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Revision: 1.55
Committed: Tue Jan 6 19:17:06 2009 UTC (15 years, 4 months ago) by root
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Branch: MAIN
Changes since 1.54: +0 -15 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <cmath>
26
27 #define SEE_IN_DARK_RADIUS 3
28
29 // los flags
30 enum {
31 FLG_XI = 0x01, // we have an x-parent
32 FLG_YI = 0x02, // we have an y-parent
33 FLG_BLOCKED = 0x04, // this space blocks the view
34 FLG_QUEUED = 0x80 // already queued in queue, or border
35 };
36
37 struct los_info
38 {
39 uint8 flags; // FLG_xxx
40 uint8 culled; // culled from "tree"
41 uint8 visible;
42 uint8 pad0;
43
44 sint8 xo, yo; // obscure angle
45 sint8 xe, ye; // angle deviation
46 };
47
48 // temporary storage for the los algorithm,
49 // one los_info for each lightable map space
50 static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
51
52 struct point
53 {
54 sint8 x, y;
55 };
56
57 // minimum size, but must be a power of two
58 #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
59
60 // a queue of spaces to calculate
61 static point queue [QUEUE_LENGTH];
62 static int q1, q2; // queue start, end
63
64 /*
65 * Clears/initialises the los-array associated to the player
66 * controlling the object.
67 */
68 void
69 player::clear_los (sint8 value)
70 {
71 memset (los, value, sizeof (los));
72 }
73
74 // enqueue a single mapspace, but only if it hasn't
75 // been enqueued yet.
76 static void
77 enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
78 {
79 sint8 x = LOS_X0 + dx;
80 sint8 y = LOS_Y0 + dy;
81
82 los_info &l = los[x][y];
83
84 l.flags |= flags;
85
86 if (l.flags & FLG_QUEUED)
87 return;
88
89 l.flags |= FLG_QUEUED;
90
91 queue[q1].x = dx;
92 queue[q1].y = dy;
93
94 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
95 }
96
97 // run the los algorithm
98 // this is a variant of a spiral los algorithm taken from
99 // http://www.geocities.com/temerra/los_rays.html
100 // which has been simplified and changed considerably, but
101 // still is basically the same algorithm.
102 static void
103 calculate_los (player *pl)
104 {
105 {
106 memset (los, 0, sizeof (los));
107
108 // we keep one line for ourselves, for the border flag
109 // so the client area is actually MAP_CLIENT_(X|Y) - 2
110 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
111 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
112
113 // create borders, the corners are not touched
114 for (int dx = -half_x; dx <= half_x; ++dx)
115 los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
116 los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
117
118 for (int dy = -half_y; dy <= half_y; ++dy)
119 los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
120 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
121
122 // now reset the los area and also add blocked flags
123 // which supposedly is faster than doing it inside the
124 // spiral path algorithm below, except when very little
125 // area is visible, in which case it is slower. which evens
126 // out los calculation times between large and small los maps.
127 // apply_lights also iterates over this area, maybe these
128 // two passes could be combined somehow.
129 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
130 {
131 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
132 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
133 }
134 }
135
136 q1 = 0; q2 = 0; // initialise queue, not strictly required
137 enqueue (0, 0); // enqueue center
138
139 // treat the origin specially
140 los[LOS_X0][LOS_Y0].visible = 1;
141 pl->los[LOS_X0][LOS_Y0] = 0;
142
143 // loop over all enqueued points until the queue is empty
144 // the order in which this is done ensures that we
145 // never touch a mapspace whose input spaces we haven't checked
146 // yet.
