Exemplo n.º 1
0
Arquivo: sequential.c Projeto: snpy/ar
// Calculate one step and max corrections
double calculation(const int iterate) {
	// Vt + Vr + Vb + Vl - 4Vx = 0
	int y, x;
	double maxStepSize, pde, stepSize;
	d("Calculation step (iterate: %d)", iterate);
	maxStepSize = 0;

	for (y = 1; y < segment_size_y - 1; ++y) {
		for (x = 1; x < segment_size_x - 1; ++x) {
			// We're using checkerboard to calculate values.
			if ((y + x + iterate) % 2 == 0
				|| is_outside(x, y)
				|| is_wire(x, y)
			) {
				continue;
			}

			pde = data[bottom_point(x, y)]
				+ data[top_point(x, y)]
				+ data[left_point(x, y)]
				+ data[right_point(x, y)];
			pde *= .25;

			stepSize = abs(pde - data[y * segment_size_x + x]);
			if (stepSize > maxStepSize) {
				maxStepSize = stepSize;
			}

			data[y * segment_size_x + x] = pde;
		}
	}

	return maxStepSize;
}
Exemplo n.º 2
0
Arquivo: solver.c Projeto: floklein/42
int		insert_tetri(t_tetri *tetri, int i, t_square *sq, int tetri_nb)
{
	int		x;
	int		y;

	y = 0;
	while (y < sq->y_max)
	{
		x = 0;
		while (x < sq->x_max)
		{
			set_position(tetri, i, x, y);
			if (!is_outside(tetri[i], sq) && !is_overlapping(tetri, i))
			{
				if (i == tetri_nb - 1)
					return (1);
				if (insert_tetri(tetri, i + 1, sq, tetri_nb))
					return (1);
			}
			x++;
		}
		y++;
	}
	return (0);
}
Exemplo n.º 3
0
// Get the value from x,y
void grid::set(const int& x, const int& y, const int value)
{
    if(is_outside(x, y))
    {
        return;
    }

    m_grid[y][x] = value;
}
Exemplo n.º 4
0
// Get the value from x,y
inline int grid::get(const int& x, const int& y) const
{
    if(is_outside(x, y))
    {
        return -1;
    }

    return m_grid[y][x];
}
Exemplo n.º 5
0
Arquivo: sequential.c Projeto: snpy/ar
void print_board() {
    if (screen_width > 120 || screen_height > 120) {
		return;
	}

	printf("Board layout (%dx%d):\n", screen_width, screen_height);

	for (int y = 0; y < segment_size_y; ++y) {
		for (int x = 0; x < segment_size_x; ++x) {
			printf("%s ", is_wire(x, y) ? "x" : (is_outside(x, y) ? "o" : "."));
		}
		printf("\n");
	}
}
Exemplo n.º 6
0
void Character::spell_call_lightning (int sn, int lvl, void *vo)
{
  Character *vch;

  if (!is_outside()) {
    send_to_char ("You must be out of doors.\r\n");
    return;
  }

  if (!g_world->is_raining()) {
    send_to_char ("You need bad weather.\r\n");
    return;
  }

  int dam = dice (lvl / 2, 8);

  send_to_char ("God's lightning strikes your foes!\r\n");
  act ("$n calls God's lightning to strike $s foes!",
    NULL, NULL, TO_ROOM);

  CharIter c, next;
  for (c = char_list.begin(); c != char_list.end(); c = next) {
    vch = *c;
    next = ++c;
    if (vch->in_room == NULL)
      continue;
    if (vch->in_room == in_room) {
      if (vch != this && (is_npc () ? !vch->is_npc () : vch->is_npc ()))
        damage (this, vch, vch->saves_spell (lvl) ? dam / 2 : dam, sn);
      continue;
    }

    if (vch->in_room->area == in_room->area && vch->is_outside()
      && vch->is_awake ())
      vch->send_to_char ("Lightning flashes in the sky.\r\n");
  }

  return;
}
Exemplo n.º 7
0
void		draw_point(t_graphics *g, t_point pos)
{
	if (is_outside(g, pos))
		return ;
	draw_point_bare(g, pos);
}
Exemplo n.º 8
0
unsigned	get_pixel(t_graphics *g, t_point pos)
{
	if (is_outside(g, pos))
		return (0);
	return (g->fb[pos.h * g->dim.w + pos.w]);
}
Exemplo n.º 9
0
void map::generate_lightmap()
{
    memset(lm, 0, sizeof(lm));
    memset(sm, 0, sizeof(sm));

    /* Bulk light sources wastefully cast rays into neighbors; a burning hospital can produce
         significant slowdown, so for stuff like fire and lava:
     * Step 1: Store the position and luminance in buffer via add_light_source, for efficient
         checking of neighbors.
     * Step 2: After everything else, iterate buffer and apply_light_source only in non-redundant
         directions
     * Step 3: Profit!
     */
    memset(light_source_buffer, 0, sizeof(light_source_buffer));

    constexpr int dir_x[] = {  0, -1 , 1, 0 };   //    [0]
    constexpr int dir_y[] = { -1,  0 , 0, 1 };   // [1][X][2]
    constexpr int dir_d[] = { 180, 270, 0, 90 }; //    [3]

    const bool  u_is_inside    = !is_outside(g->u.posx(), g->u.posy());
    const float natural_light  = g->natural_light_level();
    const float hl             = natural_light / 2;

    if (natural_light > LIGHT_SOURCE_BRIGHT) {
        // Apply sunlight, first light source so just assign
        for (int sx = DAYLIGHT_LEVEL - hl; sx < LIGHTMAP_CACHE_X - hl; ++sx) {
            for (int sy = DAYLIGHT_LEVEL - hl; sy < LIGHTMAP_CACHE_Y - hl; ++sy) {
                // In bright light indoor light exists to some degree
                if (!is_outside(sx, sy)) {
                    lm[sx][sy] = LIGHT_AMBIENT_LOW;
                } else if (g->u.posx() == sx && g->u.posy() == sy ) {
                    //Only apply daylight on square where player is standing to avoid flooding
                    // the lightmap  when in less than total sunlight.
                    lm[sx][sy] = natural_light;
                }
            }
        }
    }

    apply_character_light( g->u );
    for( auto &n : g->active_npc ) {
        apply_character_light( *n );
    }

    // LIGHTMAP_CACHE_X = MAPSIZE * SEEX
    // LIGHTMAP_CACHE_Y = MAPSIZE * SEEY
    // Traverse the submaps in order
    for (int smx = 0; smx < my_MAPSIZE; ++smx) {
        for (int smy = 0; smy < my_MAPSIZE; ++smy) {
            auto const cur_submap = get_submap_at_grid( smx, smy );

            for (int sx = 0; sx < SEEX; ++sx) {
                for (int sy = 0; sy < SEEY; ++sy) {
                    const int x = sx + smx * SEEX;
                    const int y = sy + smy * SEEY;
                    // When underground natural_light is 0, if this changes we need to revisit
                    // Only apply this whole thing if the player is inside,
                    // buildings will be shadowed when outside looking in.
                    if (natural_light > LIGHT_SOURCE_BRIGHT && u_is_inside && !is_outside(x, y)) {
                        // Apply light sources for external/internal divide
                        for(int i = 0; i < 4; ++i) {
                            if (INBOUNDS(x + dir_x[i], y + dir_y[i]) &&
                                is_outside(x + dir_x[i], y + dir_y[i])) {
                                lm[x][y] = natural_light;

                                if (light_transparency(x, y) > LIGHT_TRANSPARENCY_SOLID) {
                                    apply_light_arc(x, y, dir_d[i], natural_light);
                                }
                            }
                        }
                    }

                    if (cur_submap->lum[sx][sy]) {
                        auto items = i_at(x, y);
                        add_light_from_items(x, y, items.begin(), items.end());
                    }

                    const ter_id terrain = cur_submap->ter[sx][sy];
                    if (terrain == t_lava) {
                        add_light_source(x, y, 50 );
                    } else if (terrain == t_console) {
                        add_light_source(x, y, 3 );
                    } else if (terrain == t_utility_light) {
                        add_light_source(x, y, 35 );
                    }

                    for( auto &fld : cur_submap->fld[sx][sy] ) {
                        const field_entry *cur = &fld.second;
                        // TODO: [lightmap] Attach light brightness to fields
                        switch(cur->getFieldType()) {
                        case fd_fire:
                            if (3 == cur->getFieldDensity()) {
                                add_light_source(x, y, 160);
                            } else if (2 == cur->getFieldDensity()) {
                                add_light_source(x, y, 60);
                            } else {
                                add_light_source(x, y, 16);
                            }
                            break;
                        case fd_fire_vent:
                        case fd_flame_burst:
                            add_light_source(x, y, 8);
                            break;
                        case fd_electricity:
                        case fd_plasma:
                            if (3 == cur->getFieldDensity()) {
                                add_light_source(x, y, 8);
                            } else if (2 == cur->getFieldDensity()) {
                                add_light_source(x, y, 1);
                            } else {
                                apply_light_source(x, y, LIGHT_SOURCE_LOCAL,
                                                   trigdist);    // kinda a hack as the square will still get marked
                            }
                            break;
                        case fd_incendiary:
                            if (3 == cur->getFieldDensity()) {
                                add_light_source(x, y, 30);
                            } else if (2 == cur->getFieldDensity()) {
                                add_light_source(x, y, 16);
                            } else {
                                add_light_source(x, y, 8);
                            }
                            break;
                        case fd_laser:
                            apply_light_source(x, y, 1, trigdist);
                            break;
                        case fd_spotlight:
                            add_light_source(x, y, 20);
                            break;
                        case fd_dazzling:
                            add_light_source(x, y, 2);
                            break;
                        default:
                            //Suppress warnings
                            break;
                        }
                    }
                }
            }
        }
    }

    for (size_t i = 0; i < g->num_zombies(); ++i) {
        auto &critter = g->zombie(i);
        if(critter.is_hallucination()) {
            continue;
        }
        int mx = critter.posx();
        int my = critter.posy();
        if (INBOUNDS(mx, my)) {
            if (critter.has_effect("onfire")) {
                apply_light_source(mx, my, 3, trigdist);
            }
            // TODO: [lightmap] Attach natural light brightness to creatures
            // TODO: [lightmap] Allow creatures to have light attacks (ie: eyebot)
            // TODO: [lightmap] Allow creatures to have facing and arc lights
            if (critter.type->luminance > 0) {
                apply_light_source(mx, my, critter.type->luminance, trigdist);
            }
        }
    }

