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Revision: 1.48
Committed: Tue Dec 23 06:58:23 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +66 -84 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.29 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.19 *
4 root 1.30 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.26 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.29 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.28 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.19 *
13 root 1.28 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.19 *
18 root 1.28 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.26 *
21 root 1.29 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.19 */
23 elmex 1.1
24     /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25    
26     #include <global.h>
27 root 1.41 #include <cmath>
28 elmex 1.1
29 root 1.41 static void expand_lighted_sight (object *op);
30 elmex 1.1
31 root 1.41 enum {
32     LOS_XI = 0x01,
33     LOS_YI = 0x02,
34     };
35    
36     struct los_info
37     {
38 root 1.43 sint8 xo, yo; // obscure angle
39     sint8 xe, ye; // angle deviation
40     uint8 culled; // culled from "tree"
41     uint8 queued; // already queued
42 root 1.41 uint8 visible;
43 root 1.43 uint8 flags; // LOS_XI/YI
44 root 1.41 };
45    
46     // temporary storage for the los algorithm,
47     // one los_info for each lightable map space
48     static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
49    
50     struct point
51     {
52     sint8 x, y;
53     };
54    
55     // minimum size, but must be a power of two
56     #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
57    
58     // a queue of spaces to calculate
59     static point queue [QUEUE_LENGTH];
60     static int q1, q2; // queue start, end
61 elmex 1.1
62     /*
63 root 1.41 * Clears/initialises the los-array associated to the player
64     * controlling the object.
65 elmex 1.1 */
66 root 1.41 void
67 root 1.42 player::clear_los (sint8 value)
68 root 1.41 {
69 root 1.42 memset (los, value, sizeof (los));
70 root 1.41 }
71 elmex 1.1
72 root 1.41 // enqueue a single mapspace, but only if it hasn't
73     // been enqueued yet.
74 root 1.4 static void
75 root 1.41 enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
76 root 1.4 {
77 root 1.41 sint8 x = LOS_X0 + dx;
78     sint8 y = LOS_Y0 + dy;
79    
80     if (x < 0 || x >= MAP_CLIENT_X) return;
81     if (y < 0 || y >= MAP_CLIENT_Y) return;
82    
83     los_info &l = los[x][y];
84    
85     l.flags |= flags;
86    
87     if (l.queued)
88     return;
89 elmex 1.1
90 root 1.41 l.queued = 1;
91    
92     queue[q1].x = dx;
93     queue[q1].y = dy;
94 elmex 1.1
95 root 1.41 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
96 elmex 1.1 }
97    
98 root 1.41 // run the los algorithm
99     // this is a variant of a spiral los algorithm taken from
100     // http://www.geocities.com/temerra/los_rays.html
101     // which has been simplified and changed considerably, but
102     // still is basically the same algorithm.
103     static void
104 root 1.48 calculate_los (player *pl)
105 root 1.4 {
106 root 1.41 int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2;
107 root 1.4
108 root 1.41 memset (los, 0, sizeof (los));
109 root 1.4
110 root 1.41 q1 = 0; q2 = 0; // initialise queue, not strictly required
111     enqueue (0, 0); // enqueue center
112 root 1.4
113 root 1.41 // treat the origin specially
114     los[LOS_X0][LOS_Y0].visible = 1;
115     pl->los[LOS_X0][LOS_Y0] = 0;
116    
117     // loop over all enqueued points until the queue is empty
118     // the order in which this is done ensures that we
119     // never touch a mapspace whose input spaces we haven't checked
120     // yet.
121     while (q1 != q2)
122     {
123     sint8 dx = queue[q2].x;
124     sint8 dy = queue[q2].y;
125 root 1.4
126 root 1.41 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
127 root 1.4
128 root 1.41 sint8 x = LOS_X0 + dx;
129     sint8 y = LOS_Y0 + dy;
130 elmex 1.1
131 root 1.41 //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D
132     int distance = 0;//D
133 root 1.4
134 root 1.41 los_info &l = los[x][y];
135 elmex 1.1
136 root 1.41 if (expect_true (l.flags & (LOS_XI | LOS_YI)))
137     {
138     l.culled = 1;
139 elmex 1.1
140 root 1.41 // check contributing spaces, first horizontal
141     if (expect_true (l.flags & LOS_XI))
142     {
143     los_info *xi = &los[x - sign (dx)][y];
144 elmex 1.1
145 root 1.41 // don't cull unless obscured
146     l.culled &= !xi->visible;
147 elmex 1.1
148 root 1.41 /* merge input space */
149     if (expect_false (xi->xo || xi->yo))
150     {
151     // The X input can provide two main pieces of information:
152     // 1. Progressive X obscurity.