147 while (q1 != q2)
148 {
149 sint8 dx = queue[q2].x;
150 sint8 dy = queue[q2].y;
151
152 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
153
154 sint8 x = LOS_X0 + dx;
155 sint8 y = LOS_Y0 + dy;
156
157 los_info &l = los[x][y];
158
159 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
160 {
161 l.culled = 1;
162 l.xo = l.yo = l.xe = l.ye = 0;
163
164 // check contributing spaces, first horizontal
165 if (expect_true (l.flags & FLG_XI))
166 {
167 los_info *xi = &los[x - sign (dx)][y];
168
169 // don't cull unless obscured
170 l.culled &= !xi->visible;
171
172 /* merge input space */
173 if (expect_false (xi->xo || xi->yo))
174 {
175 // The X input can provide two main pieces of information:
176 // 1. Progressive X obscurity.
177 // 2. Recessive Y obscurity.
178
179 // Progressive X obscurity, favouring recessive input angle
180 if (xi->xe > 0 && l.xo == 0)
181 {
182 l.xe = xi->xe - xi->yo;
183 l.ye = xi->ye + xi->yo;
184 l.xo = xi->xo;
185 l.yo = xi->yo;
186 }
187
188 // Recessive Y obscurity
189 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
190 {
191 l.ye = xi->yo + xi->ye;
192 l.xe = xi->xe - xi->yo;
193 l.xo = xi->xo;
194 l.yo = xi->yo;
195 }
196 }
197 }
198
199 // check contributing spaces, last vertical, identical structure
200 if (expect_true (l.flags & FLG_YI))
201 {
202 los_info *yi = &los[x][y - sign (dy)];
203
204 // don't cull unless obscured
205 l.culled &= !yi->visible;
206
207 /* merge input space */
208 if (expect_false (yi->yo || yi->xo))
209 {
210 // The Y input can provide two main pieces of information:
211 // 1. Progressive Y obscurity.
212 // 2. Recessive X obscurity.
213
214 // Progressive Y obscurity, favouring recessive input angle
215 if (yi->ye > 0 && l.yo == 0)
216 {
217 l.ye = yi->ye - yi->xo;
218 l.xe = yi->xe + yi->xo;
219 l.yo = yi->yo;
220 l.xo = yi->xo;
221 }
222
223 // Recessive X obscurity
224 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
225 {
226 l.xe = yi->xo + yi->xe;
227 l.ye = yi->ye - yi->xo;
228 l.yo = yi->yo;
229 l.xo = yi->xo;
230 }
231 }
232 }
233
234 if (l.flags & FLG_BLOCKED)
235 {
236 l.xo = l.xe = abs (dx);
237 l.yo = l.ye = abs (dy);
238
239 // we obscure dependents, but might be visible
240 // copy the los from the square towards the player,
241 // so outward diagonal corners are lit.
242 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
243
244 l.visible = false;
245 }
246 else
247 {
248 // we are not blocked, so calculate visibility, by checking
249 // whether we are inside or outside the shadow
250 l.visible = (l.xe <= 0 || l.xe > l.xo)
251 && (l.ye <= 0 || l.ye > l.yo);
252
253 pl->los[x][y] = l.culled ? LOS_BLOCKED
254 : l.visible ? 0
255 : 3;
256 }
257
258 }
259
260 // 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
262 // positive and negative directions.
