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/cvs/deliantra/server/common/los.C
Revision: 1.61
Committed: Tue May 5 04:51:56 2009 UTC (15 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_79
Changes since 1.60: +7 -53 lines
Log Message:
adjust los lightness a bit

File Contents

# 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 1.60 * Copyright (©) 2005,2006,2007,2008,2009 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     #include <global.h>
25 root 1.41 #include <cmath>
26 elmex 1.1
27 root 1.56 #define SEE_IN_DARK_RADIUS 2
28 root 1.57 #define MAX_VISION 10 // maximum visible radius
29 root 1.51
30 root 1.49 // los flags
31 root 1.41 enum {
32 root 1.49 FLG_XI = 0x01, // we have an x-parent
33     FLG_YI = 0x02, // we have an y-parent
34     FLG_BLOCKED = 0x04, // this space blocks the view
35     FLG_QUEUED = 0x80 // already queued in queue, or border
36 root 1.41 };
37    
38     struct los_info
39     {
40 root 1.49 uint8 flags; // FLG_xxx
41     uint8 culled; // culled from "tree"
42     uint8 visible;
43     uint8 pad0;
44    
45 root 1.43 sint8 xo, yo; // obscure angle
46     sint8 xe, ye; // angle deviation
47 root 1.41 };
48    
49     // temporary storage for the los algorithm,
50     // one los_info for each lightable map space
51     static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
52    
53     struct point
54     {
55     sint8 x, y;
56     };
57    
58     // minimum size, but must be a power of two
59     #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
60    
61     // a queue of spaces to calculate
62     static point queue [QUEUE_LENGTH];
63     static int q1, q2; // queue start, end
64 elmex 1.1
65     /*
66 root 1.41 * Clears/initialises the los-array associated to the player
67     * controlling the object.
68 elmex 1.1 */
69 root 1.41 void
70 root 1.42 player::clear_los (sint8 value)
71 root 1.41 {
72 root 1.42 memset (los, value, sizeof (los));
73 root 1.41 }
74 elmex 1.1
75 root 1.41 // enqueue a single mapspace, but only if it hasn't
76     // been enqueued yet.
77 root 1.4 static void
78 root 1.41 enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
79 root 1.4 {
80 root 1.41 sint8 x = LOS_X0 + dx;
81     sint8 y = LOS_Y0 + dy;
82    
83     los_info &l = los[x][y];
84    
85     l.flags |= flags;
86    
87 root 1.49 if (l.flags & FLG_QUEUED)
88 root 1.41 return;
89 elmex 1.1
90 root 1.49 l.flags |= FLG_QUEUED;
91 root 1.41
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 1.49 {
107 root 1.52 memset (los, 0, sizeof (los));
108    
109 root 1.49 // we keep one line for ourselves, for the border flag
110     // so the client area is actually MAP_CLIENT_(X|Y) - 2
111     int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
112     int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
113    
114     // create borders, the corners are not touched
115     for (int dx = -half_x; dx <= half_x; ++dx)
116     los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
117     los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
118    
119     for (int dy = -half_y; dy <= half_y; ++dy)
120     los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
121     los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
122    
123     // now reset the los area and also add blocked flags
124     // which supposedly is faster than doing it inside the
125     // spiral path algorithm below, except when very little
126 root 1.54 // area is visible, in which case it is slower. which evens
127 root 1.49 // out los calculation times between large and small los maps.
128     // apply_lights also iterates over this area, maybe these
129     // two passes could be combined somehow.
130 root 1.52 unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y)
131     {
132     los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
133     l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
134     }
135 root 1.49 }
136 root 1.4
137 root 1.41 q1 = 0; q2 = 0; // initialise queue, not strictly required
138     enqueue (0, 0); // enqueue center
139 root 1.4
140 root 1.41 // treat the origin specially
141     los[LOS_X0][LOS_Y0].visible = 1;
142     pl->los[LOS_X0][LOS_Y0] = 0;
143    
144     // loop over all enqueued points until the queue is empty
145     // the order in which this is done ensures that we
146     // never touch a mapspace whose input spaces we haven't checked
147     // yet.
