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Revision: 1.78
Committed: Wed Dec 5 19:03:26 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.77: +8 -8 lines
Log Message:
some bugfixes

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.29 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.73 *
4 root 1.77 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.75 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.73 *
7 root 1.62 * Deliantra is free software: you can redistribute it and/or modify it under
8     * the terms of the Affero GNU General Public License as published by the
9     * Free Software Foundation, either version 3 of the License, or (at your
10     * option) any later version.
11 root 1.73 *
12 root 1.28 * This program is distributed in the hope that it will be useful,
13     * but WITHOUT ANY WARRANTY; without even the implied warranty of
14     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     * GNU General Public License for more details.
16 root 1.73 *
17 root 1.62 * You should have received a copy of the Affero GNU General Public License
18     * and the GNU General Public License along with this program. If not, see
19     * <http://www.gnu.org/licenses/>.
20 root 1.73 *
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 root 1.67 // it is important for performance reasons that this structure
39     // has a size easily computable by the cpu (*8 is perfect).
40     // it is possible to move culled and visible into flags, at
41     // some speed loss.
42 root 1.41 struct los_info
43     {
44 root 1.49 uint8 flags; // FLG_xxx
45     uint8 culled; // culled from "tree"
46     uint8 visible;
47     uint8 pad0;
48    
49 root 1.43 sint8 xo, yo; // obscure angle
50     sint8 xe, ye; // angle deviation
51 root 1.41 };
52    
53     // temporary storage for the los algorithm,
54     // one los_info for each lightable map space
55     static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y];
56    
57 root 1.74 struct point8
58 root 1.41 {
59     sint8 x, y;
60     };
61    
62     // minimum size, but must be a power of two
63     #define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2)
64    
65     // a queue of spaces to calculate
66 root 1.74 static point8 queue [QUEUE_LENGTH];
67 root 1.41 static int q1, q2; // queue start, end
68 elmex 1.1
69     /*
70 root 1.41 * Clears/initialises the los-array associated to the player
71     * controlling the object.
72 elmex 1.1 */
73 root 1.41 void
74 root 1.42 player::clear_los (sint8 value)
75 root 1.41 {
76 root 1.42 memset (los, value, sizeof (los));
77 root 1.41 }
78 elmex 1.1
79 root 1.41 // enqueue a single mapspace, but only if it hasn't
80     // been enqueued yet.
81 root 1.4 static void
82 root 1.41 enqueue (sint8 dx, sint8 dy, uint8 flags = 0)
83 root 1.4 {
84 root 1.41 sint8 x = LOS_X0 + dx;
85     sint8 y = LOS_Y0 + dy;
86    
87     los_info &l = los[x][y];
88    
89     l.flags |= flags;
90    
91 root 1.78 if (ecb_expect_false (l.flags & FLG_QUEUED))
92 root 1.41 return;
93 elmex 1.1
94 root 1.49 l.flags |= FLG_QUEUED;
95 root 1.41
96     queue[q1].x = dx;
97     queue[q1].y = dy;
98 elmex 1.1
99 root 1.41 q1 = (q1 + 1) & (QUEUE_LENGTH - 1);
100 elmex 1.1 }
101    
102 root 1.41 // run the los algorithm
103     // this is a variant of a spiral los algorithm taken from
104     // http://www.geocities.com/temerra/los_rays.html
105     // which has been simplified and changed considerably, but
106     // still is basically the same algorithm.
107     static void
108 root 1.48 calculate_los (player *pl)
109 root 1.4 {
110 root 1.49 {
111 root 1.52 memset (los, 0, sizeof (los));
112    
113 root 1.49 // we keep one line for ourselves, for the border flag
114     // so the client area is actually MAP_CLIENT_(X|Y) - 2
115     int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
116     int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
117    
118     // create borders, the corners are not touched
119     for (int dx = -half_x; dx <= half_x; ++dx)
120     los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
121     los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
122    
123     for (int dy = -half_y; dy <= half_y; ++dy)
124     los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
125     los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
126    
127     // now reset the los area and also add blocked flags
128     // which supposedly is faster than doing it inside the
129     // spiral path algorithm below, except when very little
130 root 1.54 // area is visible, in which case it is slower. which evens
131 root 1.49 // out los calculation times between large and small los maps.
132     // apply_lights also iterates over this area, maybe these
133     // two passes could be combined somehow.
