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/**
* @file lighting.cpp
*
* Implementation of light and vision.
*/
#include "lighting.h"
#include <algorithm>
#include <cstdint>
#include <numeric>
#include <string>
#include <expected.hpp>
#include "automap.h"
#include "engine/load_file.hpp"
#include "engine/points_in_rectangle_range.hpp"
#include "player.h"
#include "utils/attributes.h"
#include "utils/is_of.hpp"
#include "utils/status_macros.hpp"
namespace devilution {
std::array<bool, MAXVISION> VisionActive;
Light VisionList[MAXVISION];
Light Lights[MAXLIGHTS];
std::array<uint8_t, MAXLIGHTS> ActiveLights;
int ActiveLightCount;
std::array<std::array<uint8_t, 256>, NumLightingLevels> LightTables;
uint8_t *FullyLitLightTable = nullptr;
uint8_t *FullyDarkLightTable = nullptr;
std::array<uint8_t, 256> InfravisionTable;
std::array<uint8_t, 256> StoneTable;
std::array<uint8_t, 256> PauseTable;
#ifdef _DEBUG
bool DisableLighting;
#endif
bool UpdateLighting;
namespace {
/*
* XY points of vision rays are cast to trace the visibility of the
* surrounding environment. The table represents N rays of M points in
* one quadrant (0°-90°) of a circle, so rays for other quadrants will
* be created by mirroring. Zero points at the end will be trimmed and
* ignored. A similar table can be recreated using Bresenham's line
* drawing algorithm, which is suitable for integer arithmetic:
* https://en.wikipedia.org/wiki/Bresenham's_line_algorithm
*/
static const DisplacementOf<int8_t> VisionRays[23][15] = {
// clang-format off
{ { 1, 0 }, { 2, 0 }, { 3, 0 }, { 4, 0 }, { 5, 0 }, { 6, 0 }, { 7, 0 }, { 8, 0 }, { 9, 0 }, { 10, 0 }, { 11, 0 }, { 12, 0 }, { 13, 0 }, { 14, 0 }, { 15, 0 } },
{ { 1, 0 }, { 2, 0 }, { 3, 0 }, { 4, 0 }, { 5, 0 }, { 6, 0 }, { 7, 0 }, { 8, 1 }, { 9, 1 }, { 10, 1 }, { 11, 1 }, { 12, 1 }, { 13, 1 }, { 14, 1 }, { 15, 1 } },
{ { 1, 0 }, { 2, 0 }, { 3, 0 }, { 4, 1 }, { 5, 1 }, { 6, 1 }, { 7, 1 }, { 8, 1 }, { 9, 1 }, { 10, 1 }, { 11, 1 }, { 12, 2 }, { 13, 2 }, { 14, 2 }, { 15, 2 } },
{ { 1, 0 }, { 2, 0 }, { 3, 1 }, { 4, 1 }, { 5, 1 }, { 6, 1 }, { 7, 1 }, { 8, 2 }, { 9, 2 }, { 10, 2 }, { 11, 2 }, { 12, 2 }, { 13, 3 }, { 14, 3 }, { 15, 3 } },
{ { 1, 0 }, { 2, 1 }, { 3, 1 }, { 4, 1 }, { 5, 1 }, { 6, 2 }, { 7, 2 }, { 8, 2 }, { 9, 3 }, { 10, 3 }, { 11, 3 }, { 12, 3 }, { 13, 4 }, { 14, 4 }, { 0, 0 } },
{ { 1, 0 }, { 2, 1 }, { 3, 1 }, { 4, 1 }, { 5, 2 }, { 6, 2 }, { 7, 3 }, { 8, 3 }, { 9, 3 }, { 10, 4 }, { 11, 4 }, { 12, 4 }, { 13, 5 }, { 14, 5 }, { 0, 0 } },
{ { 1, 0 }, { 2, 1 }, { 3, 1 }, { 4, 2 }, { 5, 2 }, { 6, 3 }, { 7, 3 }, { 8, 3 }, { 9, 4 }, { 10, 4 }, { 11, 5 }, { 12, 5 }, { 13, 6 }, { 14, 6 }, { 0, 0 } },