148     while (q1 != q2)
149     {
150     sint8 dx = queue[q2].x;
151     sint8 dy = queue[q2].y;
152 root 1.4
153 root 1.41 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
154 root 1.4
155 root 1.41 sint8 x = LOS_X0 + dx;
156     sint8 y = LOS_Y0 + dy;
157 elmex 1.1
158 root 1.41 los_info &l = los[x][y];
159 elmex 1.1
160 root 1.49 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
161 root 1.41 {
162     l.culled = 1;
163 root 1.49 l.xo = l.yo = l.xe = l.ye = 0;
164 elmex 1.1
165 root 1.41 // check contributing spaces, first horizontal
166 root 1.49 if (expect_true (l.flags & FLG_XI))
167 root 1.41 {
168     los_info *xi = &los[x - sign (dx)][y];
169 elmex 1.1
170 root 1.41 // don't cull unless obscured
171     l.culled &= !xi->visible;
172 elmex 1.1
173 root 1.41 /* merge input space */
174     if (expect_false (xi->xo || xi->yo))
175     {
176     // The X input can provide two main pieces of information:
177     // 1. Progressive X obscurity.
178     // 2. Recessive Y obscurity.
179    
180     // Progressive X obscurity, favouring recessive input angle
181     if (xi->xe > 0 && l.xo == 0)
182     {
183     l.xe = xi->xe - xi->yo;
184     l.ye = xi->ye + xi->yo;
185     l.xo = xi->xo;
186     l.yo = xi->yo;
187     }
188 root 1.4
189 root 1.41 // Recessive Y obscurity
190     if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
191     {
192     l.ye = xi->yo + xi->ye;
193     l.xe = xi->xe - xi->yo;
194     l.xo = xi->xo;
195     l.yo = xi->yo;
196     }
197     }
198     }
199    
200     // check contributing spaces, last vertical, identical structure
201 root 1.49 if (expect_true (l.flags & FLG_YI))
202 root 1.41 {
203     los_info *yi = &los[x][y - sign (dy)];
204 elmex 1.1
205 root 1.41 // don't cull unless obscured
206     l.culled &= !yi->visible;
207 elmex 1.1
208 root 1.41 /* merge input space */
209     if (expect_false (yi->yo || yi->xo))
210     {
211     // The Y input can provide two main pieces of information:
212     // 1. Progressive Y obscurity.
213     // 2. Recessive X obscurity.
214    
215     // Progressive Y obscurity, favouring recessive input angle
216     if (yi->ye > 0 && l.yo == 0)
217     {
218     l.ye = yi->ye - yi->xo;
219     l.xe = yi->xe + yi->xo;
220     l.yo = yi->yo;
221     l.xo = yi->xo;
222     }
223 elmex 1.1
224 root 1.41 // Recessive X obscurity
225     if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
226     {
227     l.xe = yi->xo + yi->xe;
228     l.ye = yi->ye - yi->xo;
229     l.yo = yi->yo;
230     l.xo = yi->xo;
231     }
232     }
233     }
234 elmex 1.1
235 root 1.49 if (l.flags & FLG_BLOCKED)
236 root 1.41 {
237     l.xo = l.xe = abs (dx);
238     l.yo = l.ye = abs (dy);
239 elmex 1.1
240 root 1.41 // we obscure dependents, but might be visible
241     // copy the los from the square towards the player,
242     // so outward diagonal corners are lit.
243     pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
244 root 1.49
245 root 1.41 l.visible = false;
246     }
247     else
248     {
249     // we are not blocked, so calculate visibility, by checking
250     // whether we are inside or outside the shadow
251     l.visible = (l.xe <= 0 || l.xe > l.xo)
252     && (l.ye <= 0 || l.ye > l.yo);
253    
254     pl->los[x][y] = l.culled ? LOS_BLOCKED
255 root 1.49 : l.visible ? 0
256 root 1.41 : 3;
257 root 1.37 }
258 root 1.41
259 root 1.37 }
260 root 1.4
261 root 1.41 // Expands by the unit length in each component's current direction.