134 root 1.68 unordered_mapwalk (mapwalk_buf, pl->viewpoint, -half_x, -half_y, half_x, half_y)
135 root 1.52 {
136     los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
137     l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
138     }
139 root 1.49 }
140 root 1.4
141 root 1.41 q1 = 0; q2 = 0; // initialise queue, not strictly required
142     enqueue (0, 0); // enqueue center
143 root 1.4
144 root 1.41 // treat the origin specially
145     los[LOS_X0][LOS_Y0].visible = 1;
146     pl->los[LOS_X0][LOS_Y0] = 0;
147    
148     // loop over all enqueued points until the queue is empty
149     // the order in which this is done ensures that we
150     // never touch a mapspace whose input spaces we haven't checked
151     // yet.
152     while (q1 != q2)
153     {
154     sint8 dx = queue[q2].x;
155     sint8 dy = queue[q2].y;
156 root 1.4
157 root 1.41 q2 = (q2 + 1) & (QUEUE_LENGTH - 1);
158 root 1.4
159 root 1.41 sint8 x = LOS_X0 + dx;
160     sint8 y = LOS_Y0 + dy;
161 elmex 1.1
162 root 1.41 los_info &l = los[x][y];
163 elmex 1.1
164 root 1.78 if (ecb_expect_true (l.flags & (FLG_XI | FLG_YI)))
165 root 1.41 {
166     l.culled = 1;
167 root 1.49 l.xo = l.yo = l.xe = l.ye = 0;
168 elmex 1.1
169 root 1.41 // check contributing spaces, first horizontal
170 root 1.78 if (ecb_expect_true (l.flags & FLG_XI))
171 root 1.41 {
172     los_info *xi = &los[x - sign (dx)][y];
173 elmex 1.1
174 root 1.41 // don't cull unless obscured
175     l.culled &= !xi->visible;
176 elmex 1.1
177 root 1.41 /* merge input space */
178 root 1.78 if (ecb_expect_false (xi->xo || xi->yo))
179 root 1.41 {
180 root 1.76 // The X input can provide two main pieces of information:
181 root 1.41 // 1. Progressive X obscurity.
182     // 2. Recessive Y obscurity.
183    
184     // Progressive X obscurity, favouring recessive input angle
185     if (xi->xe > 0 && l.xo == 0)
186     {
187     l.xe = xi->xe - xi->yo;
188     l.ye = xi->ye + xi->yo;
189     l.xo = xi->xo;
190     l.yo = xi->yo;
191     }
192 root 1.4
193 root 1.41 // Recessive Y obscurity
194     if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0)
195     {
196     l.ye = xi->yo + xi->ye;
197     l.xe = xi->xe - xi->yo;
198     l.xo = xi->xo;
199     l.yo = xi->yo;
200     }
201     }
202     }
203    
204     // check contributing spaces, last vertical, identical structure
205 root 1.78 if (ecb_expect_true (l.flags & FLG_YI))
206 root 1.41 {
207     los_info *yi = &los[x][y - sign (dy)];
208 elmex 1.1
209 root 1.41 // don't cull unless obscured
210     l.culled &= !yi->visible;
211 elmex 1.1
212 root 1.41 /* merge input space */
213 root 1.78 if (ecb_expect_false (yi->yo || yi->xo))
214 root 1.41 {
215 root 1.76 // The Y input can provide two main pieces of information:
216 root 1.41 // 1. Progressive Y obscurity.
217     // 2. Recessive X obscurity.
218    
219     // Progressive Y obscurity, favouring recessive input angle
220     if (yi->ye > 0 && l.yo == 0)
221     {
222     l.ye = yi->ye - yi->xo;
223     l.xe = yi->xe + yi->xo;
224     l.yo = yi->yo;
225     l.xo = yi->xo;
226     }
227 elmex 1.1
228 root 1.41 // Recessive X obscurity
229     if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0)
230     {
231     l.xe = yi->xo + yi->xe;
232     l.ye = yi->ye - yi->xo;
233     l.yo = yi->yo;
234     l.xo = yi->xo;
235     }
236     }
237     }
238 elmex 1.1
239 root 1.49 if (l.flags & FLG_BLOCKED)
240 root 1.41 {
241     l.xo = l.xe = abs (dx);
242     l.yo = l.ye = abs (dy);
243 elmex 1.1
244 root 1.41 // we obscure dependents, but might be visible
245     // copy the los from the square towards the player,
246     // so outward diagonal corners are lit.