{ { 1, 1 }, { 2, 1 }, { 3, 2 }, { 4, 2 }, { 5, 3 }, { 6, 3 }, { 7, 4 }, { 8, 4 }, { 9, 5 }, { 10, 5 }, { 11, 6 }, { 12, 6 }, { 13, 7 }, { 0, 0 }, { 0, 0 } },
{ { 1, 1 }, { 2, 1 }, { 3, 2 }, { 4, 2 }, { 5, 3 }, { 6, 4 }, { 7, 4 }, { 8, 5 }, { 9, 6 }, { 10, 6 }, { 11, 7 }, { 12, 7 }, { 12, 8 }, { 13, 8 }, { 0, 0 } },
{ { 1, 1 }, { 2, 2 }, { 3, 2 }, { 4, 3 }, { 5, 4 }, { 6, 5 }, { 7, 5 }, { 8, 6 }, { 9, 7 }, { 10, 7 }, { 10, 8 }, { 11, 8 }, { 12, 9 }, { 0, 0 }, { 0, 0 } },
{ { 1, 1 }, { 2, 2 }, { 3, 3 }, { 4, 4 }, { 5, 5 }, { 6, 5 }, { 7, 6 }, { 8, 7 }, { 9, 8 }, { 10, 9 }, { 11, 9 }, { 11, 10 }, { 0, 0 }, { 0, 0 }, { 0, 0 } },
{ { 1, 1 }, { 2, 2 }, { 3, 3 }, { 4, 4 }, { 5, 5 }, { 6, 6 }, { 7, 7 }, { 8, 8 }, { 9, 9 }, { 10, 10 }, { 11, 11 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } },
{ { 1, 1 }, { 2, 2 }, { 3, 3 }, { 4, 4 }, { 5, 5 }, { 5, 6 }, { 6, 7 }, { 7, 8 }, { 8, 9 }, { 9, 10 }, { 9, 11 }, { 10, 11 }, { 0, 0 }, { 0, 0 }, { 0, 0 } },
{ { 1, 1 }, { 2, 2 }, { 2, 3 }, { 3, 4 }, { 4, 5 }, { 5, 6 }, { 5, 7 }, { 6, 8 }, { 7, 9 }, { 7, 10 }, { 8, 10 }, { 8, 11 }, { 9, 12 }, { 0, 0 }, { 0, 0 } },
{ { 1, 1 }, { 1, 2 }, { 2, 3 }, { 2, 4 }, { 3, 5 }, { 4, 6 }, { 4, 7 }, { 5, 8 }, { 6, 9 }, { 6, 10 }, { 7, 11 }, { 7, 12 }, { 8, 12 }, { 8, 13 }, { 0, 0 } },
{ { 1, 1 }, { 1, 2 }, { 2, 3 }, { 2, 4 }, { 3, 5 }, { 3, 6 }, { 4, 7 }, { 4, 8 }, { 5, 9 }, { 5, 10 }, { 6, 11 }, { 6, 12 }, { 7, 13 }, { 0, 0 }, { 0, 0 } },
{ { 0, 1 }, { 1, 2 }, { 1, 3 }, { 2, 4 }, { 2, 5 }, { 3, 6 }, { 3, 7 }, { 3, 8 }, { 4, 9 }, { 4, 10 }, { 5, 11 }, { 5, 12 }, { 6, 13 }, { 6, 14 }, { 0, 0 } },
{ { 0, 1 }, { 1, 2 }, { 1, 3 }, { 1, 4 }, { 2, 5 }, { 2, 6 }, { 3, 7 }, { 3, 8 }, { 3, 9 }, { 4, 10 }, { 4, 11 }, { 4, 12 }, { 5, 13 }, { 5, 14 }, { 0, 0 } },
{ { 0, 1 }, { 1, 2 }, { 1, 3 }, { 1, 4 }, { 1, 5 }, { 2, 6 }, { 2, 7 }, { 2, 8 }, { 3, 9 }, { 3, 10 }, { 3, 11 }, { 3, 12 }, { 4, 13 }, { 4, 14 }, { 0, 0 } },
{ { 0, 1 }, { 0, 2 }, { 1, 3 }, { 1, 4 }, { 1, 5 }, { 1, 6 }, { 1, 7 }, { 2, 8 }, { 2, 9 }, { 2, 10 }, { 2, 11 }, { 2, 12 }, { 3, 13 }, { 3, 14 }, { 3, 15 } },
{ { 0, 1 }, { 0, 2 }, { 0, 3 }, { 1, 4 }, { 1, 5 }, { 1, 6 }, { 1, 7 }, { 1, 8 }, { 1, 9 }, { 1, 10 }, { 1, 11 }, { 2, 12 }, { 2, 13 }, { 2, 14 }, { 2, 15 } },
{ { 0, 1 }, { 0, 2 }, { 0, 3 }, { 0, 4 }, { 0, 5 }, { 0, 6 }, { 0, 7 }, { 1, 8 }, { 1, 9 }, { 1, 10 }, { 1, 11 }, { 1, 12 }, { 1, 13 }, { 1, 14 }, { 1, 15 } },
{ { 0, 1 }, { 0, 2 }, { 0, 3 }, { 0, 4 }, { 0, 5 }, { 0, 6 }, { 0, 7 }, { 0, 8 }, { 0, 9 }, { 0, 10 }, { 0, 11 }, { 0, 12 }, { 0, 13 }, { 0, 14 }, { 0, 15 } },
// clang-format on
};
/** @brief Number of supported light radiuses (first radius starts with 0) */
