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Revision: 1.72
Committed: Tue Jan 3 11:25:31 2012 UTC (12 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +1 -1 lines
Log Message:
update copyrights to 2012

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 *
6 * 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 * Free Software Foundation, either version 3 of the License, or (at your
9 * option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * 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 * <http://www.gnu.org/licenses/>.
19 *
20 * The authors can be reached via e-mail to <support@deliantra.net>
21 */
22
23 #include <global.h>
24 #include <cmath>
25
26 #define SEE_IN_DARK_RADIUS 2
27 #define MAX_VISION 10 // maximum visible radius
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 // 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.
41 struct los_info
42 {
43 uint8 flags; // FLG_xxx
44 uint8 culled; // culled from "tree"
45 uint8 visible;
46 uint8 pad0;
47
48 sint8 xo, yo; // obscure angle
49 sint8 xe, ye; // angle deviation
50 };
51
52 // temporary storage for the los algorithm,
53 // one los_info for each lightable map space
54 static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
55
56 struct point
57 {
58 sint8 x, y;
59 };
60
61 // minimum size, but must be a power of two
62 #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
63
64 // a queue of spaces to calculate
65 static point queue [QUEUE_LENGTH];
66 static int q1, q2; // queue start, end
67
68 /*
69 * Clears/initialises the los-array associated to the player
70 * controlling the object.
71 */
72 void
73 player::clear_los (sint8 value)
74 {
75 memset (los, value, sizeof (los));
76 }
77
78 // enqueue a single mapspace, but only if it hasn't
79 // been enqueued yet.
80 static void
81 enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
82 {
83 sint8 x = LOS_X0 + dx;
84 sint8 y = LOS_Y0 + dy;
85
86 los_info &l = los[x][y];
87
88 l.flags |= flags;
89
90 if (expect_false (l.flags & FLG_QUEUED))
91 return;
92
93 l.flags |= FLG_QUEUED;
94
95 queue[q1].x = dx;
96 queue[q1].y = dy;
97
98 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
99 }
100
101 // run the los algorithm
102 // this is a variant of a spiral los algorithm taken from
103 // http://www.geocities.com/temerra/los_rays.html
104 // which has been simplified and changed considerably, but
105 // still is basically the same algorithm.
106 static void
107 calculate_los (player *pl)
108 {
109 {
110 memset (los, 0, sizeof (los));
111
112 // we keep one line for ourselves, for the border flag
113 // so the client area is actually MAP_CLIENT_(X|Y) - 2
114 int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
115 int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
116
117 // create borders, the corners are not touched
118 for (int dx = -half_x; dx <= half_x; ++dx)
119 los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
120 los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
121
122 for (int dy = -half_y; dy <= half_y; ++dy)
123 los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
124 los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
125
126 // now reset the los area and also add blocked flags
127 // which supposedly is faster than doing it inside the
128 // spiral path algorithm below, except when very little
129 // area is visible, in which case it is slower. which evens
130 // out los calculation times between large and small los maps.
131 // apply_lights also iterates over this area, maybe these
132 // two passes could be combined somehow.
133 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
134 {
135 los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
136 l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
137 }
138 }
139
140 q1 = 0; q2 = 0; // initialise queue, not strictly required
141 enqueue (0, 0); // enqueue center
142
143 // treat the origin specially
144 los[LOS_X0][LOS_Y0].visible = 1;
145 pl->los[LOS_X0][LOS_Y0] = 0;
146
147 // loop over all enqueued points until the queue is empty
148 // the order in which this is done ensures that we
149 // never touch a mapspace whose input spaces we haven't checked
150 // yet.