    // Apply any vehicle light sources
    VehicleList vehs = get_vehicles();
    for( auto &vv : vehs ) {
        vehicle *v = vv.v;
        if(v->lights_on) {
            int dir = v->face.dir();
            float veh_luminance = 0.0;
            float iteration = 1.0;
            std::vector<int> light_indices = v->all_parts_with_feature(VPFLAG_CONE_LIGHT);
            for( auto &light_indice : light_indices ) {
                veh_luminance += ( v->part_info( light_indice ).bonus / iteration );
                iteration = iteration * 1.1;
            }
            if (veh_luminance > LL_LIT) {
                for( auto &light_indice : light_indices ) {
                    int px = vv.x + v->parts[light_indice].precalc[0].x;
                    int py = vv.y + v->parts[light_indice].precalc[0].y;
                    if(INBOUNDS(px, py)) {
                        add_light_source(px, py, SQRT_2); // Add a little surrounding light
                        apply_light_arc( px, py, dir + v->parts[light_indice].direction,
                                         veh_luminance, 45 );
                    }
                }
            }
        }
        if(v->overhead_lights_on) {
            std::vector<int> light_indices = v->all_parts_with_feature(VPFLAG_CIRCLE_LIGHT);
            for( auto &light_indice : light_indices ) {
                if( ( calendar::turn % 2 &&
                      v->part_info( light_indice ).has_flag( VPFLAG_ODDTURN ) ) ||
                    ( !( calendar::turn % 2 ) &&
                      v->part_info( light_indice ).has_flag( VPFLAG_EVENTURN ) ) ||
                    ( !v->part_info( light_indice ).has_flag( VPFLAG_EVENTURN ) &&
                      !v->part_info( light_indice ).has_flag( VPFLAG_ODDTURN ) ) ) {
                    int px = vv.x + v->parts[light_indice].precalc[0].x;
                    int py = vv.y + v->parts[light_indice].precalc[0].y;
                    if(INBOUNDS(px, py)) {
                        add_light_source( px, py, v->part_info( light_indice ).bonus );
                    }
                }
            }
        }
        // why reinvent the [lightmap] wheel
        if(v->dome_lights_on) {
            std::vector<int> light_indices = v->all_parts_with_feature(VPFLAG_DOME_LIGHT);
            for( auto &light_indice : light_indices ) {
                int px = vv.x + v->parts[light_indice].precalc[0].x;
                int py = vv.y + v->parts[light_indice].precalc[0].y;
                if(INBOUNDS(px, py)) {
                    add_light_source( px, py, v->part_info( light_indice ).bonus );
                }
            }
        }
        if(v->aisle_lights_on) {
            std::vector<int> light_indices = v->all_parts_with_feature(VPFLAG_AISLE_LIGHT);
            for( auto &light_indice : light_indices ) {
                int px = vv.x + v->parts[light_indice].precalc[0].x;
                int py = vv.y + v->parts[light_indice].precalc[0].y;
                if(INBOUNDS(px, py)) {
                    add_light_source( px, py, v->part_info( light_indice ).bonus );
                }
            }
        }
        if(v->has_atomic_lights) {
            // atomic light is always on
            std::vector<int> light_indices = v->all_parts_with_feature(VPFLAG_ATOMIC_LIGHT);
            for( auto &light_indice : light_indices ) {
                int px = vv.x + v->parts[light_indice].precalc[0].x;
                int py = vv.y + v->parts[light_indice].precalc[0].y;
                if(INBOUNDS(px, py)) {
                    add_light_source( px, py, v->part_info( light_indice ).bonus );
                }
            }
        }
        for( size_t p = 0; p < v->parts.size(); ++p ) {
            int px = vv.x + v->parts[p].precalc[0].x;
            int py = vv.y + v->parts[p].precalc[0].y;
            if( !INBOUNDS( px, py ) ) {
                continue;
            }
            if( v->part_flag( p, VPFLAG_CARGO ) && !v->part_flag( p, "COVERED" ) ) {
                add_light_from_items( px, py, v->get_items(p).begin(), v->get_items(p).end() );
            }
        }
    }

    /* Now that we have position and intensity of all bulk light sources, apply_ them
      This may seem like extra work, but take a 12x12 raging inferno:
        unbuffered: (12^2)*(160*4) = apply_light_ray x 92160
        buffered:   (12*4)*(160)   = apply_light_ray x 7680
    */
    for(int sx = 0; sx < LIGHTMAP_CACHE_X; ++sx) {
        for(int sy = 0; sy < LIGHTMAP_CACHE_Y; ++sy) {
            if ( light_source_buffer[sx][sy] > 0. ) {
                apply_light_source(sx, sy, light_source_buffer[sx][sy],
                                   ( trigdist && light_source_buffer[sx][sy] > 3. ) );
            }
        }
    }


    if (g->u.has_active_bionic("bio_night") ) {
        for(int sx = 0; sx < LIGHTMAP_CACHE_X; ++sx) {
            for(int sy = 0; sy < LIGHTMAP_CACHE_Y; ++sy) {
                if (rl_dist(sx, sy, g->u.posx(), g->u.posy()) < 15) {
                    lm[sx][sy] = 0;
                }
            }
        }
    }
}
Exemplo n.º 10
0
bool map::process_fields_in_submap(game *g, int gridn)
{
 bool found_field = false;
 field *cur;
 field_id curtype;
 for (int locx = 0; locx < SEEX; locx++) {
  for (int locy = 0; locy < SEEY; locy++) {
   cur = &(grid[gridn].fld[locx][locy]);
   int x = locx + SEEX * (gridn % my_MAPSIZE),
       y = locy + SEEY * int(gridn / my_MAPSIZE);

   curtype = cur->type;
   if (!found_field && curtype != fd_null)
    found_field = true;
   if (cur->density > 3 || cur->density < 1)
    debugmsg("Whoooooa density of %d", cur->density);

  if (cur->age == 0)	// Don't process "newborn" fields
   curtype = fd_null;

  int part;
  vehicle *veh;
  switch (curtype) {

   case fd_null:
    break;	// Do nothing, obviously.  OBVIOUSLY.

   case fd_blood:
   case fd_bile:
    if (has_flag(swimmable, x, y))	// Dissipate faster in water
     cur->age += 250;
    break;

   case fd_acid:
    if (has_flag(swimmable, x, y))	// Dissipate faster in water
     cur->age += 20;
    for (int i = 0; i < i_at(x, y).size(); i++) {
     item *melting = &(i_at(x, y)[i]);
     if (melting->made_of(LIQUID) || melting->made_of(VEGGY)   ||
         melting->made_of(FLESH)  || melting->made_of(POWDER)  ||
         melting->made_of(COTTON) || melting->made_of(WOOL)    ||
         melting->made_of(PAPER)  || melting->made_of(PLASTIC) ||
         (melting->made_of(GLASS) && !one_in(3)) || one_in(4)) {
// Acid destructable objects here
      melting->damage++;
      if (melting->damage >= 5 ||
          (melting->made_of(PAPER) && melting->damage >= 3)) {
       cur->age += melting->volume();
       for (int m = 0; m < i_at(x, y)[i].contents.size(); m++)
        i_at(x, y).push_back( i_at(x, y)[i].contents[m] );
       i_at(x, y).erase(i_at(x, y).begin() + i);
       i--;
      }
     }
    }
    break;

   case fd_sap:
    break; // It doesn't do anything.

   case fd_fire: {
// Consume items as fuel to help us grow/last longer.
    bool destroyed = false;
    int vol = 0, smoke = 0, consumed = 0;
    for (int i = 0; i < i_at(x, y).size() && consumed < cur->density * 2; i++) {
     destroyed = false;
     vol = i_at(x, y)[i].volume();
     item *it = &(i_at(x, y)[i]);

     if (it->is_ammo() && it->ammo_type() != AT_BATT &&
         it->ammo_type() != AT_NAIL && it->ammo_type() != AT_BB &&
         it->ammo_type() != AT_BOLT && it->ammo_type() != AT_ARROW) {
      cur->age /= 2;
      cur->age -= 600;
      destroyed = true;
      smoke += 6;
      consumed++;

     } else if (it->made_of(PAPER)) {
      destroyed = it->burn(cur->density * 3);
      consumed++;
      if (cur->density == 1)
       cur->age -= vol * 10;
      if (vol >= 4)
       smoke++;

     } else if ((it->made_of(WOOD) || it->made_of(VEGGY))) {
      if (vol <= cur->density * 10 || cur->density == 3) {
       cur->age -= 4;
       destroyed = it->burn(cur->density);
       smoke++;
       consumed++;
      } else if (it->burnt < cur->density) {
       destroyed = it->burn(1);
       smoke++;
      }

     } else if ((it->made_of(COTTON) || it->made_of(WOOL))) {
      if (vol <= cur->density * 5 || cur->density == 3) {
       cur->age--;
       destroyed = it->burn(cur->density);
       smoke++;
       consumed++;
      } else if (it->burnt < cur->density) {
       destroyed = it->burn(1);
       smoke++;
      }

     } else if (it->made_of(FLESH)) {
      if (vol <= cur->density * 5 || (cur->density == 3 && one_in(vol / 20))) {
       cur->age--;
       destroyed = it->burn(cur->density);
       smoke += 3;
       consumed++;
      } else if (it->burnt < cur->density * 5 || cur->density >= 2) {
       destroyed = it->burn(1);
       smoke++;
      }

     } else if (it->made_of(LIQUID)) {
      switch (it->type->id) { // TODO: Make this be not a hack.
       case itm_whiskey:
       case itm_vodka:
       case itm_rum:
       case itm_tequila:
        cur->age -= 300;
        smoke += 6;
        break;
       default:
        cur->age += rng(80 * vol, 300 * vol);
        smoke++;
      }
      destroyed = true;
      consumed++;

     } else if (it->made_of(POWDER)) {
      cur->age -= vol;
      destroyed = true;
      smoke += 2;

     } else if (it->made_of(PLASTIC)) {
      smoke += 3;
      if (it->burnt <= cur->density * 2 || (cur->density == 3 && one_in(vol))) {
       destroyed = it->burn(cur->density);
       if (one_in(vol + it->burnt))
        cur->age--;
      }
     }

     if (destroyed) {
      for (int m = 0; m < i_at(x, y)[i].contents.size(); m++)
       i_at(x, y).push_back( i_at(x, y)[i].contents[m] );
      i_at(x, y).erase(i_at(x, y).begin() + i);
      i--;
     }
    }

    veh = &(veh_at(x, y, part));
    if (veh->type != veh_null && (veh->parts[part].flags & VHP_FUEL_TANK) && veh->fuel_type == AT_GAS)
    {
        if (cur->density > 1 && one_in (8) && veh->fuel > 0)
            veh->explode (g, x, y);
    }
// Consume the terrain we're on
    if (has_flag(explodes, x, y)) {
     ter(x, y) = ter_id(int(ter(x, y)) + 1);
     cur->age = 0;
     cur->density = 3;
     g->explosion(x, y, 40, 0, true);

    } else if (has_flag(inflammable, x, y) && one_in(32 - cur->density * 10)) {
     cur->age -= cur->density * cur->density * 40;
     smoke += 15;
     if (cur->density == 3)
      ter(x, y) = t_ash;
    } else if (has_flag(flammable,  x, y) && one_in(32 - cur->density * 10)) {
     cur->age -= cur->density * cur->density * 40;
     smoke += 15;
     if (cur->density == 3)
      ter(x, y) = t_rubble;
    } else if (has_flag(meltable,  x, y) && one_in(32 - cur->density * 10)) {
     cur->age -= cur->density * cur->density * 40;
     if (cur->density == 3)
      ter(x, y) = t_b_metal;
    } else if (terlist[ter(x, y)].flags & mfb(swimmable))
     cur->age += 800;	// Flames die quickly on water

// If we consumed a lot, the flames grow higher
    while (cur->density < 3 && cur->age < 0) {
     cur->age += 300;
     cur->density++;
    }
// If the flames are in a pit, it can't spread to non-pit
    bool in_pit = (ter(x, y) == t_pit);
// If the flames are REALLY big, they contribute to adjacent flames
    if (cur->density == 3 && cur->age < 0) {
// Randomly offset our x/y shifts by 0-2, to randomly pick a square to spread to
     int starti = rng(0, 2);
     int startj = rng(0, 2);
     for (int i = 0; i < 3 && cur->age < 0; i++) {
      for (int j = 0; j < 3 && cur->age < 0; j++) {
       int fx = x + ((i + starti) % 3) - 1, fy = y + ((j + startj) % 3) - 1;
       if (field_at(fx, fy).type == fd_fire && field_at(fx, fy).density < 3 &&
           (!in_pit || ter(fx, fy) == t_pit)) {
        field_at(fx, fy).density++;
        field_at(fx, fy).age = 0;
        cur->age = 0;
       }
      }
     }
    }
// Consume adjacent fuel / terrain to spread.
// Randomly offset our x/y shifts by 0-2, to randomly pick a square to spread to
    int starti = rng(0, 2);
    int startj = rng(0, 2);
    for (int i = 0; i < 3; i++) {
     for (int j = 0; j < 3; j++) {
      int fx = x + ((i + starti) % 3) - 1, fy = y + ((j + startj) % 3) - 1;
      if (INBOUNDS(fx, fy)) {
       int spread_chance = 20 * (cur->density - 1) + 10 * smoke;
       if (has_flag(explodes, fx, fy) && one_in(8 - cur->density)) {
        ter(fx, fy) = ter_id(int(ter(fx, fy)) + 1);
        g->explosion(fx, fy, 40, 0, true);
       } else if ((i != 0 || j != 0) && rng(1, 100) < spread_chance &&
                  (!in_pit || ter(fx, fy) == t_pit) &&
                  ((cur->density == 3 &&
                    (has_flag(flammable, fx, fy) || one_in(20))) ||
                   flammable_items_at(fx, fy) ||
                   field_at(fx, fy).type == fd_web)) {
        if (field_at(fx, fy).type == fd_smoke ||
            field_at(fx, fy).type == fd_web)
         field_at(fx, fy) = field(fd_fire, 1, 0);
        else
         add_field(g, fx, fy, fd_fire, 1);
       } else {
        bool nosmoke = true;
        for (int ii = -1; ii <= 1; ii++) {
         for (int jj = -1; jj <= 1; jj++) {
          if (field_at(x+ii, y+jj).type == fd_fire &&
              field_at(x+ii, y+jj).density == 3)
           smoke++;
          else if (field_at(x+ii, y+jj).type == fd_smoke)
           nosmoke = false;
         }
        }
// If we're not spreading, maybe we'll stick out some smoke, huh?
        if (move_cost(fx, fy) > 0 &&
            (!one_in(smoke) || (nosmoke && one_in(40))) &&
            rng(3, 35) < cur->density * 10 && cur->age < 1000) {
         smoke--;
         add_field(g, fx, fy, fd_smoke, rng(1, cur->density));
        }
       }
      }
     }
    }
   } break;