constexpr size_t NumLightRadiuses = 16;
/** Falloff tables for the light cone */
uint8_t LightFalloffs[NumLightRadiuses][128];
bool UpdateVision;
/** interpolations of a 32x32 (16x16 mirrored) light circle moving between tiles in steps of 1/8 of a tile */
uint8_t LightConeInterpolations[8][8][16][16];
void RotateRadius(DisplacementOf<int8_t> &offset, DisplacementOf<int8_t> &dist, DisplacementOf<int8_t> &light, DisplacementOf<int8_t> &block)
{
dist = { static_cast<int8_t>(7 - dist.deltaY), dist.deltaX };
light = { static_cast<int8_t>(7 - light.deltaY), light.deltaX };
offset = { static_cast<int8_t>(dist.deltaX - light.deltaX), static_cast<int8_t>(dist.deltaY - light.deltaY) };
block.deltaX = 0;
if (offset.deltaX < 0) {
offset.deltaX += 8;
block.deltaX = 1;
}
block.deltaY = 0;
if (offset.deltaY < 0) {
offset.deltaY += 8;
block.deltaY = 1;
}
}
DVL_ALWAYS_INLINE void SetLight(Point position, uint8_t v)
{
if (LoadingMapObjects)
dPreLight[position.x][position.y] = v;
else
dLight[position.x][position.y] = v;
}
DVL_ALWAYS_INLINE uint8_t GetLight(Point position)
{
if (LoadingMapObjects)
return dPreLight[position.x][position.y];
return dLight[position.x][position.y];
}
bool TileAllowsLight(Point position)
{
if (!InDungeonBounds(position))
return false;
return !TileHasAny(position, TileProperties::BlockLight);
}
void DoVisionFlags(Point position, MapExplorationType doAutomap, bool visible)
{
if (doAutomap != MAP_EXP_NONE) {
if (dFlags[position.x][position.y] != DungeonFlag::None)
SetAutomapView(position, doAutomap);
dFlags[position.x][position.y] |= DungeonFlag::Explored;
}
if (visible)
dFlags[position.x][position.y] |= DungeonFlag::Lit;
dFlags[position.x][position.y] |= DungeonFlag::Visible;
}
} // namespace
void DoUnLight(Point position, uint8_t radius)
{
radius++;
radius++; // If lights moved at a diagonal it can result in some extra tiles being lit
auto searchArea = PointsInRectangle(WorldTileRectangle { position, radius });
for (WorldTilePosition targetPosition : searchArea) {
if (InDungeonBounds(targetPosition))
dLight[targetPosition.x][targetPosition.y] = dPreLight[targetPosition.x][targetPosition.y];
}
}
void DoLighting(Point position, uint8_t radius, DisplacementOf<int8_t> offset)
{
assert(radius >= 0 && radius <= NumLightRadiuses);
assert(InDungeonBounds(position));
DisplacementOf<int8_t> light = {};
DisplacementOf<int8_t> block = {};
if (offset.deltaX < 0) {
offset.deltaX += 8;
position -= { 1, 0 };
}
if (offset.deltaY < 0) {
offset.deltaY += 8;
position -= { 0, 1 };
}
DisplacementOf<int8_t> dist = offset;
int minX = 15;
if (position.x - 15 < 0) {
minX = position.x + 1;
}
int maxX = 15;
