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Revision: 1.69
Committed: Fri Mar 26 01:04:44 2010 UTC (14 years, 2 months ago) by root
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Branch: MAIN
Changes since 1.68: +1 -1 lines
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update copyright for up to 2010

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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 1.69 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 pippijn 1.19 *
6 root 1.62 * Deliantra is free software: you can redistribute it and/or modify it under
7     * the terms of the Affero GNU General Public License as published by the
8     * Free Software Foundation, either version 3 of the License, or (at your
9     * option) any later version.
10 pippijn 1.19 *
11 root 1.28 * This program is distributed in the hope that it will be useful,
12     * but WITHOUT ANY WARRANTY; without even the implied warranty of
13     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14     * GNU General Public License for more details.
15 pippijn 1.19 *
16 root 1.62 * You should have received a copy of the Affero GNU General Public License
17     * and the GNU General Public License along with this program. If not, see
18     * <http://www.gnu.org/licenses/>.
19 root 1.26 *
20 root 1.29 * The authors can be reached via e-mail to <support@deliantra.net>
21 pippijn 1.19 */
22 elmex 1.1
23     #include <global.h>
24 root 1.41 #include <cmath>
25 elmex 1.1
26 root 1.56 #define SEE_IN_DARK_RADIUS 2
27 root 1.57 #define MAX_VISION 10 // maximum visible radius
28 root 1.51
29 root 1.49 // los flags
30 root 1.41 enum {
31 root 1.49 FLG_XI = 0x01, // we have an x-parent
32     FLG_YI = 0x02, // we have an y-parent
33     FLG_BLOCKED = 0x04, // this space blocks the view
34     FLG_QUEUED = 0x80 // already queued in queue, or border
35 root 1.41 };
36    
37 root 1.67 // it is important for performance reasons that this structure
38     // has a size easily computable by the cpu (*8 is perfect).
39     // it is possible to move culled and visible into flags, at
40     // some speed loss.
41 root 1.41 struct los_info
42     {
43 root 1.49 uint8 flags; // FLG_xxx
44     uint8 culled; // culled from "tree"
45     uint8 visible;
46     uint8 pad0;
47    
48 root 1.43 sint8 xo, yo; // obscure angle
49     sint8 xe, ye; // angle deviation
50 root 1.41 };
51    
52     // temporary storage for the los algorithm,
53     // one los_info for each lightable map space
54     static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
55    
56     struct point
57     {
58     sint8 x, y;
59     };
60    
61     // minimum size, but must be a power of two
62     #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
63    
64     // a queue of spaces to calculate
65     static point queue [QUEUE_LENGTH];
66     static int q1, q2; // queue start, end
67 elmex 1.1
68     /*
69 root 1.41 * Clears/initialises the los-array associated to the player
70     * controlling the object.
71 elmex 1.1 */
72 root 1.41 void
73 root 1.42 player::clear_los (sint8 value)
74 root 1.41 {
75 root 1.42 memset (los, value, sizeof (los));
76 root 1.41 }
77 elmex 1.1
78 root 1.41 // enqueue a single mapspace, but only if it hasn't
79     // been enqueued yet.
80 root 1.4 static void
81 root 1.41 enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
82 root 1.4 {
83 root 1.41 sint8 x = LOS_X0 + dx;
84     sint8 y = LOS_Y0 + dy;
85    
86     los_info &l = los[x][y];
87    
88     l.flags |= flags;
89    
90 root 1.67 if (expect_false (l.flags & FLG_QUEUED))
91 root 1.41 return;
92 elmex 1.1
93 root 1.49 l.flags |= FLG_QUEUED;
94 root 1.41
95     queue[q1].x = dx;
96     queue[q1].y = dy;
97 elmex 1.1
98 root 1.41 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
99 elmex 1.1 }
100    
101 root 1.41 // run the los algorithm
102     // this is a variant of a spiral los algorithm taken from
103     // http://www.geocities.com/temerra/los_rays.html
104     // which has been simplified and changed considerably, but
105     // still is basically the same algorithm.