   case fd_smoke:
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++)
      g->scent(x+i, y+j) = 0;
    }
    if (is_outside(x, y))
     cur->age += 50;
    if (one_in(2)) {
     std::vector <point> spread;
     for (int a = -1; a <= 1; a++) {
      for (int b = -1; b <= 1; b++) {
       if ((field_at(x+a, y+b).type == fd_smoke &&
             field_at(x+a, y+b).density < 3       ) ||
           (field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
        spread.push_back(point(x+a, y+b));
      }
     }
     if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
      point p = spread[rng(0, spread.size() - 1)];
      if (field_at(p.x, p.y).type == fd_smoke &&
          field_at(p.x, p.y).density < 3) {
        field_at(p.x, p.y).density++;
        cur->density--;
      } else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
                 add_field(g, p.x, p.y, fd_smoke, 1)){
       cur->density--;
       field_at(p.x, p.y).age = cur->age;
      }
     }
    }
   break;

   case fd_tear_gas:
// Reset nearby scents to zero
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++)
      g->scent(x+i, y+j) = 0;
    }
    if (is_outside(x, y))
     cur->age += 30;
// One in three chance that it spreads (less than smoke!)
    if (one_in(3)) {
     std::vector <point> spread;
// Pick all eligible points to spread to
     for (int a = -1; a <= 1; a++) {
      for (int b = -1; b <= 1; b++) {
       if (((field_at(x+a, y+b).type == fd_smoke ||
             field_at(x+a, y+b).type == fd_tear_gas) &&
             field_at(x+a, y+b).density < 3            )      ||
           (field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
        spread.push_back(point(x+a, y+b));
      }
     }
// Then, spread to a nearby point
     if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
      point p = spread[rng(0, spread.size() - 1)];
// Nearby teargas grows thicker
      if (field_at(p.x, p.y).type == fd_tear_gas &&
          field_at(p.x, p.y).density < 3) {
        field_at(p.x, p.y).density++;
        cur->density--;
// Nearby smoke is converted into teargas
      } else if (field_at(p.x, p.y).type == fd_smoke) {
       field_at(p.x, p.y).type = fd_tear_gas;
// Or, just create a new field.
      } else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
                 add_field(g, p.x, p.y, fd_tear_gas, 1)) {
       cur->density--;
       field_at(p.x, p.y).age = cur->age;
      }
     }
    }
    break;

   case fd_toxic_gas:
// Reset nearby scents to zero
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++)
      g->scent(x+i, y+j) = 0;
    }
    if (is_outside(x, y))
     cur->age += 40;
    if (one_in(2)) {
     std::vector <point> spread;
// Pick all eligible points to spread to
     for (int a = -1; a <= 1; a++) {
      for (int b = -1; b <= 1; b++) {
       if (((field_at(x+a, y+b).type == fd_smoke ||
             field_at(x+a, y+b).type == fd_tear_gas ||
             field_at(x+a, y+b).type == fd_toxic_gas ||
             field_at(x+a, y+b).type == fd_nuke_gas   ) &&
             field_at(x+a, y+b).density < 3            )      ||
           (field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
        spread.push_back(point(x+a, y+b));
      }
     }
// Then, spread to a nearby point
     if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
      point p = spread[rng(0, spread.size() - 1)];
// Nearby toxic gas grows thicker
      if (field_at(p.x, p.y).type == fd_toxic_gas &&
          field_at(p.x, p.y).density < 3) {
        field_at(p.x, p.y).density++;
        cur->density--;
// Nearby smoke & teargas is converted into toxic gas
      } else if (field_at(p.x, p.y).type == fd_smoke ||
                 field_at(p.x, p.y).type == fd_tear_gas) {
       field_at(p.x, p.y).type = fd_toxic_gas;
// Or, just create a new field.
      } else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
                 add_field(g, p.x, p.y, fd_toxic_gas, 1)) {
       cur->density--;
       field_at(p.x, p.y).age = cur->age;
      }
     }
    }
    break;


   case fd_nuke_gas:
// Reset nearby scents to zero
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++)
      g->scent(x+i, y+j) = 0;
    }
    if (is_outside(x, y))
     cur->age += 40;
// Increase long-term radiation in the land underneath
    radiation(x, y) += rng(0, cur->density);
    if (one_in(2)) {
     std::vector <point> spread;
// Pick all eligible points to spread to
     for (int a = -1; a <= 1; a++) {
      for (int b = -1; b <= 1; b++) {
       if (((field_at(x+a, y+b).type == fd_smoke ||
             field_at(x+a, y+b).type == fd_tear_gas ||
             field_at(x+a, y+b).type == fd_toxic_gas ||
             field_at(x+a, y+b).type == fd_nuke_gas   ) &&
             field_at(x+a, y+b).density < 3            )      ||
           (field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
        spread.push_back(point(x+a, y+b));
      }
     }
// Then, spread to a nearby point
     if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
      point p = spread[rng(0, spread.size() - 1)];
// Nearby nukegas grows thicker
      if (field_at(p.x, p.y).type == fd_nuke_gas &&
          field_at(p.x, p.y).density < 3) {
        field_at(p.x, p.y).density++;
        cur->density--;
// Nearby smoke, tear, and toxic gas is converted into nukegas
      } else if (field_at(p.x, p.y).type == fd_smoke ||
                 field_at(p.x, p.y).type == fd_toxic_gas ||
                 field_at(p.x, p.y).type == fd_tear_gas) {
       field_at(p.x, p.y).type = fd_nuke_gas;
// Or, just create a new field.
      } else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
                 add_field(g, p.x, p.y, fd_nuke_gas, 1)) {
       cur->density--;
       field_at(p.x, p.y).age = cur->age;
      }
     }
    }
    break;

   case fd_gas_vent:
    for (int i = x - 1; i <= x + 1; i++) {
     for (int j = y - 1; j <= y + 1; j++) {
      if (field_at(i, j).type == fd_toxic_gas && field_at(i, j).density < 3)
       field_at(i, j).density++;
      else
       add_field(g, i, j, fd_toxic_gas, 3);
     }
    }
    break;

   case fd_fire_vent:
    if (cur->density > 1) {
     if (one_in(3))
      cur->density--;
    } else {
     cur->type = fd_flame_burst;
     cur->density = 3;
    }
    break;

   case fd_flame_burst:
    if (cur->density > 1)
     cur->density--;
    else {
     cur->type = fd_fire_vent;
     cur->density = 3;
    }
    break;

   case fd_electricity:
    if (!one_in(5)) {	// 4 in 5 chance to spread
     std::vector<point> valid;
     if (move_cost(x, y) == 0 && cur->density > 1) { // We're grounded
      int tries = 0;
      while (tries < 10 && cur->age < 50) {
       int cx = x + rng(-1, 1), cy = y + rng(-1, 1);
       if (move_cost(cx, cy) != 0 && field_at(cx, cy).is_null()) {
        add_field(g, cx, cy, fd_electricity, 1);
        cur->density--;
        tries = 0;
       } else
        tries++;
      }
     } else {	// We're not grounded; attempt to ground
      for (int a = -1; a <= 1; a++) {
       for (int b = -1; b <= 1; b++) {
        if (move_cost(x + a, y + b) == 0 && // Grounded tiles first
            field_at(x + a, y + b).is_null())
         valid.push_back(point(x + a, y + b));
       }
      }
      if (valid.size() == 0) {	// Spread to adjacent space, then
       int px = x + rng(-1, 1), py = y + rng(-1, 1);
       if (move_cost(px, py) > 0 && field_at(px, py).type == fd_electricity &&
           field_at(px, py).density < 3)
        field_at(px, py).density++;
       else if (move_cost(px, py) > 0)
        add_field(g, px, py, fd_electricity, 1);
       cur->density--;
      }
      while (valid.size() > 0 && cur->density > 0) {
       int index = rng(0, valid.size() - 1);
       add_field(g, valid[index].x, valid[index].y, fd_electricity, 1);
       cur->density--;
       valid.erase(valid.begin() + index);
      }
     }
    }
    break;

   case fd_fatigue:
    if (cur->density < 3 && int(g->turn) % 3600 == 0 && one_in(10))
     cur->density++;
    else if (cur->density == 3 && one_in(600)) { // Spawn nether creature!
     mon_id type = mon_id(rng(mon_flying_polyp, mon_blank));
     monster creature(g->mtypes[type]);
     creature.spawn(x + rng(-3, 3), y + rng(-3, 3));
     g->z.push_back(creature);
    }
    break;
   }

   cur->age++;
   if (fieldlist[cur->type].halflife > 0) {
    if (cur->age > 0 &&
        dice(3, cur->age) > dice(3, fieldlist[cur->type].halflife)) {
     cur->age = 0;
     cur->density--;
    }
    if (cur->density <= 0) { // Totally dissapated.
     grid[gridn].field_count--;
     grid[gridn].fld[locx][locy] = field();
    }
   }
  }
 }
 return found_field;
}
Exemplo n.º 11
0
void map::generate_lightmap()
{
    memset(lm, 0, sizeof(lm));
    memset(sm, 0, sizeof(sm));

    /* Bulk light sources wastefully cast rays into neighbors; a burning hospital can produce
         significant slowdown, so for stuff like fire and lava:
     * Step 1: Store the position and luminance in buffer via add_light_source, for efficient
         checking of neighbors.
     * Step 2: After everything else, iterate buffer and apply_light_source only in non-redundant
         directions
     * Step 3: Profit!
     */
    memset(light_source_buffer, 0, sizeof(light_source_buffer));


    const int dir_x[] = { 1, 0 , -1,  0 };
    const int dir_y[] = { 0, 1 ,  0, -1 };
    const int dir_d[] = { 180, 270, 0, 90 };
    const float held_luminance = g->u.active_light();
    const float natural_light = g->natural_light_level();

    if (natural_light > LIGHT_SOURCE_BRIGHT) {
        // Apply sunlight, first light source so just assign
        for(int sx = DAYLIGHT_LEVEL - (natural_light / 2);
            sx < LIGHTMAP_CACHE_X - (natural_light / 2); ++sx) {
            for(int sy = DAYLIGHT_LEVEL - (natural_light / 2);
                sy < LIGHTMAP_CACHE_Y - (natural_light / 2); ++sy) {
                // In bright light indoor light exists to some degree
                if (!is_outside(sx, sy)) {
                    lm[sx][sy] = LIGHT_AMBIENT_LOW;
                } else if (g->u.posx == sx && g->u.posy == sy ) {
                    //Only apply daylight on square where player is standing to avoid flooding
                    // the lightmap  when in less than total sunlight.
                    lm[sx][sy] = natural_light;
                }
            }
        }
    }