if (position.x + 15 > MAXDUNX) {
maxX = MAXDUNX - position.x;
}
int minY = 15;
if (position.y - 15 < 0) {
minY = position.y + 1;
}
int maxY = 15;
if (position.y + 15 > MAXDUNY) {
maxY = MAXDUNY - position.y;
}
// Allow for dim lights in crypt and nest
if (IsAnyOf(leveltype, DTYPE_NEST, DTYPE_CRYPT)) {
if (GetLight(position) > LightFalloffs[radius][0])
SetLight(position, LightFalloffs[radius][0]);
} else {
SetLight(position, 0);
}
for (int i = 0; i < 4; i++) {
int yBound = i > 0 && i < 3 ? maxY : minY;
int xBound = i < 2 ? maxX : minX;
for (int y = 0; y < yBound; y++) {
for (int x = 1; x < xBound; x++) {
int linearDistance = LightConeInterpolations[offset.deltaX][offset.deltaY][x + block.deltaX][y + block.deltaY];
if (linearDistance >= 128)
continue;
Point temp = position + (Displacement { x, y }).Rotate(-i);
uint8_t v = LightFalloffs[radius][linearDistance];
if (!InDungeonBounds(temp))
continue;
if (v < GetLight(temp))
SetLight(temp, v);
}
}
RotateRadius(offset, dist, light, block);
}
}
void DoUnVision(Point position, uint8_t radius)
{
radius++;
radius++; // increasing the radius even further here prevents leaving stray vision tiles behind and doesn't seem to affect monster AI - applying new vision happens in the same tick
auto searchArea = PointsInRectangle(WorldTileRectangle { position, radius });
for (WorldTilePosition targetPosition : searchArea) {
if (InDungeonBounds(targetPosition))
dFlags[targetPosition.x][targetPosition.y] &= ~(DungeonFlag::Visible | DungeonFlag::Lit);
}
}
void DoVision(Point position, uint8_t radius, MapExplorationType doAutomap, bool visible)
{
DoVisionFlags(position, doAutomap, visible);
// Adjustment to a ray length to ensure all rays lie on an
// accurate circle
static const uint8_t rayLenAdj[23] = { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0 };
static_assert(std::size(rayLenAdj) == std::size(VisionRays));
// Four quadrants on a circle
static const Displacement quadrants[] = { { 1, 1 }, { -1, 1 }, { 1, -1 }, { -1, -1 } };
// Loop over quadrants and mirror rays for each one
for (const auto &quadrant : quadrants) {
// Cast a ray for a quadrant
for (unsigned int j = 0; j < std::size(VisionRays); j++) {
int rayLen = radius - rayLenAdj[j];
for (int k = 0; k < rayLen; k++) {
const auto &relRayPoint = VisionRays[j][k];
// Calculate the next point on a ray in the quadrant
Point rayPoint = position + relRayPoint * quadrant;
if (!InDungeonBounds(rayPoint))
break;
bool visible = true;
//
// We've cast an approximated ray on an integer 2D
// grid, so we need to check if a ray can pass through
// the diagonally adjacent tiles. For example, consider
// this case:
//
// #?