153     // 2. Recessive Y obscurity.
154    
155     // Progressive X obscurity, favouring recessive input angle
156     if (xi->xe > 0 && l.xo == 0)
157     {
158     l.xe = xi->xe - xi->yo;
159     l.ye = xi->ye + xi->yo;
160     l.xo = xi->xo;
161     l.yo = xi->yo;
162     }
163 root 1.4
164 root 1.41 // Recessive Y obscurity
165     if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
166     {
167     l.ye = xi->yo + xi->ye;
168     l.xe = xi->xe - xi->yo;
169     l.xo = xi->xo;
170     l.yo = xi->yo;
171     }
172     }
173     }
174    
175     // check contributing spaces, last vertical, identical structure
176     if (expect_true (l.flags & LOS_YI))
177     {
178     los_info *yi = &los[x][y - sign (dy)];
179 elmex 1.1
180 root 1.41 // don't cull unless obscured
181     l.culled &= !yi->visible;
182 elmex 1.1
183 root 1.41 /* merge input space */
184     if (expect_false (yi->yo || yi->xo))
185     {
186     // The Y input can provide two main pieces of information:
187     // 1. Progressive Y obscurity.
188     // 2. Recessive X obscurity.
189    
190     // Progressive Y obscurity, favouring recessive input angle
191     if (yi->ye > 0 && l.yo == 0)
192     {
193     l.ye = yi->ye - yi->xo;
194     l.xe = yi->xe + yi->xo;
195     l.yo = yi->yo;
196     l.xo = yi->xo;
197     }
198 elmex 1.1
199 root 1.41 // Recessive X obscurity
200     if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
201     {
202     l.xe = yi->xo + yi->xe;
203     l.ye = yi->ye - yi->xo;
204     l.yo = yi->yo;
205     l.xo = yi->xo;
206     }
207     }
208     }
209 elmex 1.1
210 root 1.41 // check whether this space blocks the view
211 root 1.48 maptile *m = pl->observe->map;
212     sint16 nx = pl->observe->x + dx;
213     sint16 ny = pl->observe->y + dy;
214 elmex 1.1
215 root 1.41 if (expect_true (!xy_normalise (m, nx, ny))
216     || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW))
217     {
218     l.xo = l.xe = abs (dx);
219     l.yo = l.ye = abs (dy);
220 elmex 1.1
221 root 1.41 // we obscure dependents, but might be visible
222     // copy the los from the square towards the player,
223     // so outward diagonal corners are lit.
224     pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
225     l.visible = false;
226     }
227     else
228     {
229     // we are not blocked, so calculate visibility, by checking
230     // whether we are inside or outside the shadow
231     l.visible = (l.xe <= 0 || l.xe > l.xo)
232     && (l.ye <= 0 || l.ye > l.yo);
233    
234     pl->los[x][y] = l.culled ? LOS_BLOCKED
235     : l.visible ? max (0, 2 - max_radius + distance)
236     : 3;
237 root 1.37 }
238 root 1.41
239 root 1.37 }
240 root 1.4
241 root 1.41 // Expands by the unit length in each component's current direction.
242     // If a component has no direction, then it is expanded in both of its
243     // positive and negative directions.
244     if (!l.culled)
245     {
246     if (dx >= 0) enqueue (dx + 1, dy, LOS_XI);
247     if (dx <= 0) enqueue (dx - 1, dy, LOS_XI);
248     if (dy >= 0) enqueue (dx, dy + 1, LOS_YI);
249     if (dy <= 0) enqueue (dx, dy - 1, LOS_YI);
250     }
251     }
252 elmex 1.1 }
253    
254     /* returns true if op carries one or more lights
255     * This is a trivial function now days, but it used to
256     * be a bit longer. Probably better for callers to just
257     * check the op->glow_radius instead of calling this.