    // Apply player light sources
    if (held_luminance > LIGHT_AMBIENT_LOW) {
        apply_light_source(g->u.posx, g->u.posy, held_luminance, trigdist);
    }
    for(int sx = 0; sx < LIGHTMAP_CACHE_X; ++sx) {
        for(int sy = 0; sy < LIGHTMAP_CACHE_Y; ++sy) {
            const ter_id terrain = ter(sx, sy);
            const std::vector<item> &items = i_at(sx, sy);
            field &current_field = field_at(sx, sy);
            // When underground natural_light is 0, if this changes we need to revisit
            // Only apply this whole thing if the player is inside,
            // buildings will be shadowed when outside looking in.
            if (natural_light > LIGHT_AMBIENT_LOW && !is_outside(g->u.posx, g->u.posy) ) {
                if (!is_outside(sx, sy)) {
                    // Apply light sources for external/internal divide
                    for(int i = 0; i < 4; ++i) {
                        if (INBOUNDS(sx + dir_x[i], sy + dir_y[i]) &&
                            is_outside(sx + dir_x[i], sy + dir_y[i])) {
                            lm[sx][sy] = natural_light;

                            if (light_transparency(sx, sy) > LIGHT_TRANSPARENCY_SOLID) {
                                apply_light_arc(sx, sy, dir_d[i], natural_light);
                            }
                        }
                    }
                }
            }
            for( std::vector<item>::const_iterator itm = items.begin(); itm != items.end(); ++itm ) {

                float ilum = 0.0; // brightness
                int iwidth = 0; // 0-360 degrees. 0 is a circular light_source
                int idir = 0;   // otherwise, it's a light_arc pointed in this direction
                if ( itm->getlight(ilum, iwidth, idir ) ) {
                    if ( iwidth > 0 ) {
                        apply_light_arc( sx, sy, idir, ilum, iwidth );
                    } else {
                        add_light_source(sx, sy, ilum);
                    }
                }
            }
            if(terrain == t_lava) {
                add_light_source(sx, sy, 50 );
            }

            if(terrain == t_console) {
                add_light_source(sx, sy, 3 );
            }

            if(terrain == t_emergency_light) {
                add_light_source(sx, sy, 3 );
            }

            if(terrain == t_utility_light) {
                add_light_source(sx, sy, 35 );
            }

            field_entry *cur = NULL;
            for(std::map<field_id, field_entry *>::iterator field_list_it = current_field.getFieldStart();
                field_list_it != current_field.getFieldEnd(); ++field_list_it) {
                cur = field_list_it->second;

                if(cur == NULL) {
                    continue;
                }
                // TODO: [lightmap] Attach light brightness to fields
                switch(cur->getFieldType()) {
                case fd_fire:
                    if (3 == cur->getFieldDensity()) {
                        add_light_source(sx, sy, 160);
                    } else if (2 == cur->getFieldDensity()) {
                        add_light_source(sx, sy, 60);
                    } else {
                        add_light_source(sx, sy, 16);
                    }
                    break;
                case fd_fire_vent:
                case fd_flame_burst:
                    add_light_source(sx, sy, 8);
                    break;
                case fd_electricity:
                case fd_plasma:
                    if (3 == cur->getFieldDensity()) {
                        add_light_source(sx, sy, 8);
                    } else if (2 == cur->getFieldDensity()) {
                        add_light_source(sx, sy, 1);
                    } else {
                        apply_light_source(sx, sy, LIGHT_SOURCE_LOCAL,
                                           trigdist);    // kinda a hack as the square will still get marked
                    }
                    break;
                case fd_incendiary:
                    if (3 == cur->getFieldDensity()) {
                        add_light_source(sx, sy, 30);
                    } else if (2 == cur->getFieldDensity()) {
                        add_light_source(sx, sy, 16);
                    } else {
                        add_light_source(sx, sy, 8);
                    }
                    break;
                case fd_laser:
                    apply_light_source(sx, sy, 1, trigdist);
                    break;
                case fd_spotlight:
                    add_light_source(sx, sy, 20);
                    break;
                case fd_dazzling:
                    add_light_source(sx, sy, 2);
                    break;
                default:
                    //Suppress warnings
                    break;
                }
            }
        }
    }

    for (size_t i = 0; i < g->num_zombies(); ++i) {
        int mx = g->zombie(i).posx();
        int my = g->zombie(i).posy();
        if (INBOUNDS(mx, my)) {
            if (g->zombie(i).has_effect("onfire")) {
                apply_light_source(mx, my, 3, trigdist);
            }
            // TODO: [lightmap] Attach natural light brightness to creatures
            // TODO: [lightmap] Allow creatures to have light attacks (ie: eyebot)
            // TODO: [lightmap] Allow creatures to have facing and arc lights
            if (g->zombie(i).type->luminance > 0) {
                apply_light_source(mx, my, g->zombie(i).type->luminance, trigdist);
            }
        }
    }

    // Apply any vehicle light sources
    VehicleList vehs = get_vehicles();
    for( size_t v = 0; v < vehs.size(); ++v ) {
        if(vehs[v].v->lights_on) {
            int dir = vehs[v].v->face.dir();
            float veh_luminance = 0.0;
            float iteration = 1.0;
            std::vector<int> light_indices = vehs[v].v->all_parts_with_feature(VPFLAG_CONE_LIGHT);
            for (std::vector<int>::iterator part = light_indices.begin();
                 part != light_indices.end(); ++part) {
                veh_luminance += ( vehs[v].v->part_info(*part).bonus / iteration );
                iteration = iteration * 1.1;
            }
            if (veh_luminance > LL_LIT) {
                for (std::vector<int>::iterator part = light_indices.begin();
                     part != light_indices.end(); ++part) {
                    int px = vehs[v].x + vehs[v].v->parts[*part].precalc_dx[0];
                    int py = vehs[v].y + vehs[v].v->parts[*part].precalc_dy[0];
                    if(INBOUNDS(px, py)) {
                        apply_light_arc(px, py, dir + vehs[v].v->parts[*part].direction, veh_luminance, 45);
                    }
                }
            }
        }
        if(vehs[v].v->overhead_lights_on) {
            std::vector<int> light_indices = vehs[v].v->all_parts_with_feature(VPFLAG_CIRCLE_LIGHT);
            for (std::vector<int>::iterator part = light_indices.begin();
                 part != light_indices.end(); ++part) {
                if((calendar::turn % 2 && vehs[v].v->part_info(*part).has_flag(VPFLAG_ODDTURN)) ||
                   (!(calendar::turn % 2) && vehs[v].v->part_info(*part).has_flag(VPFLAG_EVENTURN)) ||
                   (!vehs[v].v->part_info(*part).has_flag(VPFLAG_EVENTURN) &&
                    !vehs[v].v->part_info(*part).has_flag(VPFLAG_ODDTURN))) {
                    int px = vehs[v].x + vehs[v].v->parts[*part].precalc_dx[0];
                    int py = vehs[v].y + vehs[v].v->parts[*part].precalc_dy[0];
                    if(INBOUNDS(px, py)) {
                        add_light_source( px, py, vehs[v].v->part_info(*part).bonus );
                    }
                }
            }
        }
    }

    /* Now that we have position and intensity of all bulk light sources, apply_ them
      This may seem like extra work, but take a 12x12 raging inferno:
        unbuffered: (12^2)*(160*4) = apply_light_ray x 92160
        buffered:   (12*4)*(160)   = apply_light_ray x 7680
    */
    for(int sx = 0; sx < LIGHTMAP_CACHE_X; ++sx) {
        for(int sy = 0; sy < LIGHTMAP_CACHE_Y; ++sy) {
            if ( light_source_buffer[sx][sy] > 0. ) {
                apply_light_source(sx, sy, light_source_buffer[sx][sy],
                                   ( trigdist && light_source_buffer[sx][sy] > 3. ) );
            }
        }
    }


    if (g->u.has_active_bionic("bio_night") ) {
        for(int sx = 0; sx < LIGHTMAP_CACHE_X; ++sx) {
            for(int sy = 0; sy < LIGHTMAP_CACHE_Y; ++sy) {
                if (rl_dist(sx, sy, g->u.posx, g->u.posy) < 15) {
                    lm[sx][sy] = 0;
                }
            }
        }
    }
}
Exemplo n.º 12
0
std::vector<tripoint> map::route( const tripoint &f, const tripoint &t,
                                  const pathfinding_settings &settings,
                                  const std::set<tripoint> &pre_closed ) const
{
    /* TODO: If the origin or destination is out of bound, figure out the closest
     * in-bounds point and go to that, then to the real origin/destination.
     */
    std::vector<tripoint> ret;

    if( f == t || !inbounds( f ) ) {
        return ret;
    }

    if( !inbounds( t ) ) {
        tripoint clipped = t;
        clip_to_bounds( clipped );
        return route( f, clipped, settings, pre_closed );
    }
    // First, check for a simple straight line on flat ground
    // Except when the line contains a pre-closed tile - we need to do regular pathing then
    static const auto non_normal = PF_SLOW | PF_WALL | PF_VEHICLE | PF_TRAP;
    if( f.z == t.z ) {
        const auto line_path = line_to( f, t );
        const auto &pf_cache = get_pathfinding_cache_ref( f.z );
        // Check all points for any special case (including just hard terrain)
        if( std::all_of( line_path.begin(), line_path.end(), [&pf_cache]( const tripoint & p ) {
        return !( pf_cache.special[p.x][p.y] & non_normal );
        } ) ) {
            const std::set<tripoint> sorted_line( line_path.begin(), line_path.end() );

            if( is_disjoint( sorted_line, pre_closed ) ) {
                return line_path;
            }
        }
    }

    // If expected path length is greater than max distance, allow only line path, like above
    if( rl_dist( f, t ) > settings.max_dist ) {
        return ret;
    }

    int max_length = settings.max_length;
    int bash = settings.bash_strength;
    int climb_cost = settings.climb_cost;
    bool doors = settings.allow_open_doors;
    bool trapavoid = settings.avoid_traps;

    const int pad = 16;  // Should be much bigger - low value makes pathfinders dumb!
    int minx = std::min( f.x, t.x ) - pad;
    int miny = std::min( f.y, t.y ) - pad;
    int minz = std::min( f.z, t.z ); // TODO: Make this way bigger
    int maxx = std::max( f.x, t.x ) + pad;
    int maxy = std::max( f.y, t.y ) + pad;
    int maxz = std::max( f.z, t.z ); // Same TODO as above
    clip_to_bounds( minx, miny, minz );
    clip_to_bounds( maxx, maxy, maxz );

    pathfinder pf( minx, miny, maxx, maxy );
    // Make NPCs not want to path through player
    // But don't make player pathing stop working
    for( const auto &p : pre_closed ) {
        if( p.x >= minx && p.x < maxx && p.y >= miny && p.y < maxy ) {
            pf.close_point( p );
        }
    }

    // Start and end must not be closed
    pf.unclose_point( f );
    pf.unclose_point( t );
    pf.add_point( 0, 0, f, f );

    bool done = false;

    do {
        auto cur = pf.get_next();

        const int parent_index = flat_index( cur.x, cur.y );
        auto &layer = pf.get_layer( cur.z );
        auto &cur_state = layer.state[parent_index];
        if( cur_state == ASL_CLOSED ) {
            continue;
        }

        if( layer.gscore[parent_index] > max_length ) {
            // Shortest path would be too long, return empty vector
            return std::vector<tripoint>();
        }

        if( cur == t ) {
            done = true;
            break;
        }

        cur_state = ASL_CLOSED;

        const auto &pf_cache = get_pathfinding_cache_ref( cur.z );
        const auto cur_special = pf_cache.special[cur.x][cur.y];

        // 7 3 5
        // 1 . 2
        // 6 4 8
        constexpr std::array<int, 8> x_offset{{ -1,  1,  0,  0,  1, -1, -1, 1 }};
        constexpr std::array<int, 8> y_offset{{  0,  0, -1,  1, -1,  1, -1, 1 }};
        for( size_t i = 0; i < 8; i++ ) {
            const tripoint p( cur.x + x_offset[i], cur.y + y_offset[i], cur.z );
            const int index = flat_index( p.x, p.y );

