--- deliantra/server/common/los.C 2008/12/23 01:51:27 1.47
+++ deliantra/server/common/los.C 2009/11/04 17:24:00 1.64
@@ -1,46 +1,48 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
- * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
-/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
-
#include
#include
-static void expand_lighted_sight (object *op);
+#define SEE_IN_DARK_RADIUS 2
+#define MAX_VISION 10 // maximum visible radius
+// los flags
enum {
- LOS_XI = 0x01,
- LOS_YI = 0x02,
+ FLG_XI = 0x01, // we have an x-parent
+ FLG_YI = 0x02, // we have an y-parent
+ FLG_BLOCKED = 0x04, // this space blocks the view
+ FLG_QUEUED = 0x80 // already queued in queue, or border
};
struct los_info
{
- sint8 xo, yo; // obscure angle
- sint8 xe, ye; // angle deviation
+ uint8 flags; // FLG_xxx
uint8 culled; // culled from "tree"
- uint8 queued; // already queued
uint8 visible;
- uint8 flags; // LOS_XI/YI
+ uint8 pad0;
+
+ sint8 xo, yo; // obscure angle
+ sint8 xe, ye; // angle deviation
};
// temporary storage for the los algorithm,
@@ -77,17 +79,14 @@
sint8 x = LOS_X0 + dx;
sint8 y = LOS_Y0 + dy;
- if (x < 0 || x >= MAP_CLIENT_X) return;
- if (y < 0 || y >= MAP_CLIENT_Y) return;
-
los_info &l = los[x][y];
l.flags |= flags;
- if (l.queued)
+ if (l.flags & FLG_QUEUED)
return;
- l.queued = 1;
+ l.flags |= FLG_QUEUED;
queue[q1].x = dx;
queue[q1].y = dy;
@@ -101,13 +100,38 @@
// which has been simplified and changed considerably, but
// still is basically the same algorithm.
static void
-do_los (object *op)
+calculate_los (player *pl)
{
- player *pl = op->contr;
-
- int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2;
+ {
+ memset (los, 0, sizeof (los));
- memset (los, 0, sizeof (los));
+ // we keep one line for ourselves, for the border flag
+ // so the client area is actually MAP_CLIENT_(X|Y) - 2
+ int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2);
+ int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2);
+
+ // create borders, the corners are not touched
+ for (int dx = -half_x; dx <= half_x; ++dx)
+ los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags =
+ los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED;
+
+ for (int dy = -half_y; dy <= half_y; ++dy)
+ los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags =
+ los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED;
+
+ // now reset the los area and also add blocked flags
+ // which supposedly is faster than doing it inside the
+ // spiral path algorithm below, except when very little
+ // area is visible, in which case it is slower. which evens
+ // out los calculation times between large and small los maps.
+ // apply_lights also iterates over this area, maybe these
+ // two passes could be combined somehow.
+ unordered_mapwalk (pl->viewpoint, -half_x, -half_y, half_x, half_y)
+ {
+ los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy];
+ l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0;
+ }
+ }
q1 = 0; q2 = 0; // initialise queue, not strictly required
enqueue (0, 0); // enqueue center
@@ -130,17 +154,15 @@
sint8 x = LOS_X0 + dx;
sint8 y = LOS_Y0 + dy;
- //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D
- int distance = 0;//D
-
los_info &l = los[x][y];
- if (expect_true (l.flags & (LOS_XI | LOS_YI)))
+ if (expect_true (l.flags & (FLG_XI | FLG_YI)))
{
l.culled = 1;
+ l.xo = l.yo = l.xe = l.ye = 0;
// check contributing spaces, first horizontal
- if (expect_true (l.flags & LOS_XI))
+ if (expect_true (l.flags & FLG_XI))
{
los_info *xi = &los[x - sign (dx)][y];
@@ -175,7 +197,7 @@
}
// check contributing spaces, last vertical, identical structure
- if (expect_true (l.flags & LOS_YI))
+ if (expect_true (l.flags & FLG_YI))
{
los_info *yi = &los[x][y - sign (dy)];
@@ -209,13 +231,7 @@
}
}
- // check whether this space blocks the view
- maptile *m = op->map;
- sint16 nx = op->x + dx;
- sint16 ny = op->y + dy;
-
- if (expect_true (!xy_normalise (m, nx, ny))
- || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW))
+ if (l.flags & FLG_BLOCKED)
{
l.xo = l.xe = abs (dx);
l.yo = l.ye = abs (dy);
@@ -224,6 +240,7 @@
// copy the los from the square towards the player,
// so outward diagonal corners are lit.
pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED;
+
l.visible = false;
}
else
@@ -234,7 +251,7 @@
&& (l.ye <= 0 || l.ye > l.yo);
pl->los[x][y] = l.culled ? LOS_BLOCKED
- : l.visible ? max (0, 2 - max_radius + distance)
+ : l.visible ? 0
: 3;
}
@@ -245,37 +262,25 @@
// positive and negative directions.
if (!l.culled)
{
- if (dx >= 0) enqueue (dx + 1, dy, LOS_XI);
- if (dx <= 0) enqueue (dx - 1, dy, LOS_XI);
- if (dy >= 0) enqueue (dx, dy + 1, LOS_YI);
- if (dy <= 0) enqueue (dx, dy - 1, LOS_YI);
+ if (dx >= 0) enqueue (dx + 1, dy, FLG_XI);
+ if (dx <= 0) enqueue (dx - 1, dy, FLG_XI);
+ if (dy >= 0) enqueue (dx, dy + 1, FLG_YI);
+ if (dy <= 0) enqueue (dx, dy - 1, FLG_YI);
}
}
}
-/* returns true if op carries one or more lights
- * This is a trivial function now days, but it used to
- * be a bit longer. Probably better for callers to just
- * check the op->glow_radius instead of calling this.
- */
-int
-has_carried_lights (const object *op)
-{
- /* op may glow! */
- if (op->glow_radius > 0)
- return 1;
-
- return 0;
-}
-
/* radius, distance => lightness adjust */
static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
-static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1];
+static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1];
static struct los_init
{
los_init ()
{
+ assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two",
+ !(QUEUE_LENGTH & (QUEUE_LENGTH - 1))));
+
/* for lights */
for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
@@ -284,7 +289,7 @@
int intensity = min (LOS_MAX, abs (radius) + 1);
// actual intensity
- intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
+ intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0));
light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
? min (3, intensity)
@@ -292,20 +297,27 @@
}
/* for general vision */
- for (int radius = 0; radius <= MAX_DARKNESS; ++radius)
- for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance)
- {
- vision_atten [radius][distance] = distance <= radius ? 3 : 4;
- }
+ for (int radius = 0; radius <= MAX_VISION; ++radius)
+ for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance)
+ vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4;
}
} los_init;
+// brighten area, ignore los
+sint8
+los_brighten_nolos (sint8 b, sint8 l)
+{
+ return min (b, l);
+}
+
+// brighten area, but respect los
sint8
los_brighten (sint8 b, sint8 l)
{
return b == LOS_BLOCKED ? b : min (b, l);
}
+// darken area, respect los
sint8
los_darken (sint8 b, sint8 l)
{
@@ -314,16 +326,14 @@
template
static void
-apply_light (object *op, int dx, int dy, int light, const sint8 *atten_table)
+apply_light (player *pl, int dx, int dy, int light, const sint8 *atten_table)
{
// min or max the circular area around basex, basey
- player *pl = op->contr;
-
dx += LOS_X0;
dy += LOS_Y0;
- int hx = op->contr->ns->mapx / 2;
- int hy = op->contr->ns->mapy / 2;
+ int hx = pl->ns->mapx / 2;
+ int hy = pl->ns->mapy / 2;
int ax0 = max (LOS_X0 - hx, dx - light);
int ay0 = max (LOS_Y0 - hy, dy - light);
@@ -340,46 +350,35 @@
* mark those squares specially.
*/
static void
-apply_lights (object *op)
+apply_lights (player *pl)
{
- int darklevel, mflags, light, x1, y1;
- maptile *m = op->map;
- sint16 nx, ny;
-
- darklevel = m->darklevel ();
+ object *op = pl->viewpoint;
+ int darklevel = op->map->darklevel ();
+ maptile::outdoor_darkness = 4;//D
- /* If the player can see in the dark, lower the darklevel for him */
- if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
- darklevel -= 2;
-
- /* Do a sanity check. If not valid, some code below may do odd
- * things.