258     */
259 root 1.4 int
260     has_carried_lights (const object *op)
261     {
262     /* op may glow! */
263     if (op->glow_radius > 0)
264     return 1;
265    
266     return 0;
267     }
268    
269 root 1.32 /* radius, distance => lightness adjust */
270 root 1.44 static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
271 root 1.45 static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1];
272 root 1.32
273 root 1.44 static struct los_init
274 root 1.32 {
275 root 1.44 los_init ()
276 root 1.32 {
277 root 1.45 /* for lights */
278 root 1.32 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
279 root 1.35 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
280 root 1.32 {
281     // max intensity
282 root 1.36 int intensity = min (LOS_MAX, abs (radius) + 1);
283 root 1.32
284     // actual intensity
285     intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
286    
287 root 1.44 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
288 root 1.35 ? min (3, intensity)
289 root 1.36 : LOS_MAX - intensity;
290 root 1.32 }
291 root 1.45
292     /* for general vision */
293     for (int radius = 0; radius <= MAX_DARKNESS; ++radius)
294     for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance)
295     {
296     vision_atten [radius][distance] = distance <= radius ? 3 : 4;
297     }
298 root 1.32 }
299 root 1.44 } los_init;
300 root 1.32
301 root 1.39 sint8
302     los_brighten (sint8 b, sint8 l)
303     {
304     return b == LOS_BLOCKED ? b : min (b, l);
305     }
306    
307     sint8
308     los_darken (sint8 b, sint8 l)
309     {
310     return max (b, l);
311     }
312    
313     template<sint8 change_it (sint8, sint8)>
314     static void
315 root 1.48 apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
316 root 1.39 {
317 root 1.41 // min or max the circular area around basex, basey
318     dx += LOS_X0;
319     dy += LOS_Y0;
320    
321 root 1.48 int hx = pl->ns->mapx / 2;
322     int hy = pl->ns->mapy / 2;
323 root 1.41
324     int ax0 = max (LOS_X0 - hx, dx - light);
325     int ay0 = max (LOS_Y0 - hy, dy - light);
326     int ax1 = min (dx + light, LOS_X0 + hx);
327     int ay1 = min (dy + light, LOS_Y0 + hy);
328 root 1.39
329     for (int ax = ax0; ax <= ax1; ax++)
330     for (int ay = ay0; ay <= ay1; ay++)
331 root 1.41 pl->los[ax][ay] =
332 root 1.44 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
333 root 1.39 }
334    
335     /* add light, by finding all (non-null) nearby light sources, then
336     * mark those squares specially.
337     */
338 root 1.4 static void
339 root 1.48 apply_lights (player *pl)
340 root 1.4 {
341 root 1.48 object *op = pl->observe;
342     int darklevel = op->map->darklevel ();
343 root 1.4
344     /* If the player can see in the dark, lower the darklevel for him */
345 root 1.48 if (op->flag [FLAG_SEE_IN_DARK])
346     darklevel = max (0, darklevel - 2);
347 elmex 1.1
348 root 1.48 int half_x = pl->ns->mapx / 2;
349     int half_y = pl->ns->mapy / 2;
350 root 1.32
351     int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
352     int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
353     int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
354     int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
355    
356     int pass2 = 0; // negative lights have an extra pass
357    
358 root 1.48 if (!darklevel)
359 root 1.39 pass2 = 1;
360     else
361     {
362     /* first, make everything totally dark */
363 root 1.41 for (int dx = -half_x; dx <= half_x; dx++)
364     for (int dy = -half_x; dy <= half_y; dy++)
365 root 1.48 if (pl->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED)
366     pl->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX;
367 root 1.39
368     /*
369     * Only process the area of interest.
370 root 1.41 * the basex, basey values represent the position in the op->contr->los
371     * array. Its easier to just increment them here (and start with the right
372 root 1.39 * value) than to recalculate them down below.