            // @todo: Remove this and instead have sentinels at the edges
            if( p.x < minx || p.x >= maxx || p.y < miny || p.y >= maxy ) {
                continue;
            }

            if( layer.state[index] == ASL_CLOSED ) {
                continue;
            }

            // Penalize for diagonals or the path will look "unnatural"
            int newg = layer.gscore[parent_index] + ( ( cur.x != p.x && cur.y != p.y ) ? 1 : 0 );

            const auto p_special = pf_cache.special[p.x][p.y];
            // @todo: De-uglify, de-huge-n
            if( !( p_special & non_normal ) ) {
                // Boring flat dirt - the most common case above the ground
                newg += 2;
            } else {
                int part = -1;
                const maptile &tile = maptile_at_internal( p );
                const auto &terrain = tile.get_ter_t();
                const auto &furniture = tile.get_furn_t();
                const vehicle *veh = veh_at_internal( p, part );

                const int cost = move_cost_internal( furniture, terrain, veh, part );
                // Don't calculate bash rating unless we intend to actually use it
                const int rating = ( bash == 0 || cost != 0 ) ? -1 :
                                   bash_rating_internal( bash, furniture, terrain, false, veh, part );

                if( cost == 0 && rating <= 0 && ( !doors || !terrain.open ) && veh == nullptr && climb_cost <= 0 ) {
                    layer.state[index] = ASL_CLOSED; // Close it so that next time we won't try to calculate costs
                    continue;
                }

                newg += cost;
                if( cost == 0 ) {
                    if( climb_cost > 0 && p_special & PF_CLIMBABLE ) {
                        // Climbing fences
                        newg += climb_cost;
                    } else if( doors && terrain.open &&
                               ( !terrain.has_flag( "OPENCLOSE_INSIDE" ) || !is_outside( cur ) ) ) {
                        // Only try to open INSIDE doors from the inside
                        // To open and then move onto the tile
                        newg += 4;
                    } else if( veh != nullptr ) {
                        part = veh->obstacle_at_part( part );
                        int dummy = -1;
                        if( doors && veh->part_flag( part, VPFLAG_OPENABLE ) &&
                            ( !veh->part_flag( part, "OPENCLOSE_INSIDE" ) ||
                              veh_at_internal( cur, dummy ) == veh ) ) {
                            // Handle car doors, but don't try to path through curtains
                            newg += 10; // One turn to open, 4 to move there
                        } else if( part >= 0 && bash > 0 ) {
                            // Car obstacle that isn't a door
                            // @todo: Account for armor
                            int hp = veh->parts[part].hp();
                            if( hp / 20 > bash ) {
                                // Threshold damage thing means we just can't bash this down
                                layer.state[index] = ASL_CLOSED;
                                continue;
                            } else if( hp / 10 > bash ) {
                                // Threshold damage thing means we will fail to deal damage pretty often
                                hp *= 2;
                            }

                            newg += 2 * hp / bash + 8 + 4;
                        } else if( part >= 0 ) {
                            if( !doors || !veh->part_flag( part, VPFLAG_OPENABLE ) ) {
                                // Won't be openable, don't try from other sides
                                layer.state[index] = ASL_CLOSED;
                            }

                            continue;
                        }
                    } else if( rating > 1 ) {
                        // Expected number of turns to bash it down, 1 turn to move there
                        // and 5 turns of penalty not to trash everything just because we can
                        newg += ( 20 / rating ) + 2 + 10;
                    } else if( rating == 1 ) {
                        // Desperate measures, avoid whenever possible
                        newg += 500;
                    } else {
                        // Unbashable and unopenable from here
                        if( !doors || !terrain.open ) {
                            // Or anywhere else for that matter
                            layer.state[index] = ASL_CLOSED;
                        }

                        continue;
                    }
                }

                if( trapavoid && p_special & PF_TRAP ) {
                    const auto &ter_trp = terrain.trap.obj();
                    const auto &trp = ter_trp.is_benign() ? tile.get_trap_t() : ter_trp;
                    if( !trp.is_benign() ) {
                        // For now make them detect all traps
                        if( has_zlevels() && terrain.has_flag( TFLAG_NO_FLOOR ) ) {
                            // Special case - ledge in z-levels
                            // Warning: really expensive, needs a cache
                            if( valid_move( p, tripoint( p.x, p.y, p.z - 1 ), false, true ) ) {
                                tripoint below( p.x, p.y, p.z - 1 );
                                if( !has_flag( TFLAG_NO_FLOOR, below ) ) {
                                    // Otherwise this would have been a huge fall
                                    auto &layer = pf.get_layer( p.z - 1 );
                                    // From cur, not p, because we won't be walking on air
                                    pf.add_point( layer.gscore[parent_index] + 10,
                                                  layer.score[parent_index] + 10 + 2 * rl_dist( below, t ),
                                                  cur, below );
                                }

                                // Close p, because we won't be walking on it
                                layer.state[index] = ASL_CLOSED;
                                continue;
                            }
                        } else if( trapavoid ) {
                            // Otherwise it's walkable
                            newg += 500;
                        }
                    }
                }
            }

            // If not visited, add as open
            // If visited, add it only if we can do so with better score
            if( layer.state[index] == ASL_NONE || newg < layer.gscore[index] ) {
                pf.add_point( newg, newg + 2 * rl_dist( p, t ), cur, p );
            }
        }

        if( !has_zlevels() || !( cur_special & PF_UPDOWN ) || !settings.allow_climb_stairs ) {
            // The part below is only for z-level pathing
            continue;
        }

        const maptile &parent_tile = maptile_at_internal( cur );
        const auto &parent_terrain = parent_tile.get_ter_t();
        if( settings.allow_climb_stairs && cur.z > minz && parent_terrain.has_flag( TFLAG_GOES_DOWN ) ) {
            tripoint dest( cur.x, cur.y, cur.z - 1 );
            dest = vertical_move_destination<TFLAG_GOES_UP>( *this, dest );
            if( inbounds( dest ) ) {
                auto &layer = pf.get_layer( dest.z );
                pf.add_point( layer.gscore[parent_index] + 2,
                              layer.score[parent_index] + 2 * rl_dist( dest, t ),
                              cur, dest );
            }
        }
        if( settings.allow_climb_stairs && cur.z < maxz && parent_terrain.has_flag( TFLAG_GOES_UP ) ) {
            tripoint dest( cur.x, cur.y, cur.z + 1 );
            dest = vertical_move_destination<TFLAG_GOES_DOWN>( *this, dest );
            if( inbounds( dest ) ) {
                auto &layer = pf.get_layer( dest.z );
                pf.add_point( layer.gscore[parent_index] + 2,
                              layer.score[parent_index] + 2 * rl_dist( dest, t ),
                              cur, dest );
            }
        }
        if( cur.z < maxz && parent_terrain.has_flag( TFLAG_RAMP ) &&
            valid_move( cur, tripoint( cur.x, cur.y, cur.z + 1 ), false, true ) ) {
            auto &layer = pf.get_layer( cur.z + 1 );
            for( size_t it = 0; it < 8; it++ ) {
                const tripoint above( cur.x + x_offset[it], cur.y + y_offset[it], cur.z + 1 );
                pf.add_point( layer.gscore[parent_index] + 4,
                              layer.score[parent_index] + 4 + 2 * rl_dist( above, t ),
                              cur, above );
            }
        }
    } while( !done && !pf.empty() );

    if( done ) {
        ret.reserve( rl_dist( f, t ) * 2 );
        tripoint cur = t;
        // Just to limit max distance, in case something weird happens
        for( int fdist = max_length; fdist != 0; fdist-- ) {
            const int cur_index = flat_index( cur.x, cur.y );
            const auto &layer = pf.get_layer( cur.z );
            const tripoint &par = layer.parent[cur_index];
            if( cur == f ) {
                break;
            }

            ret.push_back( cur );
            // Jumps are acceptable on 1 z-level changes
            // This is because stairs teleport the player too
            if( rl_dist( cur, par ) > 1 && abs( cur.z - par.z ) != 1 ) {
                debugmsg( "Jump in our route! %d:%d:%d->%d:%d:%d",
                          cur.x, cur.y, cur.z, par.x, par.y, par.z );
                return ret;
            }

            cur = par;
        }

        std::reverse( ret.begin(), ret.end() );
    }

    return ret;
}
Exemplo n.º 13
0
std::vector<tripoint> map::route( const tripoint &f, const tripoint &t,
                                  const int bash, const int maxdist ) const
{
    /* TODO: If the origin or destination is out of bound, figure out the closest
     * in-bounds point and go to that, then to the real origin/destination.
     */

    int linet1 = 0, linet2 = 0;
    if( !inbounds( f ) || !inbounds( t ) ) {
        // Note: The creature needs to understand not-moving upwards
        // or else the plans can cause it to do so.
        if( sees( f, t, -1, linet1, linet2 ) ) {
            return line_to( f, t, linet1, linet2 );
        } else {
            std::vector<tripoint> empty;
            return empty;
        }
    }
    // First, check for a simple straight line on flat ground
    // Except when the player is on the line - we need to do regular pathing then
    const tripoint &pl_pos = g->u.pos();
    if( f.z == t.z && clear_path( f, t, -1, 2, 2, linet1, linet2 ) ) {
        const auto line_path = line_to( f, t, linet1, linet2 );
        if( pl_pos.z != f.z ) {
            // Player on different z-level, certainly not on the line
            return line_path;
        }

        if( std::find( line_path.begin(), line_path.end(), pl_pos ) == line_path.end() ) {
            return line_path;
        }
    }

    const int pad = 8;  // Should be much bigger - low value makes pathfinders dumb!
    int minx = std::min( f.x, t.x ) - pad;
    int miny = std::min( f.y, t.y ) - pad;
    int minz = std::min( f.z, t.z ); // TODO: Make this way bigger
    int maxx = std::max( f.x, t.x ) + pad;
    int maxy = std::max( f.y, t.y ) + pad;
    int maxz = std::max( f.z, t.z ); // Same TODO as above
    clip_to_bounds( minx, miny, minz );
    clip_to_bounds( maxx, maxy, maxz );

    pathfinder pf( minx, miny, maxx, maxy );
    pf.add_point( 0, 0, f, f );
    // Make NPCs not want to path through player
    // But don't make player pathing stop working
    if( f != pl_pos && t != pl_pos ) {
        pf.close_point( pl_pos );
    }

    bool done = false;

    do {
        auto cur = pf.get_next();

        const int parent_index = flat_index( cur.x, cur.y );
        auto &layer = pf.get_layer( cur.z );
        auto &cur_state = layer.state[parent_index];
        if( cur_state == ASL_CLOSED ) {
            continue;
        }

        if( layer.gscore[parent_index] > maxdist ) {
            // Shortest path would be too long, return empty vector
            return std::vector<tripoint>();
        }

        if( cur == t ) {
            done = true;
            break;
        }

        cur_state = ASL_CLOSED;
        std::vector<tripoint> neighbors = closest_tripoints_first( 1, cur );

        for( const auto &p : neighbors ) {
            const int index = flat_index( p.x, p.y );