247     pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
248 root 1.49
249 root 1.41 l.visible = false;
250     }
251     else
252     {
253     // we are not blocked, so calculate visibility, by checking
254     // whether we are inside or outside the shadow
255     l.visible = (l.xe <= 0 || l.xe > l.xo)
256     && (l.ye <= 0 || l.ye > l.yo);
257    
258     pl->los[x][y] = l.culled ? LOS_BLOCKED
259 root 1.49 : l.visible ? 0
260 root 1.41 : 3;
261 root 1.37 }
262 root 1.41
263 root 1.37 }
264 root 1.4
265 root 1.41 // Expands by the unit length in each component's current direction.
266 root 1.76 // If a component has no direction, then it is expanded in both of its
267 root 1.41 // positive and negative directions.
268     if (!l.culled)
269     {
270 root 1.49 if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
271     if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
272     if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
273     if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
274 root 1.41 }
275     }
276 elmex 1.1 }
277    
278 root 1.32 /* radius, distance => lightness adjust */
279 root 1.44 static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
280 root 1.57 static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
281 root 1.32
282 root 1.44 static struct los_init
283 root 1.32 {
284 root 1.44 los_init ()
285 root 1.32 {
286 root 1.49 assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
287     !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
288    
289 root 1.45 /* for lights */
290 root 1.32 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
291 root 1.35 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
292 root 1.32 {
293     // max intensity
294 root 1.36 int intensity = min (LOS_MAX, abs (radius) + 1);
295 root 1.32
296     // actual intensity
297 root 1.61 intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
298 root 1.32
299 root 1.44 light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
300 root 1.35 ? min (3, intensity)
301 root 1.36 : LOS_MAX - intensity;
302 root 1.32 }
303 root 1.45
304     /* for general vision */
305 root 1.57 for (int radius = 0; radius <= MAX_VISION; ++radius)
306     for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
307     vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
308 root 1.32 }
309 root 1.44 } los_init;
310 root 1.32
311 root 1.66 // the following functions cannot be static, due to c++ stupidity :/
312     namespace {
313     // brighten area, ignore los
314     sint8
315     los_brighten_nolos (sint8 b, sint8 l)
316     {
317     return min (b, l);
318     }
319 root 1.64
320 root 1.66 // brighten area, but respect los
321     sint8
322     los_brighten (sint8 b, sint8 l)
323     {
324     return b == LOS_BLOCKED ? b : min (b, l);
325     }
326 root 1.39
327 root 1.66 // darken area, respect los
328     sint8
329     los_darken (sint8 b, sint8 l)
330     {
331     return max (b, l);
332     }
333     };
334 root 1.39
335     template<sint8 change_it (sint8, sint8)>
336     static void
337 root 1.48 apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
338 root 1.39 {
339 root 1.41 // min or max the circular area around basex, basey
340     dx += LOS_X0;
341     dy += LOS_Y0;
342    
343 root 1.48 int hx = pl->ns->mapx / 2;
344     int hy = pl->ns->mapy / 2;
345 root 1.41
346     int ax0 = max (LOS_X0 - hx, dx - light);
347     int ay0 = max (LOS_Y0 - hy, dy - light);
348     int ax1 = min (dx + light, LOS_X0 + hx);
349     int ay1 = min (dy + light, LOS_Y0 + hy);
350 root 1.39
351     for (int ax = ax0; ax <= ax1; ax++)
352     for (int ay = ay0; ay <= ay1; ay++)
353 root 1.41 pl->los[ax][ay] =
354 root 1.44 change_it (pl->los[ax][ay], atten_table [idistance (ax - dx, ay - dy)]);
355 root 1.39 }
356    
357 root 1.76 /* add light, by finding all (non-null) nearby light sources, then
358 root 1.39 * mark those squares specially.
359     */
360 root 1.4 static void
361 root 1.48 apply_lights (player *pl)
362 root 1.4 {
363 root 1.64 object *op = pl->viewpoint;
364 root 1.48 int darklevel = op->map->darklevel ();
365 root 1.4
366 root 1.48 int half_x = pl->ns->mapx / 2;
367     int half_y = pl->ns->mapy / 2;
368 root 1.32
369     int pass2 = 0; // negative lights have an extra pass
370    
371 root 1.64 maprect *rects = pl->viewpoint->map->split_to_tiles (
372 root 1.68 mapwalk_buf,
373 root 1.64 pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
374     pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
375     pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
376     pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
377 root 1.52 );
378    
379 root 1.57 /* If the player can see in the dark, increase light/vision radius */
380     int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
381    
382 root 1.48 if (!darklevel)
383 root 1.39 pass2 = 1;
384     else
385     {
386     /* first, make everything totally dark */
387 root 1.41 for (int dx = -half_x; dx <= half_x; dx++)
388     for (int dy = -half_x; dy <= half_y; dy++)
389 root 1.49 max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
390 root 1.39
391     /*
392     * Only process the area of interest.