// ↗ #
// x
//
// The ray is cast from the observer 'x', and reaches
// the '?', but diagonally adjacent tiles '#' do not
// pass the light, so the '?' should not be visible
// for the 2D observer.
//
// The trick is to perform two additional visibility
// checks for the diagonally adjacent tiles, but only
// for the rays that are not parallel to the X or Y
// coordinate lines. Parallel rays, which have a 0 in
// one of their coordinate components, do not require
// any additional adjacent visibility checks, and the
// tile, hit by the ray, is always considered visible.
//
if (relRayPoint.deltaX > 0 && relRayPoint.deltaY > 0) {
Displacement adjacent1 = { -quadrant.deltaX, 0 };
Displacement adjacent2 = { 0, -quadrant.deltaY };
visible = (TileAllowsLight(rayPoint + adjacent1) || TileAllowsLight(rayPoint + adjacent2));
}
if (visible)
DoVisionFlags(rayPoint, doAutomap, visible);
bool passesLight = TileAllowsLight(rayPoint);
if (!passesLight)
// Tile does not pass the light further, we are
// done with this ray
break;
int8_t trans = dTransVal[rayPoint.x][rayPoint.y];
if (trans != 0)
TransList[trans] = true;
}
}
}
}
tl::expected<void, std::string> LoadTrns()
{
RETURN_IF_ERROR(LoadFileInMemWithStatus("plrgfx\\infra.trn", InfravisionTable));
RETURN_IF_ERROR(LoadFileInMemWithStatus("plrgfx\\stone.trn", StoneTable));
return LoadFileInMemWithStatus("gendata\\pause.trn", PauseTable);
}
void MakeLightTable()
{
// Generate 16 gradually darker translation tables for doing lighting
uint8_t shade = 0;
constexpr uint8_t Black = 0;
constexpr uint8_t White = 255;
for (auto &lightTable : LightTables) {
uint8_t colorIndex = 0;
for (uint8_t steps : { 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16 }) {
const uint8_t shading = shade * steps / 16;
const uint8_t shadeStart = colorIndex;
const uint8_t shadeEnd = shadeStart + steps - 1;
for (uint8_t step = 0; step < steps; step++) {
if (colorIndex == Black) {
lightTable[colorIndex++] = Black;
continue;
}
int color = shadeStart + step + shading;
if (color > shadeEnd || color == White)
color = Black;
lightTable[colorIndex++] = color;
}
}
shade++;
}
LightTables[15] = {}; // Make last shade pitch black
FullyLitLightTable = LightTables[0].data();
FullyDarkLightTable = LightTables[LightsMax].data();
if (leveltype == DTYPE_HELL) {
// Blood wall lighting
const auto shades = static_cast<int>(LightTables.size() - 1);
for (int i = 0; i < shades; i++) {
auto &lightTable = LightTables[i];
constexpr int Range = 16;
for (int j = 0; j < Range; j++) {
uint8_t color = ((Range - 1) << 4) / shades * (shades - i) / Range * (j + 1);
color = 1 + (color >> 4);
int idx = j + 1;
lightTable[idx] = color;
idx = 31 - j;
lightTable[idx] = color;
}
}
FullyLitLightTable = nullptr; // A color map is used for the ceiling animation, so even fully lit tiles have a color map
} else if (IsAnyOf(leveltype, DTYPE_NEST, DTYPE_CRYPT)) {
// Make the lava fully bright
for (auto &lightTable : LightTables)
std::iota(lightTable.begin(), lightTable.begin() + 16, uint8_t { 0 });
LightTables[15][0] = 0;
std::fill_n(LightTables[15].begin() + 1, 15, 1);
FullyDarkLightTable = nullptr; // Tiles in Hellfire levels are never completely black
}
// Verify that fully lit and fully dark light table optimizations are correctly enabled/disabled (nullptr = disabled)