263 if (!l.culled)
264 {
265 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
266 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
267 if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
268 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
269 }
270 }
271 }
272
273 /* radius, distance => lightness adjust */
274 static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
275 static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1];
276
277 static struct los_init
278 {
279 los_init ()
280 {
281 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
282 !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
283
284 /* for lights */
285 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
286 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
287 {
288 // max intensity
289 int intensity = min (LOS_MAX, abs (radius) + 1);
290
291 // actual intensity
292 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
293
294 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
295 ? min (3, intensity)
296 : LOS_MAX - intensity;
297 }
298
299 /* for general vision */
300 for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius)
301 for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance)
302 vision_atten [radius][distance] = distance <= radius ? 3 : 4;
303 }
304 } los_init;
305
306 sint8
307 los_brighten (sint8 b, sint8 l)
308 {
309 return b == LOS_BLOCKED ? b : min (b, l);
310 }
311
312 sint8
313 los_darken (sint8 b, sint8 l)
314 {
315 return max (b, l);
316 }
317
318 template<sint8 change_it (sint8, sint8)>
319 static void
320 apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
321 {
322 // min or max the circular area around basex, basey
323 dx += LOS_X0;
324 dy += LOS_Y0;
325
326 int hx = pl->ns->mapx / 2;
327 int hy = pl->ns->mapy / 2;
328
329 int ax0 = max (LOS_X0 - hx, dx - light);
330 int ay0 = max (LOS_Y0 - hy, dy - light);
331 int ax1 = min (dx + light, LOS_X0 + hx);
332 int ay1 = min (dy + light, LOS_Y0 + hy);
333
334 for (int ax = ax0; ax <= ax1; ax++)
335 for (int ay = ay0; ay <= ay1; ay++)
336 pl->los[ax][ay] =
337 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
338 }
339
340 /* add light, by finding all (non-null) nearby light sources, then
341 * mark those squares specially.
342 */
343 static void
344 apply_lights (player *pl)
345 {
346 object *op = pl->observe;
347 int darklevel = op->map->darklevel ();
348
349 int half_x = pl->ns->mapx / 2;
350 int half_y = pl->ns->mapy / 2;
351
352 int pass2 = 0; // negative lights have an extra pass
353
354 maprect *rects = pl->observe->map->split_to_tiles (
355 pl->observe->x - half_x - MAX_LIGHT_RADIUS,
356 pl->observe->y - half_y - MAX_LIGHT_RADIUS,
357 pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
358 pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
359 );
360
361 if (!darklevel)
362 pass2 = 1;
363 else
364 {
365 /* first, make everything totally dark */
366 for (int dx = -half_x; dx <= half_x; dx++)
367 for (int dy = -half_x; dy <= half_y; dy++)
368 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
369
370 /*
371 * Only process the area of interest.
372 * the basex, basey values represent the position in the op->contr->los
373 * array. Its easier to just increment them here (and start with the right
374 * value) than to recalculate them down below.
375 */
376 for (maprect *r = rects; r->m; ++r)
377 rect_mapwalk (r, 0, 0)
378 {
379 mapspace &ms = m->at (nx, ny);
380 ms.update ();
381 sint8 light = ms.light;
382
383 if (expect_false (light))
384 if (light < 0)
385 pass2 = 1;
386 else
387 apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
388 }
389
390 /* grant some vision to the player, based on the darklevel */
391 {
392 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
393
394 /* If the player can see in the dark, lower the darklevel for him */
395 if (op->flag [FLAG_SEE_IN_DARK])
396 light += SEE_IN_DARK_RADIUS;
397
398 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
399 }
400 }
401
402 // possibly do 2nd pass for rare negative glow radii
403 // for effect, those are always considered to be stronger than anything else
404 // but they can't darken a place completely
405 if (pass2)
406 for (maprect *r = rects; r->m; ++r)
407 rect_mapwalk (r, 0, 0)
408 {
409 mapspace &ms = m->at (nx, ny);
410 ms.update ();
411 sint8 light = ms.light;
412
413 if (expect_false (light < 0))
414 apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
415 }
416 }
417
418 /* blinded_sight() - sets all viewable squares to blocked except
419 * for the one the central one that the player occupies. A little
420 * odd that you can see yourself (and what your standing on), but
421 * really need for any reasonable game play.
422 */
423 static void
424 blinded_sight (player *pl)
425 {
426 pl->los[LOS_X0][LOS_Y0] = 1;
427 }
428
429 /*
430 * update_los() recalculates the array which specifies what is
431 * visible for the given player-object.
432 */
433 void
434 player::update_los ()
435 {
436 if (ob->flag [FLAG_REMOVED])//D really needed?
