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/cvs/deliantra/server/common/los.C
Revision: 1.16
Committed: Sat Jan 6 14:42:29 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 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
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26
27 #include <global.h>
28 #include <funcpoint.h>
29 #include <math.h>
30
31
32 /* Distance must be less than this for the object to be blocked.
33 * An object is 1.0 wide, so if set to 0.5, it means the object
34 * that blocks half the view (0.0 is complete block) will
35 * block view in our tables.
36 * .4 or less lets you see through walls. .5 is about right.
37 */
38
39 #define SPACE_BLOCK 0.5
40
41 typedef struct blstr
42 {
43 int x[4], y[4];
44 int index;
45 } blocks;
46
47 blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
48
49 static void expand_lighted_sight (object *op);
50
51 /*
52 * Used to initialise the array used by the LOS routines.
53 * What this sets if that x,y blocks the view of bx,by
54 * This then sets up a relation - for example, something
55 * at 5,4 blocks view at 5,3 which blocks view at 5,2
56 * etc. So when we check 5,4 and find it block, we have
57 * the data to know that 5,3 and 5,2 and 5,1 should also
58 * be blocked.
59 */
60
61 static void
62 set_block (int x, int y, int bx, int by)
63 {
64 int index = block[x][y].index, i;
65
66 /* Due to flipping, we may get duplicates - better safe than sorry.
67 */
68 for (i = 0; i < index; i++)
69 {
70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
71 return;
72 }
73
74 block[x][y].x[index] = bx;
75 block[x][y].y[index] = by;
76 block[x][y].index++;
77 #ifdef LOS_DEBUG
78 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
79 #endif
80 }
81
82 /*
83 * initialises the array used by the LOS routines.
84 */
85
86 /* since we are only doing the upper left quadrant, only
87 * these spaces could possibly get blocked, since these
88 * are the only ones further out that are still possibly in the
89 * sightline.
90 */
91
92 void
93 init_block (void)
94 {
95 int x, y, dx, dy, i;
96 static int block_x[3] = { -1, -1, 0 }, block_y[3] =
97 {
98 -1, 0, -1};
99
100 for (x = 0; x < MAP_CLIENT_X; x++)
101 for (y = 0; y < MAP_CLIENT_Y; y++)
102 {
103 block[x][y].index = 0;
104 }
105
106
107 /* The table should be symmetric, so only do the upper left
108 * quadrant - makes the processing easier.
109 */
110 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
111 {
112 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
113 {
114 for (i = 0; i < 3; i++)
115 {
116 dx = x + block_x[i];
117 dy = y + block_y[i];
118
119 /* center space never blocks */
120 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
121 continue;
122
123 /* If its a straight line, its blocked */
124 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
125 {
126 /* For simplicity, we mirror the coordinates to block the other
127 * quadrants.
128 */
129 set_block (x, y, dx, dy);
130 if (x == MAP_CLIENT_X / 2)
131 {
132 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
133 }
134 else if (y == MAP_CLIENT_Y / 2)
135 {
136 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
137 }
138 }
139 else
140 {
141 float d1, r, s, l;
142
143 /* We use the algorihm that found out how close the point
144 * (x,y) is to the line from dx,dy to the center of the viewable
145 * area. l is the distance from x,y to the line.
146 * r is more a curiosity - it lets us know what direction (left/right)
147 * the line is off
148 */
149
150 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
151 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
152 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
153 l = FABS (sqrt (d1) * s);
154
155 if (l <= SPACE_BLOCK)
156 {
157 /* For simplicity, we mirror the coordinates to block the other
158 * quadrants.
159 */
160 set_block (x, y, dx, dy);
161 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
162 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
163 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
164 }
165 }
166 }
167 }
168 }
169 }
170
171 /*
172 * Used to initialise the array used by the LOS routines.
173 * x,y are indexes into the blocked[][] array.
174 * This recursively sets the blocked line of sight view.
175 * From the blocked[][] array, we know for example
176 * that if some particular space is blocked, it blocks
177 * the view of the spaces 'behind' it, and those blocked
178 * spaces behind it may block other spaces, etc.
179 * In this way, the chain of visibility is set.
180 */
181
182 static void
183 set_wall (object *op, int x, int y)
184 {
185 int i;
186
187 for (i = 0; i < block[x][y].index; i++)
188 {
189 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
190
191 /* ax, ay are the values as adjusted to be in the
192 * socket look structure.
193 */
194 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
195 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
196
197 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
198 continue;
199 #if 0
200 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
201 #endif
202 /* we need to adjust to the fact that the socket
203 * code wants the los to start from the 0,0
204 * and not be relative to middle of los array.
205 */
206 op->contr->blocked_los[ax][ay] = 100;
207 set_wall (op, dx, dy);
208 }
209 }
210
211 /*
212 * Used to initialise the array used by the LOS routines.
213 * op is the object, x and y values based on MAP_CLIENT_X and Y.
214 * this is because they index the blocked[][] arrays.
215 */
216
217 static void
218 check_wall (object *op, int x, int y)
219 {
220 int ax, ay;
221
222 if (!block[x][y].index)
223 return;
224
225 /* ax, ay are coordinates as indexed into the look window */
226 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
227 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
228
229 /* If the converted coordinates are outside the viewable
230 * area for the client, return now.