assert((FullyLitLightTable != nullptr) == (LightTables[0][0] == 0 && std::adjacent_find(LightTables[0].begin(), LightTables[0].end() - 1, [](auto x, auto y) { return (x + 1) != y; }) == LightTables[0].end() - 1));
assert((FullyDarkLightTable != nullptr) == (std::all_of(LightTables[LightsMax].begin(), LightTables[LightsMax].end(), [](auto x) { return x == 0; })));
// Generate light falloffs ranges
const float maxDarkness = 15;
const float maxBrightness = 0;
for (unsigned radius = 0; radius < NumLightRadiuses; radius++) {
const unsigned maxDistance = (radius + 1) * 8;
for (unsigned distance = 0; distance < 128; distance++) {
if (distance > maxDistance) {
LightFalloffs[radius][distance] = 15;
} else {
const float factor = static_cast<float>(distance) / static_cast<float>(maxDistance);
float scaled;
if (IsAnyOf(leveltype, DTYPE_NEST, DTYPE_CRYPT)) {
// quardratic falloff with over exposure
const float brightness = static_cast<float>(radius) * 1.25F;
scaled = factor * factor * brightness + (maxDarkness - brightness);
scaled = std::max(maxBrightness, scaled);
} else {
// Leaner falloff
scaled = factor * maxDarkness;
}
scaled += 0.5F; // Round up
LightFalloffs[radius][distance] = static_cast<uint8_t>(scaled);
}
}
}
// Generate the light cone interpolations
for (int offsetY = 0; offsetY < 8; offsetY++) {
for (int offsetX = 0; offsetX < 8; offsetX++) {
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 16; x++) {
int a = (8 * x - offsetX);
int b = (8 * y - offsetY);
LightConeInterpolations[offsetX][offsetY][x][y] = static_cast<uint8_t>(sqrt(a * a + b * b));
}
}
}
}
}
#ifdef _DEBUG
void ToggleLighting()
{
DisableLighting = !DisableLighting;
if (DisableLighting) {
memset(dLight, 0, sizeof(dLight));
return;
}
memcpy(dLight, dPreLight, sizeof(dLight));
for (const Player &player : Players) {
if (player.plractive && player.isOnActiveLevel()) {
DoLighting(player.position.tile, player._pLightRad, {});
}
}
}
#endif
void InitLighting()
{
ActiveLightCount = 0;
UpdateLighting = false;
UpdateVision = false;
#ifdef _DEBUG
DisableLighting = false;
#endif
std::iota(ActiveLights.begin(), ActiveLights.end(), uint8_t { 0 });
VisionActive = {};
TransList = {};
}
int AddLight(Point position, uint8_t radius)
{
#ifdef _DEBUG
if (DisableLighting)
return NO_LIGHT;
#endif
if (ActiveLightCount >= MAXLIGHTS)
return NO_LIGHT;
int lid = ActiveLights[ActiveLightCount++];
Light &light = Lights[lid];
light.position.tile = position;
light.radius = radius;
light.position.offset = { 0, 0 };
light.isInvalid = false;
light.hasChanged = false;
UpdateLighting = true;
return lid;
}
void AddUnLight(int i)
{
#ifdef _DEBUG
if (DisableLighting)
return;
#endif
if (i == NO_LIGHT)
return;
Lights[i].isInvalid = true;
UpdateLighting = true;
}
void ChangeLightRadius(int i, uint8_t radius)
{
#ifdef _DEBUG
if (DisableLighting)
return;
#endif
if (i == NO_LIGHT)
return;
Light &light = Lights[i];
light.hasChanged = true;
light.position.old = light.position.tile;
light.oldRadius = light.radius;
light.radius = radius;
UpdateLighting = true;
}
void ChangeLightXY(int i, Point position)
{
#ifdef _DEBUG
if (DisableLighting)
return;
#endif
if (i == NO_LIGHT)
return;
Light &light = Lights[i];
light.hasChanged = true;
light.position.old = light.position.tile;
light.oldRadius = light.radius;
light.position.tile = position;
UpdateLighting = true;
}
void ChangeLightOffset(int i, DisplacementOf<int8_t> offset)