- */
- if (darklevel > MAX_DARKNESS)
- {
- LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
- darklevel = MAX_DARKNESS;
- }
+ int half_x = pl->ns->mapx / 2;
+ int half_y = pl->ns->mapy / 2;
- int half_x = op->contr->ns->mapx / 2;
- int half_y = op->contr->ns->mapy / 2;
+ int pass2 = 0; // negative lights have an extra pass
- int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
- int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
- int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
- int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
+ maprect *rects = pl->viewpoint->map->split_to_tiles (
+ pl->viewpoint->x - half_x - MAX_LIGHT_RADIUS,
+ pl->viewpoint->y - half_y - MAX_LIGHT_RADIUS,
+ pl->viewpoint->x + half_x + MAX_LIGHT_RADIUS + 1,
+ pl->viewpoint->y + half_y + MAX_LIGHT_RADIUS + 1
+ );
- int pass2 = 0; // negative lights have an extra pass
+ /* If the player can see in the dark, increase light/vision radius */
+ int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0;
- if (darklevel < 1)
+ if (!darklevel)
pass2 = 1;
else
{
/* first, make everything totally dark */
for (int dx = -half_x; dx <= half_x; dx++)
for (int dy = -half_x; dy <= half_y; dy++)
- if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED)
- op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX;
+ max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX);
/*
* Only process the area of interest.
@@ -387,16 +386,9 @@
* array. Its easier to just increment them here (and start with the right
* value) than to recalculate them down below.
*/
- for (int x = min_x; x <= max_x; x++)
- for (int y = min_y; y <= max_y; y++)
+ for (maprect *r = rects; r->m; ++r)
+ rect_mapwalk (r, 0, 0)
{
- maptile *m = op->map;
- sint16 nx = x;
- sint16 ny = y;
-
- if (!xy_normalise (m, nx, ny))
- continue;
-
mapspace &ms = m->at (nx, ny);
ms.update ();
sint8 light = ms.light;
@@ -405,37 +397,49 @@
if (light < 0)
pass2 = 1;
else
- apply_light (op, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
+ {
+ light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS);
+ apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, light, light_atten [light + MAX_LIGHT_RADIUS]);
+ }
}
- /* grant some vision to the player, based on the darklevel */
+ /* grant some vision to the player, based on outside, outdoor, and darklevel */
{
- int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS);
+ int light;
+
+ if (!op->map->outdoor) // not outdoor, darkness becomes light radius
+ light = MAX_DARKNESS - op->map->darkness;
+ else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius
+ light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0);
+ else // outdoor and darkness <= 0 => start wide and decrease quickly
+ light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2);
+
+ light = clamp (light + bonus, 0, MAX_VISION);
- apply_light (op, 0, 0, light, vision_atten [light]);
+ apply_light (pl, 0, 0, light, vision_atten [light]);
}
}
+ // when we fly high, we have some minimum viewable area around us, like x-ray
+ if (op->move_type & MOVE_FLY_HIGH)
+ apply_light (pl, 0, 0, 9, vision_atten [9]);
+
// possibly do 2nd pass for rare negative glow radii
// for effect, those are always considered to be stronger than anything else
// but they can't darken a place completely
if (pass2)
- for (int x = min_x; x <= max_x; x++)
- for (int y = min_y; y <= max_y; y++)
+ for (maprect *r = rects; r->m; ++r)
+ rect_mapwalk (r, 0, 0)
{
- maptile *m = op->map;
- sint16 nx = x;
- sint16 ny = y;
-
- if (!xy_normalise (m, nx, ny))
- continue;
-
mapspace &ms = m->at (nx, ny);
ms.update ();
sint8 light = ms.light;
if (expect_false (light < 0))
- apply_light (op, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
+ {
+ light = clamp (light - bonus, 0, MAX_DARKNESS);
+ apply_light (pl, dx - pl->viewpoint->x, dy - pl->viewpoint->y, -light, light_atten [light + MAX_LIGHT_RADIUS]);
+ }
}
}
@@ -445,9 +449,9 @@
* really need for any reasonable game play.
*/
static void
-blinded_sight (object *op)
+blinded_sight (player *pl)
{
- op->contr->los[LOS_X0][LOS_Y0] = 1;
+ pl->los[LOS_X0][LOS_Y0] = 1;
}
/*
@@ -455,27 +459,29 @@
* visible for the given player-object.
*/
void
-update_los (object *op)
+player::update_los ()
{
- if (QUERY_FLAG (op, FLAG_REMOVED))
+ if (ob->flag [FLAG_REMOVED])//D really needed?
return;
- op->contr->clear_los ();
-
- if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
- memset (op->contr->los, 0, sizeof (op->contr->los));
- else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
- blinded_sight (op);
+ if (ob->flag [FLAG_WIZLOOK])
+ clear_los (0);
+ else if (viewpoint->flag [FLAG_BLIND]) /* player is blind */
+ {
+ clear_los ();
+ blinded_sight (this);
+ }
else
{
- do_los (op);
- apply_lights (op);
+ clear_los ();
+ calculate_los (this);
+ apply_lights (this);
}
- if (QUERY_FLAG (op, FLAG_XRAYS))
+ if (viewpoint->flag [FLAG_XRAYS])
for (int dx = -2; dx <= 2; dx++)
for (int dy = -2; dy <= 2; dy++)
- min_it (op->contr->los[dx + LOS_X0][dy + LOS_X0], 1);
+ min_it (los[dx + LOS_X0][dy + LOS_Y0], 1);
}
/* update all_map_los is like update_all_los below,
@@ -521,110 +527,64 @@
if (!pl->ob || !pl->ob->map || !pl->ns)
continue;
- /* Same map is simple case - see if pl is close enough.