151 while (q1 != q2)
152 {
153 sint8 dx = queue[q2].x;
154 sint8 dy = queue[q2].y;
155
156 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
157
158 sint8 x = LOS_X0 + dx;
159 sint8 y = LOS_Y0 + dy;
160
161 los_info &l = los[x][y];
162
163 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
164 {
165 l.culled = 1;
166 l.xo = l.yo = l.xe = l.ye = 0;
167
168 // check contributing spaces, first horizontal
169 if (expect_true (l.flags & FLG_XI))
170 {
171 los_info *xi = &los[x - sign (dx)][y];
172
173 // don't cull unless obscured
174 l.culled &= !xi->visible;
175
176 /* merge input space */
177 if (expect_false (xi->xo || xi->yo))
178 {
179 // The X input can provide two main pieces of information:
180 // 1. Progressive X obscurity.
181 // 2. Recessive Y obscurity.
182
183 // Progressive X obscurity, favouring recessive input angle
184 if (xi->xe > 0 && l.xo == 0)
185 {
186 l.xe = xi->xe - xi->yo;
187 l.ye = xi->ye + xi->yo;
188 l.xo = xi->xo;
189 l.yo = xi->yo;
190 }
191
192 // Recessive Y obscurity
193 if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
194 {
195 l.ye = xi->yo + xi->ye;
196 l.xe = xi->xe - xi->yo;
197 l.xo = xi->xo;
198 l.yo = xi->yo;
199 }
200 }
201 }
202
203 // check contributing spaces, last vertical, identical structure
204 if (expect_true (l.flags & FLG_YI))
205 {
206 los_info *yi = &los[x][y - sign (dy)];
207
208 // don't cull unless obscured
209 l.culled &= !yi->visible;
210
211 /* merge input space */
212 if (expect_false (yi->yo || yi->xo))
213 {
214 // The Y input can provide two main pieces of information:
215 // 1. Progressive Y obscurity.
216 // 2. Recessive X obscurity.
217
218 // Progressive Y obscurity, favouring recessive input angle
219 if (yi->ye > 0 && l.yo == 0)
220 {
221 l.ye = yi->ye - yi->xo;
222 l.xe = yi->xe + yi->xo;
223 l.yo = yi->yo;
224 l.xo = yi->xo;
225 }
226
227 // Recessive X obscurity
228 if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
229 {
230 l.xe = yi->xo + yi->xe;
231 l.ye = yi->ye - yi->xo;
232 l.yo = yi->yo;
233 l.xo = yi->xo;
234 }
235 }
236 }
237
238 if (l.flags & FLG_BLOCKED)
239 {
240 l.xo = l.xe = abs (dx);
241 l.yo = l.ye = abs (dy);
242
243 // we obscure dependents, but might be visible
244 // copy the los from the square towards the player,
245 // so outward diagonal corners are lit.
246 pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
247
248 l.visible = false;
249 }
250 else
251 {
252 // we are not blocked, so calculate visibility, by checking
253 // whether we are inside or outside the shadow
254 l.visible = (l.xe <= 0 || l.xe > l.xo)
255 && (l.ye <= 0 || l.ye > l.yo);
256
257 pl->los[x][y] = l.culled ? LOS_BLOCKED
258 : l.visible ? 0
259 : 3;
260 }
261
262 }
263
264 // Expands by the unit length in each component's current direction.
265 // If a component has no direction, then it is expanded in both of its
266 // positive and negative directions.