393 root 1.41 * the basex, basey values represent the position in the op->contr->los
394     * array. Its easier to just increment them here (and start with the right
395 root 1.39 * value) than to recalculate them down below.
396     */
397 root 1.52 for (maprect *r = rects; r->m; ++r)
398     rect_mapwalk (r, 0, 0)
399 root 1.39 {
400     mapspace &ms = m->at (nx, ny);
401     ms.update ();
402     sint8 light = ms.light;
403    
404 root 1.78 if (ecb_expect_false (light))
405 root 1.39 if (light < 0)
406     pass2 = 1;
407     else
408 root 1.57 {
409     light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
410 root 1.64 apply_light<los_brighten> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
411 root 1.57 }
412 root 1.39 }
413    
414 root 1.57 /* grant some vision to the player, based on outside, outdoor, and darklevel */
415 root 1.32 {
416 root 1.57 int light;
417 root 1.39
418 root 1.57 if (!op->map->outdoor) // not outdoor, darkness becomes light radius
419 root 1.58 light = MAX_DARKNESS - op->map->darkness;
420 root 1.57 else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
421     light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
422     else // outdoor and darkness <= 0 => start wide and decrease quickly
423     light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
424    
425 root 1.59 light = clamp (light + bonus, 0, MAX_VISION);
426 root 1.51
427 root 1.48 apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]);
428 root 1.32 }
429 root 1.39 }
430 root 1.4
431 root 1.64 // when we fly high, we have some minimum viewable area around us, like x-ray
432     if (op->move_type & MOVE_FLY_HIGH)
433     apply_light<los_brighten_nolos> (pl, 0, 0, 9, vision_atten [9]);
434    
435 root 1.38 // possibly do 2nd pass for rare negative glow radii
436 root 1.39 // for effect, those are always considered to be stronger than anything else
437     // but they can't darken a place completely
438     if (pass2)
439 root 1.52 for (maprect *r = rects; r->m; ++r)
440     rect_mapwalk (r, 0, 0)
441     {
442     mapspace &ms = m->at (nx, ny);
443     ms.update ();
444     sint8 light = ms.light;
445    
446 root 1.78 if (ecb_expect_false (light < 0))
447 root 1.57 {
448     light = clamp (light - bonus, 0, MAX_DARKNESS);
449 root 1.64 apply_light<los_darken> (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
450 root 1.57 }
451 root 1.52 }
452 elmex 1.1 }
453    
454 root 1.76 /* blinded_sight() - sets all viewable squares to blocked except
455 elmex 1.1 * for the one the central one that the player occupies. A little
456     * odd that you can see yourself (and what your standing on), but
457     * really need for any reasonable game play.
458     */
459 root 1.4 static void
460 root 1.48 blinded_sight (player *pl)
461 root 1.4 {
462 root 1.48 pl->los[LOS_X0][LOS_Y0] = 1;
463 elmex 1.1 }
464    
465     /*
466     * update_los() recalculates the array which specifies what is
467     * visible for the given player-object.
468     */
469 root 1.4 void
470 root 1.48 player::update_los ()
471 root 1.4 {
472 root 1.48 if (ob->flag [FLAG_REMOVED])//D really needed?
473 root 1.4 return;
474 elmex 1.1
475 root 1.48 if (ob->flag [FLAG_WIZLOOK])
476 root 1.49 clear_los (0);
477 root 1.64 else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
478 root 1.49 {
479     clear_los ();
480     blinded_sight (this);
481     }
482 root 1.4 else
483 root 1.41 {
484 root 1.49 clear_los ();
485 root 1.48 calculate_los (this);
486     apply_lights (this);
487 root 1.41 }
488 root 1.4
489 root 1.64 if (viewpoint->flag [FLAG_XRAYS])
490 root 1.41 for (int dx = -2; dx <= 2; dx++)
491     for (int dy = -2; dy <= 2; dy++)
492 root 1.49 min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
493 elmex 1.1 }
494    
495     /* update all_map_los is like update_all_los below,
496     * but updates everyone on the map, no matter where they
497 root 1.12 * are. This generally should not be used, as a per
498 elmex 1.1 * specific map change doesn't make much sense when tiling
499     * is considered (lowering darkness would certainly be a
500     * strange effect if done on a tile map, as it makes
501     * the distinction between maps much more obvious to the
502     * players, which is should not be.