262     // If a component has no direction, then it is expanded in both of its
263     // positive and negative directions.
264     if (!l.culled)
265     {
266 root 1.49 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
267     if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
268     if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
269     if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
270 root 1.41 }
271     }
272 elmex 1.1 }
273    
274 root 1.32 /* radius, distance => lightness adjust */
275 root 1.44 static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
276 root 1.57 static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
277 root 1.32
278 root 1.44 static struct los_init
279 root 1.32 {
280 root 1.44 los_init ()
281 root 1.32 {
282 root 1.49 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
283     !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
284    
285 root 1.45 /* for lights */
286 root 1.32 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
287 root 1.35 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
288 root 1.32 {
289     // max intensity
290 root 1.36 int intensity = min (LOS_MAX, abs (radius) + 1);
291 root 1.32
292     // actual intensity
293 root 1.61 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
294 root 1.32
295 root 1.44 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
296 root 1.35 ? min (3, intensity)
297 root 1.36 : LOS_MAX - intensity;
298 root 1.32 }
299 root 1.45
300     /* for general vision */
301 root 1.57 for (int radius = 0; radius <= MAX_VISION; ++radius)
302     for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
303     vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
304 root 1.32 }
305 root 1.44 } los_init;
306 root 1.32
307 root 1.39 sint8
308     los_brighten (sint8 b, sint8 l)
309     {
310     return b == LOS_BLOCKED ? b : min (b, l);
311     }
312    
313     sint8
314     los_darken (sint8 b, sint8 l)
315     {
316     return max (b, l);
317     }
318    
319     template<sint8 change_it (sint8, sint8)>
320     static void
321 root 1.48 apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
322 root 1.39 {
323 root 1.41 // min or max the circular area around basex, basey
324     dx += LOS_X0;
325     dy += LOS_Y0;
326    
327 root 1.48 int hx = pl->ns->mapx / 2;
328     int hy = pl->ns->mapy / 2;
329 root 1.41
330     int ax0 = max (LOS_X0 - hx, dx - light);
331     int ay0 = max (LOS_Y0 - hy, dy - light);
332     int ax1 = min (dx + light, LOS_X0 + hx);
333     int ay1 = min (dy + light, LOS_Y0 + hy);
334 root 1.39
335     for (int ax = ax0; ax <= ax1; ax++)
336     for (int ay = ay0; ay <= ay1; ay++)
337 root 1.41 pl->los[ax][ay] =
338 root 1.44 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
339 root 1.39 }
340    
341     /* add light, by finding all (non-null) nearby light sources, then
342     * mark those squares specially.
343     */
344 root 1.4 static void
345 root 1.48 apply_lights (player *pl)
346 root 1.4 {
347 root 1.48 object *op = pl->observe;
348     int darklevel = op->map->darklevel ();
349 root 1.4
350 root 1.48 int half_x = pl->ns->mapx / 2;
351     int half_y = pl->ns->mapy / 2;
352 root 1.32
353     int pass2 = 0; // negative lights have an extra pass
354    
355 root 1.52 maprect *rects = pl->observe->map->split_to_tiles (
356     pl->observe->x - half_x - MAX_LIGHT_RADIUS,
357     pl->observe->y - half_y - MAX_LIGHT_RADIUS,
358     pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1,
359     pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1
360     );
361    
362 root 1.57 /* If the player can see in the dark, increase light/vision radius */
363     int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
364    
365 root 1.48 if (!darklevel)
366 root 1.39 pass2 = 1;
367     else
368     {
369     /* first, make everything totally dark */
370 root 1.41 for (int dx = -half_x; dx <= half_x; dx++)
371     for (int dy = -half_x; dy <= half_y; dy++)
372 root 1.49 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
373 root 1.39
374     /*
375     * Only process the area of interest.