106     static void
107 root 1.48 calculate_los (player *pl)
108 root 1.4 {
109 root 1.49 {
110 root 1.52 memset (los, 0, sizeof (los));
111    
112 root 1.49 // we keep one line for ourselves, for the border flag
113     // so the client area is actually MAP_CLIENT_(X|Y) - 2
114     int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
115     int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
116    
117     // create borders, the corners are not touched
118     for (int dx = -half_x; dx <= half_x; ++dx)
119     los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
120     los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
121    
122     for (int dy = -half_y; dy <= half_y; ++dy)
123     los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
124     los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
125    
126     // now reset the los area and also add blocked flags
127     // which supposedly is faster than doing it inside the
128     // spiral path algorithm below, except when very little
129 root 1.54 // area is visible, in which case it is slower. which evens
130 root 1.49 // out los calculation times between large and small los maps.
131     // apply_lights also iterates over this area, maybe these
132     // two passes could be combined somehow.
133 root 1.68 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
134 root 1.52 {
135     los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
136     l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
137     }
138 root 1.49 }
139 root 1.4
140 root 1.41 q1 = 0; q2 = 0; // initialise queue, not strictly required
141     enqueue (0, 0); // enqueue center
142 root 1.4
143 root 1.41 // treat the origin specially
144     los[LOS_X0][LOS_Y0].visible = 1;
145     pl->los[LOS_X0][LOS_Y0] = 0;
146    
147     // loop over all enqueued points until the queue is empty
148     // the order in which this is done ensures that we
149     // never touch a mapspace whose input spaces we haven't checked
150     // yet.
151     while (q1 != q2)
152     {
153     sint8 dx = queue[q2].x;
154     sint8 dy = queue[q2].y;
155 root 1.4
156 root 1.41 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
157 root 1.4
158 root 1.41 sint8 x = LOS_X0 + dx;
159     sint8 y = LOS_Y0 + dy;
160 elmex 1.1
161 root 1.41 los_info &l = los[x][y];
162 elmex 1.1
163 root 1.49 if (expect_true (l.flags & (FLG_XI | FLG_YI)))
164 root 1.41 {
165     l.culled = 1;
166 root 1.49 l.xo = l.yo = l.xe = l.ye = 0;
167 elmex 1.1
168 root 1.41 // check contributing spaces, first horizontal
169 root 1.49 if (expect_true (l.flags & FLG_XI))
170 root 1.41 {
171     los_info *xi = &los[x - sign (dx)][y];
172 elmex 1.1
173 root 1.41 // don't cull unless obscured
174     l.culled &= !xi->visible;
175 elmex 1.1
176 root 1.41 /* merge input space */
177     if (expect_false (xi->xo || xi->yo))
178     {
179     // The X input can provide two main pieces of information:
180     // 1. Progressive X obscurity.
181     // 2. Recessive Y obscurity.
182    
183     // Progressive X obscurity, favouring recessive input angle
184     if (xi->xe > 0 && l.xo == 0)
185     {
186     l.xe = xi->xe - xi->yo;
187     l.ye = xi->ye + xi->yo;
188     l.xo = xi->xo;
189     l.yo = xi->yo;
190     }
191 root 1.4
192 root 1.41 // Recessive Y obscurity
193     if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
194     {
195     l.ye = xi->yo + xi->ye;
196     l.xe = xi->xe - xi->yo;
197     l.xo = xi->xo;
198     l.yo = xi->yo;
199     }
200     }
201     }
202    
203     // check contributing spaces, last vertical, identical structure
204 root 1.49 if (expect_true (l.flags & FLG_YI))
205 root 1.41 {
206     los_info *yi = &los[x][y - sign (dy)];
207 elmex 1.1
208 root 1.41 // don't cull unless obscured
209     l.culled &= !yi->visible;
210 elmex 1.1
211 root 1.41 /* merge input space */
212     if (expect_false (yi->yo || yi->xo))
213     {
214     // The Y input can provide two main pieces of information:
215     // 1. Progressive Y obscurity.
216     // 2. Recessive X obscurity.
217    
218     // Progressive Y obscurity, favouring recessive input angle
219     if (yi->ye > 0 && l.yo == 0)
220     {
221     l.ye = yi->ye - yi->xo;
222     l.xe = yi->xe + yi->xo;
223     l.yo = yi->yo;
224     l.xo = yi->xo;
225     }
226 elmex 1.1
227 root 1.41 // Recessive X obscurity
228     if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
229     {
230     l.xe = yi->xo + yi->xe;
231     l.ye = yi->ye - yi->xo;
232     l.yo = yi->yo;
233     l.xo = yi->xo;
234     }
235     }
236     }
237 elmex 1.1
238 root 1.49 if (l.flags & FLG_BLOCKED)
239 root 1.41 {
240     l.xo = l.xe = abs (dx);
241     l.yo = l.ye = abs (dy);
242 elmex 1.1
243 root 1.41 // we obscure dependents, but might be visible
244     // copy the los from the square towards the player,
245     // so outward diagonal corners are lit.