373     */
374 root 1.41 for (int x = min_x; x <= max_x; x++)
375     for (int y = min_y; y <= max_y; y++)
376 root 1.39 {
377 root 1.48 maptile *m = pl->observe->map;
378 root 1.39 sint16 nx = x;
379     sint16 ny = y;
380    
381     if (!xy_normalise (m, nx, ny))
382     continue;
383    
384     mapspace &ms = m->at (nx, ny);
385     ms.update ();
386     sint8 light = ms.light;
387    
388     if (expect_false (light))
389     if (light < 0)
390     pass2 = 1;
391     else
392 root 1.48 apply_light<los_brighten> (pl, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
393 root 1.39 }
394    
395     /* grant some vision to the player, based on the darklevel */
396 root 1.32 {
397 root 1.45 int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
398 root 1.39
399 root 1.48 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
400 root 1.32 }
401 root 1.39 }
402 root 1.4
403 root 1.38 // possibly do 2nd pass for rare negative glow radii
404 root 1.39 // for effect, those are always considered to be stronger than anything else
405     // but they can't darken a place completely
406     if (pass2)
407 root 1.41 for (int x = min_x; x <= max_x; x++)
408     for (int y = min_y; y <= max_y; y++)
409 root 1.4 {
410 root 1.48 maptile *m = pl->observe->map;
411 root 1.32 sint16 nx = x;
412     sint16 ny = y;
413 root 1.4
414 root 1.32 if (!xy_normalise (m, nx, ny))
415     continue;
416 root 1.4
417 root 1.32 mapspace &ms = m->at (nx, ny);
418     ms.update ();
419     sint8 light = ms.light;
420 root 1.4
421 root 1.32 if (expect_false (light < 0))
422 root 1.48 apply_light<los_darken> (pl, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
423 root 1.18 }
424 elmex 1.1 }
425    
426 root 1.31 /* blinded_sight() - sets all viewable squares to blocked except
427 elmex 1.1 * for the one the central one that the player occupies. A little
428     * odd that you can see yourself (and what your standing on), but
429     * really need for any reasonable game play.
430     */
431 root 1.4 static void
432 root 1.48 blinded_sight (player *pl)
433 root 1.4 {
434 root 1.48 pl->los[LOS_X0][LOS_Y0] = 1;
435 elmex 1.1 }
436    
437     /*
438     * update_los() recalculates the array which specifies what is
439     * visible for the given player-object.
440     */
441 root 1.4 void
442 root 1.48 player::update_los ()
443 root 1.4 {
444 root 1.48 if (ob->flag [FLAG_REMOVED])//D really needed?
445 root 1.4 return;
446 elmex 1.1
447 root 1.48 clear_los ();
448 root 1.27
449 root 1.48 if (ob->flag [FLAG_WIZLOOK])
450     memset (los, 0, sizeof (los));
451     else if (observe->flag [FLAG_BLIND]) /* player is blind */
452     blinded_sight (this);
453 root 1.4 else
454 root 1.41 {
455 root 1.48 calculate_los (this);
456     apply_lights (this);
457 root 1.41 }
458 root 1.4
459 root 1.48 if (observe->flag [FLAG_XRAYS])
460 root 1.41 for (int dx = -2; dx <= 2; dx++)
461     for (int dy = -2; dy <= 2; dy++)
462 root 1.48 min_it (los[dx + LOS_X0][dy + LOS_X0], 1);
463 elmex 1.1 }
464    
465     /* update all_map_los is like update_all_los below,
466     * but updates everyone on the map, no matter where they
467 root 1.12 * are. This generally should not be used, as a per
468 elmex 1.1 * specific map change doesn't make much sense when tiling
469     * is considered (lowering darkness would certainly be a
470     * strange effect if done on a tile map, as it makes
471     * the distinction between maps much more obvious to the
472     * players, which is should not be.
473     * Currently, this function is called from the
474     * change_map_light function
475     */
476 root 1.4 void
477 root 1.6 update_all_map_los (maptile *map)
478 root 1.4 {
479 root 1.46 for_all_players_on_map (pl, map)
480     pl->do_los = 1;
481 elmex 1.1 }
482    
483     /*
484     * This function makes sure that update_los() will be called for all
485     * players on the given map within the next frame.
486     * It is triggered by removal or inserting of objects which blocks
487     * the sight in the map.
488     * Modified by MSW 2001-07-12 to take a coordinate of the changed
489     * position, and to also take map tiling into account. This change
490     * means that just being on the same map is not sufficient - the
491     * space that changes must be withing your viewable area.
492     *
493     * map is the map that changed, x and y are the coordinates.
494     */
495 root 1.4 void
496 root 1.6 update_all_los (const maptile *map, int x, int y)
497 root 1.4 {
498 root 1.46 map->at (x, y).invalidate ();
499    
500 root 1.11 for_all_players (pl)
501 root 1.4 {
502     /* Player should not have a null map, but do this
503     * check as a safety
504     */
505 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
506 root 1.4 continue;
507    
508     /* Same map is simple case - see if pl is close enough.