376 root 1.41 * the basex, basey values represent the position in the op->contr->los
377     * array. Its easier to just increment them here (and start with the right
378 root 1.39 * value) than to recalculate them down below.
379     */
380 root 1.52 for (maprect *r = rects; r->m; ++r)
381     rect_mapwalk (r, 0, 0)
382 root 1.39 {
383     mapspace &ms = m->at (nx, ny);
384     ms.update ();
385     sint8 light = ms.light;
386    
387     if (expect_false (light))
388     if (light < 0)
389     pass2 = 1;
390     else
391 root 1.57 {
392     light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
393     apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
394     }
395 root 1.39 }
396    
397 root 1.57 /* grant some vision to the player, based on outside, outdoor, and darklevel */
398 root 1.32 {
399 root 1.57 int light;
400 root 1.39
401 root 1.57 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
402 root 1.58 light = MAX_DARKNESS - op->map->darkness;
403 root 1.57 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
404     light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
405     else // outdoor and darkness <= 0 => start wide and decrease quickly
406     light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
407    
408 root 1.59 light = clamp (light + bonus, 0, MAX_VISION);
409 root 1.51
410 root 1.48 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
411 root 1.32 }
412 root 1.39 }
413 root 1.4
414 root 1.38 // possibly do 2nd pass for rare negative glow radii
415 root 1.39 // for effect, those are always considered to be stronger than anything else
416     // but they can't darken a place completely
417     if (pass2)
418 root 1.52 for (maprect *r = rects; r->m; ++r)
419     rect_mapwalk (r, 0, 0)
420     {
421     mapspace &ms = m->at (nx, ny);
422     ms.update ();
423     sint8 light = ms.light;
424    
425     if (expect_false (light < 0))
426 root 1.57 {
427     light = clamp (light - bonus, 0, MAX_DARKNESS);
428     apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
429     }
430 root 1.52 }
431 elmex 1.1 }
432    
433 root 1.31 /* blinded_sight() - sets all viewable squares to blocked except
434 elmex 1.1 * for the one the central one that the player occupies. A little
435     * odd that you can see yourself (and what your standing on), but
436     * really need for any reasonable game play.
437     */
438 root 1.4 static void
439 root 1.48 blinded_sight (player *pl)
440 root 1.4 {
441 root 1.48 pl->los[LOS_X0][LOS_Y0] = 1;
442 elmex 1.1 }
443    
444     /*
445     * update_los() recalculates the array which specifies what is
446     * visible for the given player-object.
447     */
448 root 1.4 void
449 root 1.48 player::update_los ()
450 root 1.4 {
451 root 1.48 if (ob->flag [FLAG_REMOVED])//D really needed?
452 root 1.4 return;
453 elmex 1.1
454 root 1.48 if (ob->flag [FLAG_WIZLOOK])
455 root 1.49 clear_los (0);
456 root 1.48 else if (observe->flag [FLAG_BLIND]) /* player is blind */
457 root 1.49 {
458     clear_los ();
459     blinded_sight (this);
460     }
461 root 1.4 else
462 root 1.41 {
463 root 1.49 clear_los ();
464 root 1.48 calculate_los (this);
465     apply_lights (this);
466 root 1.41 }
467 root 1.4
468 root 1.48 if (observe->flag [FLAG_XRAYS])
469 root 1.41 for (int dx = -2; dx <= 2; dx++)
470     for (int dy = -2; dy <= 2; dy++)
471 root 1.49 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
472 elmex 1.1 }
473    
474     /* update all_map_los is like update_all_los below,
475     * but updates everyone on the map, no matter where they
476 root 1.12 * are. This generally should not be used, as a per
477 elmex 1.1 * specific map change doesn't make much sense when tiling
478     * is considered (lowering darkness would certainly be a
479     * strange effect if done on a tile map, as it makes
480     * the distinction between maps much more obvious to the
481     * players, which is should not be.