503     * Currently, this function is called from the
504     * change_map_light function
505     */
506 root 1.4 void
507 root 1.6 update_all_map_los (maptile *map)
508 root 1.4 {
509 root 1.46 for_all_players_on_map (pl, map)
510     pl->do_los = 1;
511 elmex 1.1 }
512    
513     /*
514     * This function makes sure that update_los() will be called for all
515     * players on the given map within the next frame.
516     * It is triggered by removal or inserting of objects which blocks
517     * the sight in the map.
518     * Modified by MSW 2001-07-12 to take a coordinate of the changed
519     * position, and to also take map tiling into account. This change
520     * means that just being on the same map is not sufficient - the
521     * space that changes must be withing your viewable area.
522     *
523     * map is the map that changed, x and y are the coordinates.
524     */
525 root 1.4 void
526 root 1.6 update_all_los (const maptile *map, int x, int y)
527 root 1.4 {
528 root 1.46 map->at (x, y).invalidate ();
529    
530 root 1.11 for_all_players (pl)
531 root 1.4 {
532     /* Player should not have a null map, but do this
533     * check as a safety
534     */
535 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
536 root 1.4 continue;
537    
538 root 1.61 rv_vector rv;
539    
540 root 1.70 get_rangevector_from_mapcoord (pl->ob->map, x, y, pl->ob, &rv);
541 root 1.61
542     if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
543     pl->do_los = 1;
544 elmex 1.1 }
545     }
546    
547 root 1.48 static const int season_darkness[5][HOURS_PER_DAY] = {
548     /*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 */
549     { 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 },
550     { 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 },
551     { 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 },
552     { 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 },
553     { 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 }
554 root 1.47 };
555    
556 root 1.48 /*
557     * Tell players the time and compute the darkness level for all maps in the game.
558     * MUST be called exactly once per hour.
559     */
560 root 1.47 void
561 root 1.48 maptile::adjust_daylight ()
562 root 1.47 {
563     timeofday_t tod;
564    
565     get_tod (&tod);
566    
567 root 1.48 // log the time to log-1 every hour, and to chat every day
568     {
569     char todbuf[512];
570 root 1.47
571 root 1.48 format_tod (todbuf, sizeof (todbuf), &tod);
572 root 1.47
573 root 1.48 for_all_players (pl)
574     pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
575     }
576 root 1.47
577     /* If the light level isn't changing, no reason to do all
578     * the work below.
579     */
580 root 1.48 sint8 new_darkness = season_darkness[tod.season][tod.hour];
581    
582     if (new_darkness == maptile::outdoor_darkness)
583 root 1.47 return;
584    
585 root 1.48 new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
586     new_darkness > maptile::outdoor_darkness
587     ? "It becomes darker."
588     : "It becomes brighter.");
589 root 1.47
590 root 1.48 maptile::outdoor_darkness = new_darkness;
591 root 1.47
592 root 1.48 // we simply update the los for all players, which is unnecessarily
593     // costly, but should do for the moment.
594     for_all_players (pl)
595     pl->do_los = 1;
596 root 1.47 }
597    
598 elmex 1.1 /*
599     * make_sure_seen: The object is supposed to be visible through walls, thus
600     * check if any players are nearby, and edit their LOS array.
601     */
602 root 1.4 void
603     make_sure_seen (const object *op)
604     {
605 root 1.11 for_all_players (pl)
606 root 1.4 if (pl->ob->map == op->map &&
607 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
608     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)
609 root 1.49 pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
610 elmex 1.1 }
611    
612     /*
613     * make_sure_not_seen: The object which is supposed to be visible through
614     * walls has just been removed from the map, so update the los of any
615     * players within its range
616     */
617 root 1.4 void
618     make_sure_not_seen (const object *op)
619     {
620 root 1.11 for_all_players (pl)
621 root 1.4 if (pl->ob->map == op->map &&
622 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
623     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)
624 root 1.4 pl->do_los = 1;
625 elmex 1.1 }
626 root 1.52