509     * Note in all cases, we did the check for same map first,
510     * and then see if the player is close enough and update
511     * los if that is the case. If the player is on the
512     * corresponding map, but not close enough, then the
513     * player can't be on another map that may be closer,
514     * so by setting it up this way, we trim processing
515     * some.
516     */
517     if (pl->ob->map == map)
518     {
519 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
520 root 1.4 pl->do_los = 1;
521 root 1.2 }
522 root 1.12
523 root 1.4 /* Now we check to see if player is on adjacent
524     * maps to the one that changed and also within
525     * view. The tile_maps[] could be null, but in that
526     * case it should never match the pl->ob->map, so
527     * we want ever try to dereference any of the data in it.
528 root 1.12 *
529     * The logic for 0 and 3 is to see how far the player is
530 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
531     * and to add current position on this map - that gives a
532     * distance.
533     * For 1 and 2, we check to see how far the given
534     * coordinate (x,y) is from the corresponding edge,
535     * and then add the players location, which gives
536     * a distance.
537     */
538     else if (pl->ob->map == map->tile_map[0])
539     {
540 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
541 root 1.4 pl->do_los = 1;
542 root 1.2 }
543 root 1.4 else if (pl->ob->map == map->tile_map[2])
544     {
545 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
546 root 1.4 pl->do_los = 1;
547 root 1.2 }
548 root 1.4 else if (pl->ob->map == map->tile_map[1])
549     {
550 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
551 root 1.4 pl->do_los = 1;
552 root 1.2 }
553 root 1.4 else if (pl->ob->map == map->tile_map[3])
554     {
555 root 1.13 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
556 root 1.4 pl->do_los = 1;
557 root 1.2 }
558 elmex 1.1 }
559     }
560    
561 root 1.48 static const int season_darkness[5][HOURS_PER_DAY] = {
562     /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */
563     { 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 },
564     { 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 },
565     { 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 },
566     { 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 },
567     { 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 }
568 root 1.47 };
569    
570 root 1.48 /*
571     * Tell players the time and compute the darkness level for all maps in the game.
572     * MUST be called exactly once per hour.
573     */
574 root 1.47 void
575 root 1.48 maptile::adjust_daylight ()
576 root 1.47 {
577     timeofday_t tod;
578    
579     get_tod (&tod);
580    
581 root 1.48 // log the time to log-1 every hour, and to chat every day
582     {
583     char todbuf[512];
584 root 1.47
585 root 1.48 format_tod (todbuf, sizeof (todbuf), &tod);
586 root 1.47
587 root 1.48 for_all_players (pl)
588     pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
589     }
590 root 1.47
591     /* If the light level isn't changing, no reason to do all
592     * the work below.
593     */
594 root 1.48 sint8 new_darkness = season_darkness[tod.season][tod.hour];
595    
596     if (new_darkness == maptile::outdoor_darkness)
597 root 1.47 return;
598    
599 root 1.48 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
600     new_darkness > maptile::outdoor_darkness
601     ? "It becomes darker."
602     : "It becomes brighter.");
603 root 1.47
604 root 1.48 maptile::outdoor_darkness = new_darkness;
605 root 1.47
606 root 1.48 // we simply update the los for all players, which is unnecessarily
607     // costly, but should do for the moment.
608     for_all_players (pl)
609     pl->do_los = 1;
610 root 1.47 }
611    
612 elmex 1.1 /*
613     * make_sure_seen: The object is supposed to be visible through walls, thus
614     * check if any players are nearby, and edit their LOS array.
615     */
616 root 1.4 void
617     make_sure_seen (const object *op)
618     {
619 root 1.11 for_all_players (pl)
620 root 1.4 if (pl->ob->map == op->map &&
621 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
622     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
623 root 1.41 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0;
624 elmex 1.1 }
625    
626     /*
627     * make_sure_not_seen: The object which is supposed to be visible through
628     * walls has just been removed from the map, so update the los of any
629     * players within its range
630     */
631 root 1.4 void
632     make_sure_not_seen (const object *op)
633     {
634 root 1.11 for_all_players (pl)
635 root 1.4 if (pl->ob->map == op->map &&
636 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
637     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
638 root 1.4 pl->do_los = 1;
639 elmex 1.1 }