482     * Currently, this function is called from the
483     * change_map_light function
484     */
485 root 1.4 void
486 root 1.6 update_all_map_los (maptile *map)
487 root 1.4 {
488 root 1.46 for_all_players_on_map (pl, map)
489     pl->do_los = 1;
490 elmex 1.1 }
491    
492     /*
493     * This function makes sure that update_los() will be called for all
494     * players on the given map within the next frame.
495     * It is triggered by removal or inserting of objects which blocks
496     * the sight in the map.
497     * Modified by MSW 2001-07-12 to take a coordinate of the changed
498     * position, and to also take map tiling into account. This change
499     * means that just being on the same map is not sufficient - the
500     * space that changes must be withing your viewable area.
501     *
502     * map is the map that changed, x and y are the coordinates.
503     */
504 root 1.4 void
505 root 1.6 update_all_los (const maptile *map, int x, int y)
506 root 1.4 {
507 root 1.46 map->at (x, y).invalidate ();
508    
509 root 1.11 for_all_players (pl)
510 root 1.4 {
511     /* Player should not have a null map, but do this
512     * check as a safety
513     */
514 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
515 root 1.4 continue;
516    
517 root 1.61 rv_vector rv;
518    
519     get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
520    
521     if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
522     pl->do_los = 1;
523 elmex 1.1 }
524     }
525    
526 root 1.48 static const int season_darkness[5][HOURS_PER_DAY] = {
527     /*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 */
528     { 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 },
529     { 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 },
530     { 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 },
531     { 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 },
532     { 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 }
533 root 1.47 };
534    
535 root 1.48 /*
536     * Tell players the time and compute the darkness level for all maps in the game.
537     * MUST be called exactly once per hour.
538     */
539 root 1.47 void
540 root 1.48 maptile::adjust_daylight ()
541 root 1.47 {
542     timeofday_t tod;
543    
544     get_tod (&tod);
545    
546 root 1.48 // log the time to log-1 every hour, and to chat every day
547     {
548     char todbuf[512];
549 root 1.47
550 root 1.48 format_tod (todbuf, sizeof (todbuf), &tod);
551 root 1.47
552 root 1.48 for_all_players (pl)
553     pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
554     }
555 root 1.47
556     /* If the light level isn't changing, no reason to do all
557     * the work below.
558     */
559 root 1.48 sint8 new_darkness = season_darkness[tod.season][tod.hour];
560    
561     if (new_darkness == maptile::outdoor_darkness)
562 root 1.47 return;
563    
564 root 1.48 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
565     new_darkness > maptile::outdoor_darkness
566     ? "It becomes darker."
567     : "It becomes brighter.");
568 root 1.47
569 root 1.48 maptile::outdoor_darkness = new_darkness;
570 root 1.47
571 root 1.48 // we simply update the los for all players, which is unnecessarily
572     // costly, but should do for the moment.
573     for_all_players (pl)
574     pl->do_los = 1;
575 root 1.47 }
576    
577 elmex 1.1 /*
578     * make_sure_seen: The object is supposed to be visible through walls, thus
579     * check if any players are nearby, and edit their LOS array.
580     */
581 root 1.4 void
582     make_sure_seen (const object *op)
583     {
584 root 1.11 for_all_players (pl)
585 root 1.4 if (pl->ob->map == op->map &&
586 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
587     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)
588 root 1.49 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
589 elmex 1.1 }
590    
591     /*
592     * make_sure_not_seen: The object which is supposed to be visible through
593     * walls has just been removed from the map, so update the los of any
594     * players within its range
595     */
596 root 1.4 void
597     make_sure_not_seen (const object *op)
598     {
599 root 1.11 for_all_players (pl)
600 root 1.4 if (pl->ob->map == op->map &&
601 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
602     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)
603 root 1.4 pl->do_los = 1;
604 elmex 1.1 }
605 root 1.52