246     pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
247 root 1.49
248 root 1.41 l.visible = false;
249     }
250     else
251     {
252     // we are not blocked, so calculate visibility, by checking
253     // whether we are inside or outside the shadow
254     l.visible = (l.xe <= 0 || l.xe > l.xo)
255     && (l.ye <= 0 || l.ye > l.yo);
256    
257     pl->los[x][y] = l.culled ? LOS_BLOCKED
258 root 1.49 : l.visible ? 0
259 root 1.41 : 3;
260 root 1.37 }
261 root 1.41
262 root 1.37 }
263 root 1.4
264 root 1.41 // Expands by the unit length in each component's current direction.
265     // If a component has no direction, then it is expanded in both of its
266     // positive and negative directions.
267     if (!l.culled)
268     {
269 root 1.49 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
270     if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
271     if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
272     if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
273 root 1.41 }
274     }
275 elmex 1.1 }
276    
277 root 1.32 /* radius, distance => lightness adjust */
278 root 1.44 static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
279 root 1.57 static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
280 root 1.32
281 root 1.44 static struct los_init
282 root 1.32 {
283 root 1.44 los_init ()
284 root 1.32 {
285 root 1.49 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
286     !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
287    
288 root 1.45 /* for lights */
289 root 1.32 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
290 root 1.35 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
291 root 1.32 {
292     // max intensity
293 root 1.36 int intensity = min (LOS_MAX, abs (radius) + 1);
294 root 1.32
295     // actual intensity
296 root 1.61 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
297 root 1.32
298 root 1.44 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
299 root 1.35 ? min (3, intensity)
300 root 1.36 : LOS_MAX - intensity;
301 root 1.32 }
302 root 1.45
303     /* for general vision */
304 root 1.57 for (int radius = 0; radius <= MAX_VISION; ++radius)
305     for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
306     vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
307 root 1.32 }
308 root 1.44 } los_init;
309 root 1.32
310 root 1.66 // the following functions cannot be static, due to c++ stupidity :/
311     namespace {
312     // brighten area, ignore los
313     sint8
314     los_brighten_nolos (sint8 b, sint8 l)
315     {
316     return min (b, l);
317     }
318 root 1.64
319 root 1.66 // brighten area, but respect los
320     sint8
321     los_brighten (sint8 b, sint8 l)
322     {
323     return b == LOS_BLOCKED ? b : min (b, l);
324     }
325 root 1.39
326 root 1.66 // darken area, respect los
327     sint8
328     los_darken (sint8 b, sint8 l)
329     {
330     return max (b, l);
331     }
332     };
333 root 1.39
334     template<sint8 change_it (sint8, sint8)>
335     static void
336 root 1.48 apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
337 root 1.39 {
338 root 1.41 // min or max the circular area around basex, basey
339     dx += LOS_X0;
340     dy += LOS_Y0;
341    
342 root 1.48 int hx = pl->ns->mapx / 2;
343     int hy = pl->ns->mapy / 2;
344 root 1.41
345     int ax0 = max (LOS_X0 - hx, dx - light);
346     int ay0 = max (LOS_Y0 - hy, dy - light);
347     int ax1 = min (dx + light, LOS_X0 + hx);
348     int ay1 = min (dy + light, LOS_Y0 + hy);
349 root 1.39
350     for (int ax = ax0; ax <= ax1; ax++)
351     for (int ay = ay0; ay <= ay1; ay++)
352 root 1.41 pl->los[ax][ay] =
353 root 1.44 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
354 root 1.39 }
355    
356     /* add light, by finding all (non-null) nearby light sources, then
357     * mark those squares specially.