            // TODO: Remove this and instead have sentinels at the edges
            if( p.x < minx || p.x >= maxx || p.y < miny || p.y >= maxy ) {
                continue;
            }

            if( layer.state[index] == ASL_CLOSED ) {
                continue;
            }

            int part = -1;
            const maptile &tile = maptile_at_internal( p );
            const auto &terrain = tile.get_ter_t();
            const auto &furniture = tile.get_furn_t();
            const vehicle *veh = veh_at_internal( p, part );

            const int cost = move_cost_internal( furniture, terrain, veh, part );
            // Don't calculate bash rating unless we intend to actually use it
            const int rating = ( bash == 0 || cost != 0 ) ? -1 :
                                 bash_rating_internal( bash, furniture, terrain, false, veh, part );

            if( cost == 0 && rating <= 0 && terrain.open.empty() ) {
                layer.state[index] = ASL_CLOSED; // Close it so that next time we won't try to calc costs
                continue;
            }

            int newg = layer.gscore[parent_index] + cost + ( (cur.x != p.x && cur.y != p.y ) ? 1 : 0);
            if( cost == 0 ) {
                // Handle all kinds of doors
                // Only try to open INSIDE doors from the inside

                if( !terrain.open.empty() &&
                    ( !terrain.has_flag( "OPENCLOSE_INSIDE" ) || !is_outside( cur ) ) ) {
                    newg += 4; // To open and then move onto the tile
                } else if( veh != nullptr ) {
                    part = veh->obstacle_at_part( part );
                    int dummy = -1;
                    if( !veh->part_flag( part, "OPENCLOSE_INSIDE" ) || veh_at_internal( cur, dummy ) == veh ) {
                        // Handle car doors, but don't try to path through curtains
                        newg += 10; // One turn to open, 4 to move there
                    } else {
                        // Car obstacle that isn't a door
                        newg += veh->parts[part].hp / bash + 8 + 4;
                    }
                } else if( rating > 1 ) {
                    // Expected number of turns to bash it down, 1 turn to move there
                    // and 2 turns of penalty not to trash everything just because we can
                    newg += ( 20 / rating ) + 2 + 4;
                } else if( rating == 1 ) {
                    // Desperate measures, avoid whenever possible
                    newg += 500;
                } else {
                    continue; // Unbashable and unopenable from here
                }
            }

            // If not visited, add as open
            // If visited, add it only if we can do so with better score
            if( layer.state[index] == ASL_NONE || newg < layer.gscore[index] ) {
                pf.add_point( newg, newg + 2 * rl_dist( p, t ), cur, p );
            }
        }

        if( !has_zlevels() ) {
            // The part below is only for z-level pathing
            continue;
        }

        const maptile &parent_tile = maptile_at_internal( cur );
        const auto &parent_terrain = parent_tile.get_ter_t();
        if( cur.z > minz && parent_terrain.has_flag( TFLAG_GOES_DOWN ) ) {
            tripoint dest( cur.x, cur.y, cur.z - 1 );
            dest = vertical_move_destination<TFLAG_GOES_UP>( *this, dest );
            if( inbounds( dest ) ) {
                auto &layer = pf.get_layer( dest.z );
                pf.add_point( layer.gscore[parent_index] + 2,
                              layer.score[parent_index] + 2 * rl_dist( dest, t ),
                              cur, dest );
            }
        }
        if( cur.z < maxz && parent_terrain.has_flag( TFLAG_GOES_UP ) ) {
            tripoint dest( cur.x, cur.y, cur.z + 1 );
            dest = vertical_move_destination<TFLAG_GOES_DOWN>( *this, dest );
            if( inbounds( dest ) ) {
                auto &layer = pf.get_layer( dest.z );
                pf.add_point( layer.gscore[parent_index] + 2,
                              layer.score[parent_index] + 2 * rl_dist( dest, t ),
                              cur, dest );
            }
        }
    } while( !done && !pf.empty() );

    std::vector<tripoint> ret;
    ret.reserve( rl_dist( f, t ) * 2 );
    if( done ) {
        tripoint cur = t;
        // Just to limit max distance, in case something weird happens
        for( int fdist = maxdist; fdist != 0; fdist-- ) {
            const int cur_index = flat_index( cur.x, cur.y );
            const auto &layer = pf.get_layer( cur.z );
            const tripoint &par = layer.parent[cur_index];
            if( cur == f ) {
                break;
            }

            ret.push_back( cur );
            // Jumps are acceptable on 1 z-level changes
            // This is because stairs teleport the player too
            if( rl_dist( cur, par ) > 1 && abs( cur.z - par.z ) != 1 ) {
                debugmsg( "Jump in our route! %d:%d:%d->%d:%d:%d",
                          cur.x, cur.y, cur.z, par.x, par.y, par.z );
                return ret;
            }

            cur = par;
        }

        std::reverse( ret.begin(), ret.end() );
    }

    return ret;
}
Exemplo n.º 14
0
// Moves the tiles in the direction
// TODO: Refactor, works for now
bool grid::move(direction dir)
{
    bool movement = false;

    if(dir == direction::SOUTH)
    {
        for(int x = 0; x < grid_size; ++x)
        {
            for(int y = grid_size - 1; y >= 0; --y)
            {
                // Empty slots dont move
                if(m_grid[y][x] == 0)
                {
                    continue;
                }

                int newY = y;
                int nextY = y + 1;

                while(m_grid[nextY][x] == 0 && !is_outside(x, nextY))
                {
                    newY = nextY;

                    ++nextY;
                }

                if(newY != y)
                {
                    movement = true;
                }

                int value = m_grid[y][x];

                m_grid[y][x] = 0;
                m_grid[newY][x] = value;
            }
        }
    }
    if(dir == direction::NORTH)
    {
        for(int x = 0; x < grid_size; ++x)
        {
            for(int y = 0; y < grid_size; ++y)
            {
                // Empty slots dont move
                if(m_grid[y][x] == 0)
                {
                    continue;
                }

                int newY = y;
                int nextY = y - 1;

                while(m_grid[nextY][x] == 0 && !is_outside(x, nextY))
                {
                    newY = nextY;

                    --nextY;
                }

                if(newY != y)
                {
                    movement = true;
                }

                int value = m_grid[y][x];

                m_grid[y][x] = 0;
                m_grid[newY][x] = value;
            }
        }
    }
    if(dir == direction::WEST)
    {
        for(int x = 0; x < grid_size; ++x)
        {
            for(int y = 0; y < grid_size; ++y)
            {
                // Empty slots dont move
                if(m_grid[y][x] == 0)
                {
                    continue;
                }

                int newX = x;
                int nextX = x - 1;

                while(m_grid[y][nextX] == 0 && !is_outside(nextX, y))
                {
                    newX = nextX;

                    --nextX;
                }

                if(newX != x)
                {
                    movement = true;
                }

                int value = m_grid[y][x];

                m_grid[y][x] = 0;
                m_grid[y][newX] = value;
            }
        }
    }
    if(dir == direction::EAST)
    {
        for(int x = grid_size - 1; x >= 0; --x)
        {
            for(int y = 0; y < grid_size; ++y)
            {
                // Empty slots dont move
                if(m_grid[y][x] == 0)
                {
                    continue;
                }

                int newX = x;
                int nextX = x + 1;

                while(m_grid[y][nextX] == 0 && !is_outside(nextX, y))
                {
                    newX = nextX;

                    ++nextX;
                }

                if(newX != x)
                {
                    movement = true;
                }

                int value = m_grid[y][x];

                m_grid[y][x] = 0;
                m_grid[y][newX] = value;
            }
        }
    }

    return movement;
}
Exemplo n.º 15
0
void light_map::generate(game* g, int x, int y, float natural_light, float luminance)
{
 build_light_cache(g, x, y);
 memset(lm, 0, sizeof(lm));
 memset(sm, 0, sizeof(sm));

 int dir_x[] = { 1, 0 , -1,  0 };
 int dir_y[] = { 0, 1 ,  0, -1 };
 int dir_d[] = { 180, 270, 0, 90 };


//g->add_msg("natural_light %f", natural_light);

//CAT-mgs: this is just for indoors to initialize it at low ambient light
 if(natural_light > LIGHT_AMBIENT_LOW) // LIGHT_SOURCE_BRIGHT
 {
	for(int sx = x - CAT_VX; sx <= x + CAT_VX; ++sx)
	{
		for(int sy = y - CAT_VY; sy <= y + CAT_VY; ++sy)
		{
			if(!is_outside(sx - x + g->u.view_offset_x, sy - y + g->u.view_offset_y))
				lm[sx - x + CAT_VX][sy - y + CAT_VY] = LIGHT_AMBIENT_LOW;	
		}
	}
 }


 if(luminance > LIGHT_AMBIENT_LOW)
  apply_light_source(g->u.posx, g->u.posy, x, y, luminance);


 for(int sx = x - LIGHTMAP_RANGE_X; sx <= x + LIGHTMAP_RANGE_X; ++sx) {
  for(int sy = y - LIGHTMAP_RANGE_Y; sy <= y + LIGHTMAP_RANGE_Y; ++sy) {
   const ter_id terrain = g->m.ter(sx, sy);
   const std::vector<item> items = g->m.i_at(sx, sy);
   const field current_field = g->m.field_at(sx, sy);

   // When underground natural_light is 0, if this changes we need to revisit
   if (natural_light > LIGHT_AMBIENT_LOW) {

    int lx= sx - x  + g->u.view_offset_x;
    int ly= sy - y + g->u.view_offset_y;

    if(!is_outside(lx, ly)) {
     // Apply light sources for external/internal divide
     for(int i = 0; i < 4; ++i) {
      if(INBOUNDS_LARGE(lx + dir_x[i], ly + dir_y[i])
			&& is_outside(lx + dir_x[i], ly + dir_y[i]))
	{

//CAT-mgs: I did that above, didn't I?
//... no, yes, what's this for anyway?
		if(INBOUNDS(sx - x, sy - y) && is_outside(0, 0))
			lm[sx - x + CAT_VX][sy - y + CAT_VY]= natural_light;

		if(c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].transparency > LIGHT_TRANSPARENCY_SOLID)
			apply_light_arc(sx, sy, dir_d[i], x, y, natural_light);
      }
     }
    }
   }


//CAT-g:
   if(items.size() > 0)
   {
	   if(items[0].type->id == itm_flashlight_on
			|| items[items.size()-1].type->id == itm_flashlight_on)
		apply_light_source(sx, sy, x, y, 48); 

	   if(items[0].type->id == itm_torch_lit
			|| items[items.size()-1].type->id == itm_torch_lit)
		apply_light_source(sx, sy, x, y, 20);

	   if(items[0].type->id == itm_candle_lit
			|| items[items.size()-1].type->id == itm_candle_lit)
		apply_light_source(sx, sy, x, y, 9); 
   }


   if(terrain == t_lava)
    apply_light_source(sx, sy, x, y, 48);

   if(terrain == t_console)
    apply_light_source(sx, sy, x, y, 3);

   if(terrain == t_emergency_light)
    apply_light_source(sx, sy, x, y, 3);



   // TODO: [lightmap] Attach light brightness to fields
   switch(current_field.type) {
    case fd_fire:
     if(current_field.density > 5)
      apply_light_source(sx, sy, x, y, 48);
     else if (current_field.density > 2)
      apply_light_source(sx, sy, x, y, 20);
     else
      apply_light_source(sx, sy, x, y, 9);
     break;
    case fd_fire_vent:
      apply_light_source(sx, sy, x, y, 3);
    case fd_flame_burst:
      apply_light_source(sx, sy, x, y, 8);
     break;
    case fd_electricity:
     if (3 == current_field.density)
      apply_light_source(sx, sy, x, y, 9);
     else if (2 == current_field.density)
      apply_light_source(sx, sy, x, y, 1);
     else
      apply_light_source(sx, sy, x, y, LIGHT_SOURCE_LOCAL);  // kinda a hack as the square will still get marked
     break;
   }

   // Apply any vehicle light sources
   if (c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].veh &&
       c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].veh_light > LL_DARK) {
    if (c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].veh_light > LL_LIT) {
     int dir = c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].veh->face.dir();

//CAT-g: longer range headlights
//     float luminance = c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].veh_light;
	 float luminance = 4000 + c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].veh_light;    

	apply_light_arc(sx, sy, dir, x, y, luminance);
    }
   }

   if (c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].mon >= 0) {
    if (g->z[c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].mon].has_effect(ME_ONFIRE))
     apply_light_source(sx, sy, x, y, 3);

    // TODO: [lightmap] Attach natural light brightness to creatures
    // TODO: [lightmap] Allow creatures to have light attacks (ie: eyebot)
    // TODO: [lightmap] Allow creatures to have facing and arc lights
    switch(g->z[c[sx - x + LIGHTMAP_RANGE_X][sy - y + LIGHTMAP_RANGE_Y].mon].type->id) {
     case mon_zombie_electric:
      apply_light_source(sx, sy, x, y, 1);
      break;
     case mon_turret:
      apply_light_source(sx, sy, x, y, 2);
      break;
     case mon_flaming_eye:
      apply_light_source(sx, sy, x, y, LIGHT_SOURCE_BRIGHT);
      break;
     case mon_manhack:
      apply_light_source(sx, sy, x, y, LIGHT_SOURCE_LOCAL);
      break;
    }
   }
  }
 }