267 if (!l.culled)
268 {
269 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
270 if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
271 if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
272 if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
273 }
274 }
275 }
276
277 /* radius, distance => lightness adjust */
278 static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
279 static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
280
281 static struct los_init
282 {
283 los_init ()
284 {
285 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
286 !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
287
288 /* for lights */
289 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
290 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
291 {
292 // max intensity
293 int intensity = min (LOS_MAX, abs (radius) + 1);
294
295 // actual intensity
296 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
297
298 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
299 ? min (3, intensity)
300 : LOS_MAX - intensity;
301 }
302
303 /* for general vision */
304 for (int radius = 0; radius <= MAX_VISION; ++radius)
305 for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
306 vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
307 }
308 } los_init;
309
310 // the following functions cannot be static, due to c++ stupidity :/
311 namespace {
312 // brighten area, ignore los
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
321 los_brighten (sint8 b, sint8 l)
322 {
323 return b == LOS_BLOCKED ? b : min (b, l);
324 }
325
326 // darken area, respect los
327 sint8
328 los_darken (sint8 b, sint8 l)
329 {
330 return max (b, l);
331 }
332 };
333
334 template<sint8 change_it (sint8, sint8)>
335 static void
336 apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
337 {
338 // min or max the circular area around basex, basey
339 dx += LOS_X0;
340 dy += LOS_Y0;
341
342 int hx = pl->ns->mapx / 2;
343 int hy = pl->ns->mapy / 2;
344
345 int ax0 = max (LOS_X0 - hx, dx - light);
346 int ay0 = max (LOS_Y0 - hy, dy - light);
347 int ax1 = min (dx + light, LOS_X0 + hx);
348 int ay1 = min (dy + light, LOS_Y0 + hy);
349
350 for (int ax = ax0; ax <= ax1; ax++)
351 for (int ay = ay0; ay <= ay1; ay++)
352 pl->los[ax][ay] =
353 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
354 }
355
356 /* add light, by finding all (non-null) nearby light sources, then
357 * mark those squares specially.
358 */
359 static void
360 apply_lights (player *pl)
361 {
362 object *op = pl->viewpoint;
363 int darklevel = op->map->darklevel ();
364
365 int half_x = pl->ns->mapx / 2;
366 int half_y = pl->ns->mapy / 2;
367
368 int pass2 = 0; // negative lights have an extra pass
369
370 maprect *rects = pl->viewpoint->map->split_to_tiles (
371 mapwalk_buf,
372 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
373 pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
374 pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
375 pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
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;
380
381 if (!darklevel)
382 pass2 = 1;
383 else
384 {
385 /* first, make everything totally dark */
386 for (int dx = -half_x; dx <= half_x; dx++)
387 for (int dy = -half_x; dy <= half_y; dy++)
388 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
389
390 /*
391 * Only process the area of interest.
392 * the basex, basey values represent the position in the op->contr->los
393 * array. Its easier to just increment them here (and start with the right
394 * value) than to recalculate them down below.
395 */
396 for (maprect *r = rects; r->m; ++r)
397 rect_mapwalk (r, 0, 0)
398 {
399 mapspace &ms = m->at (nx, ny);
400 ms.update ();
401 sint8 light = ms.light;
402
403 if (expect_false (light))
404 if (light < 0)
405 pass2 = 1;
406 else
407 {
408 light = clamp (light + bonus, 0, 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 }
411 }
412
413 /* grant some vision to the player, based on outside, outdoor, and darklevel */
414 {
415 int light;
416
417 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
418 light = MAX_DARKNESS - op->map->darkness;
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);
425
426 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
427 }
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]);
433
434 // possibly do 2nd pass for rare negative glow radii
435 // for effect, those are always considered to be stronger than anything else
436 // but they can't darken a place completely
437 if (pass2)
438 for (maprect *r = rects; r->m; ++r)
439 rect_mapwalk (r, 0, 0)
440 {
441 mapspace &ms = m->at (nx, ny);
442 ms.update ();
443 sint8 light = ms.light;
444
445 if (expect_false (light < 0))
446 {
447 light = clamp (light - bonus, 0, MAX_DARKNESS);
448 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
449 }
450 }
451 }
452
453 /* blinded_sight() - sets all viewable squares to blocked except
454 * for the one the central one that the player occupies. A little
455 * odd that you can see yourself (and what your standing on), but
456 * really need for any reasonable game play.
457 */
458 static void
459 blinded_sight (player *pl)
460 {
461 pl->los[LOS_X0][LOS_Y0] = 1;
462 }
463
464 /*
465 * update_los() recalculates the array which specifies what is
466 * visible for the given player-object.
467 */
468 void
469 player::update_los ()
470 {
471 if (ob->flag [FLAG_REMOVED])//D really needed?