437 return;
438
439 if (ob->flag [FLAG_WIZLOOK])
440 clear_los (0);
441 else if (observe->flag [FLAG_BLIND]) /* player is blind */
442 {
443 clear_los ();
444 blinded_sight (this);
445 }
446 else
447 {
448 clear_los ();
449 calculate_los (this);
450 apply_lights (this);
451 }
452
453 if (observe->flag [FLAG_XRAYS])
454 for (int dx = -2; dx <= 2; dx++)
455 for (int dy = -2; dy <= 2; dy++)
456 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
457 }
458
459 /* update all_map_los is like update_all_los below,
460 * but updates everyone on the map, no matter where they
461 * are. This generally should not be used, as a per
462 * specific map change doesn't make much sense when tiling
463 * is considered (lowering darkness would certainly be a
464 * strange effect if done on a tile map, as it makes
465 * the distinction between maps much more obvious to the
466 * players, which is should not be.
467 * Currently, this function is called from the
468 * change_map_light function
469 */
470 void
471 update_all_map_los (maptile *map)
472 {
473 for_all_players_on_map (pl, map)
474 pl->do_los = 1;
475 }
476
477 /*
478 * This function makes sure that update_los() will be called for all
479 * players on the given map within the next frame.
480 * It is triggered by removal or inserting of objects which blocks
481 * the sight in the map.
482 * Modified by MSW 2001-07-12 to take a coordinate of the changed
483 * position, and to also take map tiling into account. This change
484 * means that just being on the same map is not sufficient - the
485 * space that changes must be withing your viewable area.
486 *
487 * map is the map that changed, x and y are the coordinates.
488 */
489 void
490 update_all_los (const maptile *map, int x, int y)
491 {
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 ();
497
498 for_all_players (pl)
499 {
500 /* Player should not have a null map, but do this
501 * check as a safety
502 */
503 if (!pl->ob || !pl->ob->map || !pl->ns)
504 continue;
505
506 /* Same map is simple case - see if pl is close enough.
507 * Note in all cases, we did the check for same map first,
508 * and then see if the player is close enough and update
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 */
515 if (pl->ob->map == map)
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;
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 }
555 }
556
557 static 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 */
559 { 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 },
560 { 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 },
561 { 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 },
562 { 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 },
563 { 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 }
564 };
565
566 /*
567 * Tell players the time and compute the darkness level for all maps in the game.
568 * MUST be called exactly once per hour.
569 */
570 void
571 maptile::adjust_daylight ()
572 {
573 timeofday_t tod;
574
575 get_tod (&tod);
576
577 // log the time to log-1 every hour, and to chat every day
578 {
579 char todbuf[512];
580
581 format_tod (todbuf, sizeof (todbuf), &tod);
582
583 for_all_players (pl)
584 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
585 }
586
587 /* If the light level isn't changing, no reason to do all
588 * the work below.
589 */
590 sint8 new_darkness = season_darkness[tod.season][tod.hour];
591
592 if (new_darkness == maptile::outdoor_darkness)
593 return;
594
595 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
596 new_darkness > maptile::outdoor_darkness
597 ? "It becomes darker."
598 : "It becomes brighter.");
599
600 maptile::outdoor_darkness = new_darkness;
601
602 // we simply update the los for all players, which is unnecessarily
603 // costly, but should do for the moment.
604 for_all_players (pl)
605 pl->do_los = 1;
606 }
607
608 /*
609 * make_sure_seen: The object is supposed to be visible through walls, thus
610 * check if any players are nearby, and edit their LOS array.
611 */
612 void
613 make_sure_seen (const object *op)
614 {
615 for_all_players (pl)
616 if (pl->ob->map == op->map &&
617 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
618 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)
619 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
620 }
621
622 /*
623 * make_sure_not_seen: The object which is supposed to be visible through
624 * walls has just been removed from the map, so update the los of any
625 * players within its range
626 */
627 void
628 make_sure_not_seen (const object *op)
629 {
630 for_all_players (pl)
631 if (pl->ob->map == op->map &&
632 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
633 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)
634 pl->do_los = 1;
635 }
636