}
Exemplo n.º 16
0
void GLWidget::draw_function (functions index, bool draw_mesh)
{
  functions old_index = function_index;
  function_index = index;
  const double step_x = (MAX_X - MIN_X) / (double) steps;
  const double step_y = (MAX_Y - MIN_Y) / (double) steps;
  GLfloat u[3], v[3], n[3];
  for (double x = MIN_X; x <= MAX_X; x += step_x)
    {
      for (double y = MIN_Y; y <= MAX_Y; y += step_y)
        {
          /// Upper triangle
          if (!(is_outside (x, y) || is_outside (x, y + step_y) ||
                is_outside (x + step_x, y + step_y)))
            {
              glBegin (GL_TRIANGLES);
              {
                u[0] = 0.0f;
                u[1] = step_y;
                u[2] = function (x + u[0], y + u[1]) - function (x, y);
                v[0] = step_x;
                v[1] = step_y;
                v[2] = function (x + v[0], y + v[1]) - function (x, y);
                cross_product (v, u, n);
                glNormal3fv (n);
                glVertex3f(x, y, function (x, y));
                glVertex3f(x, y + step_y, function (x, y + step_y));
                glVertex3f(x + step_x, y + step_y, function (x + step_x, y + step_y));
              }
              glEnd ();
            }
          /// Lower triangle
          if (!(is_outside (x, y) || is_outside (x + step_x, y) ||
                is_outside (x + step_x, y + step_y)))
            {
              glBegin (GL_TRIANGLES);
              {
                u[0] = step_x;
                u[1] = step_y;
                u[2] = function (x + u[0], y + u[1]) - function (x, y);
                v[0] = step_x;
                v[1] = 0;
                v[2] = function (x + v[0], y + v[1]) - function (x, y);
                cross_product (v, u, n);
                glNormal3fv (n);
                glVertex3f(x, y, function (x, y));
                glVertex3f(x + step_x, y + step_y, function (x + step_x, y + step_y));
                glVertex3f(x + step_x, y, function (x + step_x, y));
              }
              glEnd ();
            }
        }
    }
  if (draw_mesh)
    {
      glDisable (GL_LIGHTING);
      glColor3f (1, 1, 1);
      for (double x = MIN_X; x <= MAX_X; x += step_x)
        {
          for (double y = MIN_Y; y <= MAX_Y; y += step_y)
            {
              /// Upper triangle
              if (!(is_outside (x, y) || is_outside (x, y + step_y) ||
                    is_outside (x + step_x, y + step_y)))
                {
                  glBegin (GL_LINE_STRIP);
                  {
                    glVertex3f(x, y, function (x, y));
                    glVertex3f(x, y + step_y, function (x, y + step_y));
                    glVertex3f(x + step_x, y + step_y, function (x + step_x, y + step_y));
                    glVertex3f(x, y, function (x, y));
                  }
                  glEnd ();
                }
              /// Lower triangle
              if (!(is_outside (x, y) || is_outside (x + step_x, y) ||
                    is_outside (x + step_x, y + step_y)))
                {
                  glBegin (GL_LINE_STRIP);
                  {
                    glVertex3f(x, y, function (x, y));
                    glVertex3f(x + step_x, y + step_y, function (x + step_x, y + step_y));
                    glVertex3f(x + step_x, y, function (x + step_x, y));
                    glVertex3f(x, y, function (x, y));
                  }
                  glEnd ();
                }
            }
        }
      glEnable (GL_LIGHTING);
    }
  function_index = old_index;
}
Exemplo n.º 17
0
/*
 * Get echo messages according to time changes...
 * some echoes depend upon the weather so an echo must be
 * found for each area
 */
void send_time_echo( void )
{
	AREA_DATA		*pArea;
	DESCRIPTOR_DATA *d;

	for ( pArea = first_area;  pArea;  pArea = pArea->next )
	{
		char			 echo[MSL];
		int				 color = AT_GREY;
		int				 n;
		int				 pindex;

		if ( !pArea->weather )
			continue;

		echo[0] = '\0';
		n = number_bits( 2 );
		pindex = ( pArea->weather->precip + (meteo.weath_unit*3) - 1 ) / meteo.weath_unit;
	
		switch ( calendar.hour )
		{
		  case HOUR_SUNRISE-1:
		  {
			char *echo_strings[4] =
			{
				"Comincia un nuovo giorno.\r\n",
				"E' un nuovo giorno.\r\n",
				"Il cielo lentamente si rischiara, nell'alba di un nuovo giorno.\r\n",
				"S'affaccia adagio il sole, al giorno appena nato.\r\n"
			};
			calendar.sunlight = SUN_RISE;
			strcpy( echo, echo_strings[n] );
			color = AT_YELLOW;
			break;
		  }

		  case HOUR_SUNRISE:
		  {
			char *echo_strings[4] =
			{
				"Il sole nasce di raggi tiepidi, sorgendo ad est..\r\n",
				"L'Oriente si rischiara: il sole sta sorgendo.\r\n",
				"Un sole fosco alza lo sguardo sul piatto dell'orizzonte..\r\n",
				"Un giorno nuovo saluta il mondo all'ascesa di un pallido sole..\r\n"
			};
			calendar.sunlight = SUN_LIGHT;
			strcpy( echo, echo_strings[n] );
			color = AT_ORANGE;
			break;
		  }

		  case HOUR_NOON:
		  {
			if ( pindex > 0 )
				strcpy( echo, "E' mezzogiorno.\r\n" );
			else
			{
				char *echo_strings[2] =
				{
					"Il sole è alto nel cielo, l'intensità del suo diadema infuocato annuncia il mezzogiorno di luce..\r\n",
					"La luce del sole è vigorosa, nel cielo disegna un bagliore acceso: è mezzogiorno.\r\n"
				};
				strcpy( echo, echo_strings[n%2] );
			}
			calendar.sunlight = SUN_LIGHT;
			color  = AT_WHITE;
			break;
		  }
	
		  case HOUR_SUNSET:
		  {
			char *echo_strings[4] =
			{
				"L'occidente riluce dell'abbraccio infuocato del sole che tramonta..\r\n",
				"L'orizzonte è tagliato dalla corona rossa del sole in tramonto..\r\n",
				"Il cielo si dipinge d'oro rosso brillante, il sole ruotando adagio tramonta oltre lo sguardo.. \r\n",
				"Il sole finisce il suo viaggio portando i raggi splendenti nel sonno del tramonto..\r\n"
			};
	
			calendar.sunlight = SUN_SET;
			strcpy( echo, echo_strings[n] );
			color = AT_RED;

			break;
		  }
	
		  case HOUR_SUNSET+1:
		  {
			if ( pindex > 0 )
			{
				char *echo_strings[2] =
				{
					"Cala la sera.\r\n",
					"Avanza lento il crepuscolo..\r\n"
				};
				strcpy( echo, echo_strings[n%2] );
			}
			else
			{
				char *echo_strings[2] =
				{
					"Il chiarore gentile della luna si diffonde attraverso il cielo, annunciando la sera..\r\n",
					"Mille punti di luci tenui occhieggiano nel cielo serale, contornando una pallida luna..\r\n"
				};
				strcpy( echo, echo_strings[n%2] );
			}
			calendar.sunlight = SUN_DARK;
			color = AT_BLUE;
			break;
		  }
		} /* chiude lo switch su calendar.hour */

		for ( d = first_descriptor;  d;  d = d->next )
		{
			if ( d->connected != CON_PLAYING )			continue;
			if ( !is_outside(d->character) )			continue;
			if ( !is_awake(d->character) )				continue;
			if ( !d->character->in_room )				continue;
			if ( d->character->in_room->area != pArea )	continue;

			/* Se è stato creato un'echo viene inviato */
			if ( VALID_STR(echo) )
			{
				set_char_color( color, d->character );
				send_to_char( d->character, echo );
			}
#ifdef T2_MSP
			/* Invia i suoni */
			if ( calendar.hour == HOUR_SUNSET )
				send_audio( d, "sunset.wav", TO_CHAR );
#endif
		}	/* ciclo for dei descrittori */
	}	/* ciclo for delle aree */
}
Exemplo n.º 18
0
bool map::process_fields(game *g)
{
 bool found_field = false;
 field *cur;
 field_id curtype;
 for (int x = 0; x < SEEX * 3; x++) {
  for (int y = 0; y < SEEY * 3; y++) {
   cur = &field_at(x, y);
   curtype = cur->type;
   if (!found_field && curtype != fd_null)
    found_field = true;
   if (cur->density > 3)
    debugmsg("Whoooooa density of %d", cur->density);

  if (cur->age == 0)	// Don't process "newborn" fields
   curtype = fd_null;

  switch (curtype) {

   case fd_null:
    break;	// Do nothing, obviously.  OBVIOUSLY.

   case fd_blood:
   case fd_bile:
    if (has_flag(swimmable, x, y))	// Dissipate faster in water
     cur->age += 250;
    break;

   case fd_acid:
    if (has_flag(swimmable, x, y))	// Dissipate faster in water
     cur->age += 20;
    for (int i = 0; i < i_at(x, y).size(); i++) {
     item *melting = &(i_at(x, y)[i]);
     if (melting->made_of(LIQUID) || melting->made_of(VEGGY)   ||
         melting->made_of(FLESH)  || melting->made_of(POWDER)  ||
         melting->made_of(COTTON) || melting->made_of(WOOL)    ||
         melting->made_of(PAPER)  || melting->made_of(PLASTIC) ||
         (melting->made_of(GLASS) && !one_in(3)) || one_in(4)) {
// Acid destructable objects here
      melting->damage++;
      if (melting->damage >= 5 ||
          (melting->made_of(PAPER) && melting->damage >= 3)) {
       cur->age += melting->volume();
       for (int m = 0; m < i_at(x, y)[i].contents.size(); m++)
        i_at(x, y).push_back( i_at(x, y)[i].contents[m] );
       i_at(x, y).erase(i_at(x, y).begin() + i);
       i--;
      }
     }
    }
    break;