- * Note in all cases, we did the check for same map first,
- * and then see if the player is close enough and update
- * los if that is the case. If the player is on the
- * corresponding map, but not close enough, then the
- * player can't be on another map that may be closer,
- * so by setting it up this way, we trim processing
- * some.
- */
- if (pl->ob->map == map)
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
+ rv_vector rv;
- /* Now we check to see if player is on adjacent
- * maps to the one that changed and also within
- * view. The tile_maps[] could be null, but in that
- * case it should never match the pl->ob->map, so
- * we want ever try to dereference any of the data in it.
- *
- * The logic for 0 and 3 is to see how far the player is
- * from the edge of the map (height/width) - pl->ob->(x,y)
- * and to add current position on this map - that gives a
- * distance.
- * For 1 and 2, we check to see how far the given
- * coordinate (x,y) is from the corresponding edge,
- * and then add the players location, which gives
- * a distance.
- */
- else if (pl->ob->map == map->tile_map[0])
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[2])
- {
- if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[1])
- {
- if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
- else if (pl->ob->map == map->tile_map[3])
- {
- if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
- pl->do_los = 1;
- }
+ get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv);
+
+ if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2))
+ pl->do_los = 1;
}
}
-static const int season_timechange[5][HOURS_PER_DAY] = {
- /* 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 */
- { 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1},
- { 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0},
- { 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0},
- { 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0},
- { 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0}
+static const int season_darkness[5][HOURS_PER_DAY] = {
+ /*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 */
+ { 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 },
+ { 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 },
+ { 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 },
+ { 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 },
+ { 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 }
};
+/*
+ * Tell players the time and compute the darkness level for all maps in the game.
+ * MUST be called exactly once per hour.
+ */
void
-maptile::set_darkness_map ()
+maptile::adjust_daylight ()
{
timeofday_t tod;
- if (!outdoor)
- return;
-
get_tod (&tod);
- darkness = 0;
- for (int i = HOURS_PER_DAY / 2; i < HOURS_PER_DAY; i++)
- change_map_light (season_timechange[tod.season][i]);
+ // log the time to log-1 every hour, and to chat every day
+ {
+ char todbuf[512];
- for (int i = 0; i <= tod.hour; i++)
- change_map_light (season_timechange[tod.season][i]);
-}
+ format_tod (todbuf, sizeof (todbuf), &tod);
-/*
- * Compute the darkness level for all maps in the game. Requires the
- * time of day as an argument.
- */
+ for_all_players (pl)
+ pl->ns->send_msg (NDI_GREY, tod.hour == 15 ? CHAT_CHANNEL : LOG_CHANNEL, todbuf);
+ }
-static void
-dawn_to_dusk (const timeofday_t * tod)
-{
/* If the light level isn't changing, no reason to do all
* the work below.
*/
- if (season_timechange[tod->season][tod->hour] == 0)
+ sint8 new_darkness = season_darkness[tod.season][tod.hour];
+
+ if (new_darkness == maptile::outdoor_darkness)
return;
- maptile::change_all_map_light (season_timechange[tod->season][tod->hour]);
-}
+ new_draw_info (NDI_GREY | NDI_UNIQUE | NDI_ALL, 1, 0,
+ new_darkness > maptile::outdoor_darkness
+ ? "It becomes darker."
+ : "It becomes brighter.");
-void
-adjust_daylight ()
-{
- timeofday_t tod;
+ maptile::outdoor_darkness = new_darkness;
- get_tod (&tod);
- dawn_to_dusk (&tod);
+ // we simply update the los for all players, which is unnecessarily
+ // costly, but should do for the moment.
+ for_all_players (pl)
+ pl->do_los = 1;
}
/*
@@ -638,7 +598,7 @@
if (pl->ob->map == op->map &&
pl->ob->y - pl->ns->mapy / 2 <= op->y &&
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)
- pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0;
+ pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0;
}
/*
@@ -655,3 +615,4 @@
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)
pl->do_los = 1;
}
+