443 | sint8 light = ms.light; |
418 | |
444 | |
419 | if (expect_false (light < 0)) |
445 | if (expect_false (light < 0)) |
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446 | { |
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447 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
420 | apply_light<los_darken> (pl, dx, dy, -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]); |
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449 | } |
421 | } |
450 | } |
422 | rectangular_mapspace_iterate_end |
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423 | } |
451 | } |
424 | |
452 | |
425 | /* blinded_sight() - sets all viewable squares to blocked except |
453 | /* blinded_sight() - sets all viewable squares to blocked except |
426 | * 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 |
427 | * odd that you can see yourself (and what your standing on), but |
455 | * odd that you can see yourself (and what your standing on), but |
… | |
… | |
443 | if (ob->flag [FLAG_REMOVED])//D really needed? |
471 | if (ob->flag [FLAG_REMOVED])//D really needed? |
444 | return; |
472 | return; |
445 | |
473 | |
446 | if (ob->flag [FLAG_WIZLOOK]) |
474 | if (ob->flag [FLAG_WIZLOOK]) |
447 | clear_los (0); |
475 | clear_los (0); |
448 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
476 | else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */ |
449 | { |
477 | { |
450 | clear_los (); |
478 | clear_los (); |
451 | blinded_sight (this); |
479 | blinded_sight (this); |
452 | } |
480 | } |
453 | else |
481 | else |
… | |
… | |
455 | clear_los (); |
483 | clear_los (); |
456 | calculate_los (this); |
484 | calculate_los (this); |
457 | apply_lights (this); |
485 | apply_lights (this); |
458 | } |
486 | } |
459 | |
487 | |
460 | if (observe->flag [FLAG_XRAYS]) |
488 | if (viewpoint->flag [FLAG_XRAYS]) |
461 | for (int dx = -2; dx <= 2; dx++) |
489 | for (int dx = -2; dx <= 2; dx++) |
462 | for (int dy = -2; dy <= 2; dy++) |
490 | for (int dy = -2; dy <= 2; dy++) |
463 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
491 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
464 | } |
492 | } |
465 | |
493 | |
… | |
… | |
504 | * check as a safety |
532 | * check as a safety |
505 | */ |
533 | */ |
506 | if (!pl->ob || !pl->ob->map || !pl->ns) |
534 | if (!pl->ob || !pl->ob->map || !pl->ns) |
507 | continue; |
535 | continue; |
508 | |
536 | |
509 | /* Same map is simple case - see if pl is close enough. |
537 | rv_vector rv; |
510 | * Note in all cases, we did the check for same map first, |
538 | |
511 | * and then see if the player is close enough and update |
539 | get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv); |
512 | * los if that is the case. If the player is on the |
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513 | * corresponding map, but not close enough, then the |
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514 | * player can't be on another map that may be closer, |
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515 | * so by setting it up this way, we trim processing |
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516 | * some. |
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517 | */ |
540 | |
518 | if (pl->ob->map == map) |
541 | if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
519 | { |
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520 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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521 | pl->do_los = 1; |
542 | pl->do_los = 1; |
522 | } |
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523 | |
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524 | /* Now we check to see if player is on adjacent |
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525 | * maps to the one that changed and also within |
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526 | * view. The tile_maps[] could be null, but in that |
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527 | * case it should never match the pl->ob->map, so |
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528 | * we want ever try to dereference any of the data in it. |
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529 | * |
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530 | * The logic for 0 and 3 is to see how far the player is |
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531 | * from the edge of the map (height/width) - pl->ob->(x,y) |
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532 | * and to add current position on this map - that gives a |
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533 | * distance. |
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534 | * For 1 and 2, we check to see how far the given |
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535 | * coordinate (x,y) is from the corresponding edge, |
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536 | * and then add the players location, which gives |
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537 | * a distance. |
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538 | */ |
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539 | else if (pl->ob->map == map->tile_map[0]) |
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540 | { |
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541 | 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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542 | pl->do_los = 1; |
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543 | } |
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544 | else if (pl->ob->map == map->tile_map[2]) |
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545 | { |
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546 | 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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547 | pl->do_los = 1; |
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548 | } |
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549 | else if (pl->ob->map == map->tile_map[1]) |
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550 | { |
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551 | 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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552 | pl->do_los = 1; |
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553 | } |
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554 | else if (pl->ob->map == map->tile_map[3]) |
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555 | { |
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556 | 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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557 | pl->do_los = 1; |
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558 | } |
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559 | } |
543 | } |
560 | } |
544 | } |
561 | |
545 | |
562 | static const int season_darkness[5][HOURS_PER_DAY] = { |
546 | static const int season_darkness[5][HOURS_PER_DAY] = { |
563 | /*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 */ |
… | |
… | |
636 | if (pl->ob->map == op->map && |
620 | if (pl->ob->map == op->map && |
637 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
621 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
638 | 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) |
622 | 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) |
639 | pl->do_los = 1; |
623 | pl->do_los = 1; |
640 | } |
624 | } |
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625 | |