   case fd_fire:
// Consume items as fuel to help us grow/last longer.
    bool destroyed;
    int vol;
    for (int i = 0; i < i_at(x, y).size(); i++) {
     destroyed = false;
     vol = i_at(x, y)[i].volume();
     if (i_at(x, y)[i].is_ammo()) {
      cur->age /= 2;
      cur->age -= 300;
      destroyed = true;
     } else if (i_at(x, y)[i].made_of(PAPER)) {
      cur->age -= vol * 10;
      destroyed = true;
     } else if ((i_at(x, y)[i].made_of(WOOD) || i_at(x, y)[i].made_of(VEGGY)) &&
                (vol <= cur->density*10-(cur->age>0 ? rng(0,cur->age/10) : 0) ||
                 cur->density == 3)) {
      cur->age -= vol * 10;
      destroyed = true;
     } else if ((i_at(x, y)[i].made_of(COTTON) || i_at(x, y)[i].made_of(FLESH)||
                 i_at(x, y)[i].made_of(WOOL)) &&
                (vol <= cur->density*2 || (cur->density == 3 && one_in(vol)))) {
      cur->age -= vol * 5;
      destroyed = true;
     } else if (i_at(x, y)[i].made_of(LIQUID) || i_at(x, y)[i].made_of(POWDER)||
                i_at(x, y)[i].made_of(PLASTIC)||
                (cur->density >= 2 && i_at(x, y)[i].made_of(GLASS)) ||
                (cur->density == 3 && i_at(x, y)[i].made_of(IRON))) {
      switch (i_at(x, y)[i].type->id) { // TODO: Make this be not a hack.
       case itm_whiskey:
       case itm_vodka:
       case itm_rum:
       case itm_tequila:
        cur->age -= 220;
        break;
      }
      destroyed = true;
     }
     if (destroyed) {
      for (int m = 0; m < i_at(x, y)[i].contents.size(); m++)
       i_at(x, y).push_back( i_at(x, y)[i].contents[m] );
      i_at(x, y).erase(i_at(x, y).begin() + i);
      i--;
     }
    }
// Consume the terrain we're on
    if (terlist[ter(x, y)].flags & mfb(flammable) && one_in(8 - cur->density)) {
     cur->age -= cur->density * cur->density * 40;
     if (cur->density == 3)
      ter(x, y) = t_rubble;
    } else if (terlist[ter(x, y)].flags & mfb(explodes)) {
     ter(x, y) = ter_id(int(ter(x, y)) + 1);
     cur->age = 0;
     cur->density = 3;
     g->explosion(x, y, 40, 0, true);
    } else if (terlist[ter(x, y)].flags & mfb(swimmable))
     cur->age += 800;	// Flames die quickly on water
// If we consumed a lot, the flames grow higher
    while (cur->density < 3 && cur->age < 0) {
     cur->age += 300;
     cur->density++;
    }
// If the flames are REALLY big, they contribute to adjacent flames
    if (cur->density == 3 && cur->age < 0) {
// If the flames are in a pit, it can't spread to non-pit
     bool in_pit = (ter(x, y) == t_pit);
// Randomly offset our x/y shifts by 0-2, to randomly pick a square to spread to
     int starti = rng(0, 2);
     int startj = rng(0, 2);
     for (int i = 0; i < 3 && cur->age < 0; i++) {
      for (int j = 0; j < 3 && cur->age < 0; j++) {
       if (field_at(x+((i+starti)%3), y+((j+startj)%3)).type == fd_fire &&
           field_at(x+((i+starti)%3), y+((j+startj)%3)).density < 3 &&
           (!in_pit || ter(x+((i+starti)%3), y+((j+startj)%3)) == t_pit)) {
        field_at(x+((i+starti)%3), y+((j+startj)%3)).density++; 
        field_at(x+((i+starti)%3), y+((j+startj)%3)).age = 0;
        cur->age = 0;
       }
      }
     }
    }
// Consume adjacent fuel / terrain to spread.
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++) {
      if (x+i >= 0 && y+j >= 0 && x+i < SEEX * 3 && y+j <= SEEY * 3) {
       if (has_flag(explodes, x + i, y + j) && one_in(8 - cur->density)) {
        ter(x + i, y + i) = ter_id(int(ter(x + i, y + i)) + 1);
        g->explosion(x+i, y+j, 40, 0, true);
       } else if ((i != 0 || j != 0) && (i_at(x+i, y+j).size() > 0 ||
                  rng(15, 120) < cur->density * 10)) {
        if (field_at(x+i, y+j).type == fd_smoke)
         field_at(x+i, y+j) = field(fd_fire, 1, 0);
// Fire in pits can only spread to adjacent pits
        else if (ter(x, y) != t_pit || ter(x + i, y + j) == t_pit)
         add_field(g, x+i, y+j, fd_fire, 1);
// If we're not spreading, maybe we'll stick out some smoke, huh?
       } else if (move_cost(x+i, y+j) > 0 &&
                  rng(7, 40) < cur->density * 10 && cur->age < 1000) {
        add_field(g, x+i, y+j, fd_smoke, rng(1, cur->density));
       }
      }
     }
    }
   break;
  
   case fd_smoke:
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++)
      g->scent(x+i, y+j) = 0;
    }
    if (is_outside(x, y))
     cur->age += 50;
    if (one_in(2)) {
     std::vector <point> spread;
     for (int a = -1; a <= 1; a++) {
      for (int b = -1; b <= 1; b++) {
       if ((field_at(x+a, y+b).type == fd_smoke &&
             field_at(x+a, y+b).density < 3)      ||
           (field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
        spread.push_back(point(x+a, y+b));
      }
     }
     if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
      point p = spread[rng(0, spread.size() - 1)];
      if (field_at(p.x, p.y).type == fd_smoke &&
          field_at(p.x, p.y).density < 3) {
        field_at(p.x, p.y).density++;
        cur->density--;
      } else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
                 add_field(g, p.x, p.y, fd_smoke, 1)){
       cur->density--;
       field_at(p.x, p.y).age = cur->age;
      }
     }
    }
   break;

   case fd_tear_gas:
// Reset nearby scents to zero
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++)
      g->scent(x+i, y+j) = 0;
    }
    if (is_outside(x, y))
     cur->age += 30;
// One in three chance that it spreads (less than smoke!)
    if (one_in(3)) {
     std::vector <point> spread;
// Pick all eligible points to spread to
     for (int a = -1; a <= 1; a++) {
      for (int b = -1; b <= 1; b++) {
       if (((field_at(x+a, y+b).type == fd_smoke ||
             field_at(x+a, y+b).type == fd_tear_gas) &&
             field_at(x+a, y+b).density < 3            )      ||
           (field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
        spread.push_back(point(x+a, y+b));
      }
     }
// Then, spread to a nearby point
     if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
      point p = spread[rng(0, spread.size() - 1)];
// Nearby teargas grows thicker
      if (field_at(p.x, p.y).type == fd_tear_gas &&
          field_at(p.x, p.y).density < 3) {
        field_at(p.x, p.y).density++;
        cur->density--;
// Nearby smoke is converted into teargas
      } else if (field_at(p.x, p.y).type == fd_smoke) {
       field_at(p.x, p.y).type = fd_tear_gas;
// Or, just create a new field.
      } else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
                 add_field(g, p.x, p.y, fd_tear_gas, 1)) {
       cur->density--;
       field_at(p.x, p.y).age = cur->age;
      }
     }
    }
    break;

   case fd_nuke_gas:
// Reset nearby scents to zero
    for (int i = -1; i <= 1; i++) {
     for (int j = -1; j <= 1; j++)
      g->scent(x+i, y+j) = 0;
    }
    if (is_outside(x, y))
     cur->age += 40;
// Increase long-term radiation in the land underneath
    radiation(x, y) += rng(0, cur->density);
    if (one_in(2)) {
     std::vector <point> spread;
// Pick all eligible points to spread to
     for (int a = -1; a <= 1; a++) {
      for (int b = -1; b <= 1; b++) {
       if (((field_at(x+a, y+b).type == fd_smoke ||
             field_at(x+a, y+b).type == fd_tear_gas ||
             field_at(x+a, y+b).type == fd_nuke_gas   ) &&
             field_at(x+a, y+b).density < 3            )      ||
           (field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
        spread.push_back(point(x+a, y+b));
      }
     }
// Then, spread to a nearby point
     if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
      point p = spread[rng(0, spread.size() - 1)];
// Nearby nukegas grows thicker
      if (field_at(p.x, p.y).type == fd_nuke_gas &&
          field_at(p.x, p.y).density < 3) {
        field_at(p.x, p.y).density++;
        cur->density--;
// Nearby smoke & teargas is converted into nukegas
      } else if (field_at(p.x, p.y).type == fd_smoke ||
                 field_at(p.x, p.y).type == fd_tear_gas) {
       field_at(p.x, p.y).type = fd_nuke_gas;
// Or, just create a new field.
      } else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
                 add_field(g, p.x, p.y, fd_nuke_gas, 1)) {
       cur->density--;
       field_at(p.x, p.y).age = cur->age;
      }
     }
    }
    break;

   case fd_electricity:
    if (!one_in(5)) {	// 4 in 5 chance to spread
     std::vector<point> valid;
     if (move_cost(x, y) == 0 && cur->density > 1) { // We're grounded
      int tries = 0;
      while (tries < 10 && cur->age < 50) {
       int cx = x + rng(-1, 1), cy = y + rng(-1, 1);
       if (move_cost(cx, cy) != 0 && field_at(cx, cy).is_null()) {
        add_field(g, cx, cy, fd_electricity, 1);
        cur->density--;
        tries = 0;
       } else
        tries++;
      }
     } else {	// We're not grounded; attempt to ground
      for (int a = -1; a <= 1; a++) {
       for (int b = -1; b <= 1; b++) {
        if (move_cost(x + a, y + b) == 0 && // Grounded tiles first
            field_at(x + a, y + b).is_null())
         valid.push_back(point(x + a, y + b));
       }
      }
      if (valid.size() == 0) {	// Spread to adjacent space, then
       int px = x + rng(-1, 1), py = y + rng(-1, 1);
       if (move_cost(px, py) > 0 && field_at(px, py).type == fd_electricity &&
           field_at(px, py).density < 3)
        field_at(px, py).density++;
       else if (move_cost(px, py) > 0)
        add_field(g, px, py, fd_electricity, 1);
       cur->density--;
      }
      while (valid.size() > 0 && cur->density > 0) {
       int index = rng(0, valid.size() - 1);
       add_field(g, valid[index].x, valid[index].y, fd_electricity, 1);
       cur->density--;
       valid.erase(valid.begin() + index);
      }
     }
    }
    break;

   case fd_fatigue:
    if (cur->density < 3 && g->turn % 3600 == 0 && one_in(10))
     cur->density++;
    else if (cur->density == 3 && one_in(3600)) { // Spawn nether creature!
     mon_id type = mon_id(rng(mon_flying_polyp, mon_blank));
     monster creature(g->mtypes[type]);
     creature.spawn(x + rng(-3, 3), y + rng(-3, 3));
     g->z.push_back(creature);
    }
    break;
   }
  
   if (fieldlist[cur->type].halflife > 0) {
    cur->age++;
    if (cur->age > 0 &&
        dice(3, cur->age) > dice(3, fieldlist[cur->type].halflife)) {
     cur->age = 0;
     cur->density--;
    }
    if (cur->density <= 0) // Totally dissapated.
     field_at(x, y) = field();
   }
  }
 }
 return found_field;
}
Exemplo n.º 19
0
/*
 * Update the time
 */
void update_calendar( void )
{
	calendar.hour++;

	if ( calendar.hour == HOUR_MIDNIGHT )
	{
		DESCRIPTOR_DATA *d;

		calendar.hour = 0;
		calendar.day++;

		if ( calendar.day >= DAYS_IN_MONTH )
		{
			calendar.day = 0;
			calendar.month++;
	
			if ( calendar.month >= MONTHS_IN_YEAR )
			{
				calendar.month = 0;
				calendar.year++;
			}
		}

		for ( d = first_descriptor;  d;  d = d->next )
		{
			ANNIVERSARY_DATA *anniversary;

			bool msend = FALSE;	/* Indica se ha inviato un messaggio al pg evitando di visualizzare il cielo */

			if ( d->connected != CON_PLAYING )	continue;
			if ( !d->character->in_room )		continue;

			for ( anniversary = first_anniversary;  anniversary;  anniversary = anniversary->next )
			{
				if ( anniversary->month != calendar.month )		continue;
				if ( anniversary->day != calendar.day )			continue;

				if ( HAS_BIT(anniversary->races, d->character->race) )
					ch_printf( d->character, "%s\r\n", anniversary->message );
			}

			if ( calendar.day == 0 )
			{
				if ( calendar.month == 0 )
				{
					set_char_color( AT_GREEN, d->character );
					send_to_char( d->character, "Oggi è il primo dell'anno!\r\n" );
				}
				else
				{
					set_char_color( AT_DGREEN, d->character );
					ch_printf( d->character, "Oggi è il primo giorno del mese %s\r\n", month_name[calendar.month] );
				}
				msend = TRUE;
			}

			if ( !is_outside(d->character) )	continue;
			if ( !is_awake(d->character) )		continue;
#ifdef T2_MSP
			send_audio( d, "midnight.wav", TO_CHAR );
#endif
			if ( !msend && d->character->in_room->area && d->character->in_room->area->weather )
			{
				int precip;

				precip = ( d->character->in_room->area->weather->precip + (meteo.weath_unit*3) - 1 ) / meteo.weath_unit;
				if ( precip <= 1 )
					send_command( d->character, "sky", CO );
			}
		}
	}

	/* Invia l'echo sulla base dell'ora trascorsa e del weather dell'area */
	send_time_echo( );

	/* Salva il calendario ogni ora-mud */
	save_calendar( );
}