358     */
359 root 1.4 static void
360 root 1.48 apply_lights (player *pl)
361 root 1.4 {
362 root 1.64 object *op = pl->viewpoint;
363 root 1.48 int darklevel = op->map->darklevel ();
364 root 1.4
365 root 1.48 int half_x = pl->ns->mapx / 2;
366     int half_y = pl->ns->mapy / 2;
367 root 1.32
368     int pass2 = 0; // negative lights have an extra pass
369    
370 root 1.64 maprect *rects = pl->viewpoint->map->split_to_tiles (
371 root 1.68 mapwalk_buf,
372 root 1.64 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
373     pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
374     pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
375     pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
376 root 1.52 );
377    
378 root 1.57 /* If the player can see in the dark, increase light/vision radius */
379     int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
380    
381 root 1.48 if (!darklevel)
382 root 1.39 pass2 = 1;
383     else
384     {
385     /* first, make everything totally dark */
386 root 1.41 for (int dx = -half_x; dx <= half_x; dx++)
387     for (int dy = -half_x; dy <= half_y; dy++)
388 root 1.49 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
389 root 1.39
390     /*
391     * Only process the area of interest.
392 root 1.41 * the basex, basey values represent the position in the op->contr->los
393     * array. Its easier to just increment them here (and start with the right
394 root 1.39 * value) than to recalculate them down below.
395     */
396 root 1.52 for (maprect *r = rects; r->m; ++r)
397     rect_mapwalk (r, 0, 0)
398 root 1.39 {
399     mapspace &ms = m->at (nx, ny);
400     ms.update ();
401     sint8 light = ms.light;
402    
403     if (expect_false (light))
404     if (light < 0)
405     pass2 = 1;
406     else
407 root 1.57 {
408     light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
409 root 1.64 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
410 root 1.57 }
411 root 1.39 }
412    
413 root 1.57 /* grant some vision to the player, based on outside, outdoor, and darklevel */
414 root 1.32 {
415 root 1.57 int light;
416 root 1.39
417 root 1.57 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
418 root 1.58 light = MAX_DARKNESS - op->map->darkness;
419 root 1.57 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
420     light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
421     else // outdoor and darkness <= 0 => start wide and decrease quickly
422     light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
423    
424 root 1.59 light = clamp (light + bonus, 0, MAX_VISION);
425 root 1.51
426 root 1.48 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
427 root 1.32 }
428 root 1.39 }
429 root 1.4
430 root 1.64 // when we fly high, we have some minimum viewable area around us, like x-ray
431     if (op->move_type & MOVE_FLY_HIGH)
432     apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
433    
434 root 1.38 // possibly do 2nd pass for rare negative glow radii
435 root 1.39 // for effect, those are always considered to be stronger than anything else
436     // but they can't darken a place completely
437     if (pass2)
438 root 1.52 for (maprect *r = rects; r->m; ++r)
439     rect_mapwalk (r, 0, 0)
440     {
441     mapspace &ms = m->at (nx, ny);
442     ms.update ();
443     sint8 light = ms.light;
444    
445     if (expect_false (light < 0))
446 root 1.57 {
447     light = clamp (light - bonus, 0, MAX_DARKNESS);
448 root 1.64 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
449 root 1.57 }
450 root 1.52 }
451 elmex 1.1 }
452    
453 root 1.31 /* blinded_sight() - sets all viewable squares to blocked except
454 elmex 1.1 * for the one the central one that the player occupies. A little
455     * odd that you can see yourself (and what your standing on), but
456     * really need for any reasonable game play.
457     */
458 root 1.4 static void
459 root 1.48 blinded_sight (player *pl)
460 root 1.4 {
461 root 1.48 pl->los[LOS_X0][LOS_Y0] = 1;
462 elmex 1.1 }
463    
464     /*
465     * update_los() recalculates the array which specifies what is
466     * visible for the given player-object.
467     */
468 root 1.4 void
469 root 1.48 player::update_los ()
470 root 1.4 {
471 root 1.48 if (ob->flag [FLAG_REMOVED])//D really needed?
472 root 1.4 return;
473 elmex 1.1
474 root 1.48 if (ob->flag [FLAG_WIZLOOK])
475 root 1.49 clear_los (0);
476 root 1.64 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
477 root 1.49 {
478     clear_los ();
479     blinded_sight (this);
480     }
481 root 1.4 else
482 root 1.41 {
483 root 1.49 clear_los ();
484 root 1.48 calculate_los (this);
485     apply_lights (this);
486 root 1.41 }
487 root 1.4
488 root 1.64 if (viewpoint->flag [FLAG_XRAYS])
489 root 1.41 for (int dx = -2; dx <= 2; dx++)
490     for (int dy = -2; dy <= 2; dy++)
491 root 1.49 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
492 elmex 1.1 }
493    
494     /* update all_map_los is like update_all_los below,
495     * but updates everyone on the map, no matter where they
496 root 1.12 * are. This generally should not be used, as a per
497 elmex 1.1 * specific map change doesn't make much sense when tiling
498     * is considered (lowering darkness would certainly be a
499     * strange effect if done on a tile map, as it makes
500     * the distinction between maps much more obvious to the
501     * players, which is should not be.