472 return;
473
474 if (ob->flag [FLAG_WIZLOOK])
475 clear_los (0);
476 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
477 {
478 clear_los ();
479 blinded_sight (this);
480 }
481 else
482 {
483 clear_los ();
484 calculate_los (this);
485 apply_lights (this);
486 }
487
488 if (viewpoint->flag [FLAG_XRAYS])
489 for (int dx = -2; dx <= 2; dx++)
490 for (int dy = -2; dy <= 2; dy++)
491 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
492 }
493
494 /* update all_map_los is like update_all_los below,
495 * but updates everyone on the map, no matter where they
496 * are. This generally should not be used, as a per
497 * specific map change doesn't make much sense when tiling
498 * is considered (lowering darkness would certainly be a
499 * strange effect if done on a tile map, as it makes
500 * the distinction between maps much more obvious to the
501 * players, which is should not be.
502 * Currently, this function is called from the
503 * change_map_light function
504 */
505 void
506 update_all_map_los (maptile *map)
507 {
508 for_all_players_on_map (pl, map)
509 pl->do_los = 1;
510 }
511
512 /*
513 * This function makes sure that update_los() will be called for all
514 * players on the given map within the next frame.
515 * It is triggered by removal or inserting of objects which blocks
516 * the sight in the map.
517 * Modified by MSW 2001-07-12 to take a coordinate of the changed
518 * position, and to also take map tiling into account. This change
519 * means that just being on the same map is not sufficient - the
520 * space that changes must be withing your viewable area.
521 *
522 * map is the map that changed, x and y are the coordinates.
523 */
524 void
525 update_all_los (const maptile *map, int x, int y)
526 {
527 map->at (x, y).invalidate ();
528
529 for_all_players (pl)
530 {
531 /* Player should not have a null map, but do this
532 * check as a safety
533 */
534 if (!pl->ob || !pl->ob->map || !pl->ns)
535 continue;
536
537 rv_vector rv;
538
539 get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
540
541 if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
542 pl->do_los = 1;
543 }
544 }
545
546 static const int season_darkness[5][HOURS_PER_DAY] = {
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 */
548 { 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 },
549 { 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 },
550 { 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 },
551 { 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 },
552 { 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 }
553 };
554
555 /*
556 * Tell players the time and compute the darkness level for all maps in the game.
557 * MUST be called exactly once per hour.
558 */
559 void
560 maptile::adjust_daylight ()
561 {
562 timeofday_t tod;
563
564 get_tod (&tod);
565
566 // log the time to log-1 every hour, and to chat every day
567 {
568 char todbuf[512];
569
570 format_tod (todbuf, sizeof (todbuf), &tod);
571
572 for_all_players (pl)
573 pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
574 }
575
576 /* If the light level isn't changing, no reason to do all
577 * the work below.
578 */
579 sint8 new_darkness = season_darkness[tod.season][tod.hour];
580
581 if (new_darkness == maptile::outdoor_darkness)
582 return;
583
584 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
585 new_darkness > maptile::outdoor_darkness
586 ? "It becomes darker."
587 : "It becomes brighter.");
588
589 maptile::outdoor_darkness = new_darkness;
590
591 // we simply update the los for all players, which is unnecessarily
592 // costly, but should do for the moment.
593 for_all_players (pl)
594 pl->do_los = 1;
595 }
596
597 /*
598 * make_sure_seen: The object is supposed to be visible through walls, thus
599 * check if any players are nearby, and edit their LOS array.
600 */
601 void
602 make_sure_seen (const object *op)
603 {
604 for_all_players (pl)
605 if (pl->ob->map == op->map &&
606 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
607 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)
608 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
609 }
610
611 /*
612 * make_sure_not_seen: The object which is supposed to be visible through
613 * walls has just been removed from the map, so update the los of any
614 * players within its range
615 */
616 void
617 make_sure_not_seen (const object *op)
618 {
619 for_all_players (pl)
620 if (pl->ob->map == op->map &&
621 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
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)
623 pl->do_los = 1;
624 }
625