{
#ifdef _DEBUG
if (DisableLighting)
return;
#endif
if (i == NO_LIGHT)
return;
Light &light = Lights[i];
if (light.position.offset == offset)
return;
light.hasChanged = true;
light.position.old = light.position.tile;
light.oldRadius = light.radius;
light.position.offset = offset;
UpdateLighting = true;
}
void ChangeLight(int i, Point position, uint8_t radius)
{
#ifdef _DEBUG
if (DisableLighting)
return;
#endif
if (i == NO_LIGHT)
return;
Light &light = Lights[i];
light.hasChanged = true;
light.position.old = light.position.tile;
light.oldRadius = light.radius;
light.position.tile = position;
light.radius = radius;
UpdateLighting = true;
}
void ProcessLightList()
{
#ifdef _DEBUG
if (DisableLighting)
return;
#endif
if (!UpdateLighting)
return;
for (int i = 0; i < ActiveLightCount; i++) {
Light &light = Lights[ActiveLights[i]];
if (light.isInvalid) {
DoUnLight(light.position.tile, light.radius);
}
if (light.hasChanged) {
DoUnLight(light.position.old, light.oldRadius);
light.hasChanged = false;
}
}
for (int i = 0; i < ActiveLightCount; i++) {
const Light &light = Lights[ActiveLights[i]];
if (light.isInvalid) {
ActiveLightCount--;
std::swap(ActiveLights[ActiveLightCount], ActiveLights[i]);
i--;
continue;
}
if (TileHasAny(light.position.tile, TileProperties::Solid))
continue; // Monster hidden in a wall, don't spoil the surprise
DoLighting(light.position.tile, light.radius, light.position.offset);
}
UpdateLighting = false;
}
void SavePreLighting()
{
memcpy(dPreLight, dLight, sizeof(dPreLight));
}
void ActivateVision(Point position, int r, size_t id)
{
auto &vision = VisionList[id];
vision.position.tile = position;
vision.radius = r;
vision.isInvalid = false;
vision.hasChanged = false;
VisionActive[id] = true;
UpdateVision = true;
}
void ChangeVisionRadius(size_t id, int r)
{
auto &vision = VisionList[id];
vision.hasChanged = true;
vision.position.old = vision.position.tile;
vision.oldRadius = vision.radius;
vision.radius = r;
UpdateVision = true;
}
void ChangeVisionXY(size_t id, Point position)
{
auto &vision = VisionList[id];
vision.hasChanged = true;
vision.position.old = vision.position.tile;
vision.oldRadius = vision.radius;
vision.position.tile = position;
UpdateVision = true;
}
void ProcessVisionList()
{
if (!UpdateVision)
return;
TransList = {};
for (const Player &player : Players) {
const size_t id = player.getId();
if (!VisionActive[id])
continue;
Light &vision = VisionList[id];
if (!player.plractive || !player.isOnActiveLevel() || (player._pLvlChanging && &player != MyPlayer)) {
DoUnVision(vision.position.tile, vision.radius);
VisionActive[id] = false;
continue;
}
if (vision.hasChanged) {
DoUnVision(vision.position.old, vision.oldRadius);
vision.hasChanged = false;
}
}
for (const Player &player : Players) {
const size_t id = player.getId();
if (!VisionActive[id])
continue;
Light &vision = VisionList[id];
MapExplorationType doautomap = MAP_EXP_SELF;
if (&player != MyPlayer)
doautomap = player.friendlyMode ? MAP_EXP_OTHERS : MAP_EXP_NONE;
DoVision(
vision.position.tile,
vision.radius,
doautomap,
&player == MyPlayer);
}
UpdateVision = false;
}
void lighting_color_cycling()
{
for (auto &lightTable : LightTables) {
// shift elements between indexes 1-31 to left
std::rotate(lightTable.begin() + 1, lightTable.begin() + 2, lightTable.begin() + 32);
}
}
} // namespace devilution