502     * Currently, this function is called from the
503     * change_map_light function
504     */
505 root 1.4 void
506 root 1.6 update_all_map_los (maptile *map)
507 root 1.4 {
508 root 1.46 for_all_players_on_map (pl, map)
509     pl->do_los = 1;
510 elmex 1.1 }
511    
512     /*
513     * This function makes sure that update_los() will be called for all
514     * players on the given map within the next frame.
515     * It is triggered by removal or inserting of objects which blocks
516     * the sight in the map.
517     * Modified by MSW 2001-07-12 to take a coordinate of the changed
518     * position, and to also take map tiling into account. This change
519     * means that just being on the same map is not sufficient - the
520     * space that changes must be withing your viewable area.
521     *
522     * map is the map that changed, x and y are the coordinates.
523     */
524 root 1.4 void
525 root 1.6 update_all_los (const maptile *map, int x, int y)
526 root 1.4 {
527 root 1.46 map->at (x, y).invalidate ();
528    
529 root 1.11 for_all_players (pl)
530 root 1.4 {
531     /* Player should not have a null map, but do this
532     * check as a safety
533     */
534 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
535 root 1.4 continue;
536    
537 root 1.61 rv_vector rv;
538    
539     get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
540    
541     if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
542     pl->do_los = 1;
543 elmex 1.1 }
544     }
545    
546 root 1.48 static const int season_darkness[5][HOURS_PER_DAY] = {
547     /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */
548     { 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 1, 2, 2, 2, 3, 3, 4, 4, 5 },
549     { 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 },
550     { 5, 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 4 },
551     { 4, 4, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4 },
552     { 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4 }
553 root 1.47 };
554    
555 root 1.48 /*
556     * Tell players the time and compute the darkness level for all maps in the game.
557     * MUST be called exactly once per hour.
558     */
559 root 1.47 void
560 root 1.48 maptile::adjust_daylight ()
561 root 1.47 {
562     timeofday_t tod;
563    
564     get_tod (&tod);
565    
566 root 1.48 // log the time to log-1 every hour, and to chat every day
567     {
568     char todbuf[512];
569 root 1.47
570 root 1.48 format_tod (todbuf, sizeof (todbuf), &tod);
571 root 1.47
572 root 1.48 for_all_players (pl)
573     pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
574     }
575 root 1.47
576     /* If the light level isn't changing, no reason to do all
577     * the work below.
578     */
579 root 1.48 sint8 new_darkness = season_darkness[tod.season][tod.hour];
580    
581     if (new_darkness == maptile::outdoor_darkness)
582 root 1.47 return;
583    
584 root 1.48 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
585     new_darkness > maptile::outdoor_darkness
586     ? "It becomes darker."
587     : "It becomes brighter.");
588 root 1.47
589 root 1.48 maptile::outdoor_darkness = new_darkness;
590 root 1.47
591 root 1.48 // we simply update the los for all players, which is unnecessarily
592     // costly, but should do for the moment.
593     for_all_players (pl)
594     pl->do_los = 1;
595 root 1.47 }
596    
597 elmex 1.1 /*
598     * make_sure_seen: The object is supposed to be visible through walls, thus
599     * check if any players are nearby, and edit their LOS array.
600     */
601 root 1.4 void
602     make_sure_seen (const object *op)
603     {
604 root 1.11 for_all_players (pl)
605 root 1.4 if (pl->ob->map == op->map &&
606 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
607     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
608 root 1.49 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
609 elmex 1.1 }
610    
611     /*
612     * make_sure_not_seen: The object which is supposed to be visible through
613     * walls has just been removed from the map, so update the los of any
614     * players within its range
615     */
616 root 1.4 void
617     make_sure_not_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 1.4 pl->do_los = 1;
624 elmex 1.1 }
625 root 1.52