231 */
232 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
233 return;
234
235 #if 0
236 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
237 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
238 #endif
239
240 /* If this space is already blocked, prune the processing - presumably
241 * whatever has set this space to be blocked has done the work and already
242 * done the dependency chain.
243 */
244 if (op->contr->blocked_los[ax][ay] == 100)
245 return;
246
247
248 if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
249 set_wall (op, x, y);
250 }
251
252 /*
253 * Clears/initialises the los-array associated to the player
254 * controlling the object.
255 */
256
257 void
258 clear_los (object *op)
259 {
260 /* This is safer than using the ns->mapx, mapy because
261 * we index the blocked_los as a 2 way array, so clearing
262 * the first z spaces may not not cover the spaces we are
263 * actually going to use
264 */
265 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
266 }
267
268 /*
269 * expand_sight goes through the array of what the given player is
270 * able to see, and expands the visible area a bit, so the player will,
271 * to a certain degree, be able to see into corners.
272 * This is somewhat suboptimal, would be better to improve the formula.
273 */
274
275 static void
276 expand_sight (object *op)
277 {
278 int i, x, y, dx, dy;
279
280 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
281 for (y = 1; y < op->contr->ns->mapy - 1; y++)
282 {
283 if (!op->contr->blocked_los[x][y] &&
284 !(get_map_flags (op->map, NULL,
285 op->x - op->contr->ns->mapx / 2 + x,
286 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
287 {
288
289 for (i = 1; i <= 8; i += 1)
290 { /* mark all directions */
291 dx = x + freearr_x[i];
292 dy = y + freearr_y[i];
293 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
294 op->contr->blocked_los[dx][dy] = -1;
295 }
296 }
297 }
298
299 if (op->map->darkness > 0) /* player is on a dark map */
300 expand_lighted_sight (op);
301
302
303 /* clear mark squares */
304 for (x = 0; x < op->contr->ns->mapx; x++)
305 for (y = 0; y < op->contr->ns->mapy; y++)
306 if (op->contr->blocked_los[x][y] < 0)
307 op->contr->blocked_los[x][y] = 0;
308 }
309
310
311
312
313 /* returns true if op carries one or more lights
314 * This is a trivial function now days, but it used to
315 * be a bit longer. Probably better for callers to just
316 * check the op->glow_radius instead of calling this.
317 */
318
319 int
320 has_carried_lights (const object *op)
321 {
322 /* op may glow! */
323 if (op->glow_radius > 0)
324 return 1;
325
326 return 0;
327 }
328
329 static void
330 expand_lighted_sight (object *op)
331 {
332 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
333 maptile *m = op->map;
334 sint16 nx, ny;
335
336 darklevel = m->darkness;
337
338 /* If the player can see in the dark, lower the darklevel for him */
339 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
340 darklevel -= 2;
341
342 /* add light, by finding all (non-null) nearby light sources, then
343 * mark those squares specially. If the darklevel<1, there is no
344 * reason to do this, so we skip this function
345 */
346
347 if (darklevel < 1)
348 return;
349
350 /* Do a sanity check. If not valid, some code below may do odd
351 * things.
352 */
353 if (darklevel > MAX_DARKNESS)
354 {
355 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
356 darklevel = MAX_DARKNESS;
357 }
358
359 /* First, limit player furthest (unlighted) vision */
360 for (x = 0; x < op->contr->ns->mapx; x++)
361 for (y = 0; y < op->contr->ns->mapy; y++)
362 if (op->contr->blocked_los[x][y] != 100)
363 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
364
365 /* the spaces[] darkness value contains the information we need.
366 * Only process the area of interest.
367 * the basex, basey values represent the position in the op->contr->blocked_los
368 * array. Its easier to just increment them here (and start with the right
369 * value) than to recalculate them down below.
370 */
371 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
372 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
373 {
374
375 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
376 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
377 {
378 m = op->map;
379 nx = x;
380 ny = y;
381
382 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
383
384 if (mflags & P_OUT_OF_MAP)
385 continue;
386
387 /* This space is providing light, so we need to brighten up the
388 * spaces around here.
389 */
390 light = GET_MAP_LIGHT (m, nx, ny);
391 if (light != 0)
392 {
393 #if 0
394 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
395 #endif
396 for (ax = basex - light; ax <= basex + light; ax++)
397 {
398 if (ax < 0 || ax >= op->contr->ns->mapx)
399 continue;
400 for (ay = basey - light; ay <= basey + light; ay++)
401 {
402 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue;
404
405 /* If the space is fully blocked, do nothing. Otherwise, we
406 * brighten the space. The further the light is away from the
407 * source (basex-x), the less effect it has. Though light used
408 * to dim in a square manner, it now dims in a circular manner
409 * using the the pythagorean theorem. glow_radius still
410 * represents the radius
411 */
412 if (op->contr->blocked_los[ax][ay] != 100)
413 {
414 x1 = abs (basex - ax) * abs (basex - ax);
415 y1 = abs (basey - ay) * abs (basey - ay);
416 if (light > 0)
417 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0);
418 if (light < 0)
419 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0);
420 }
421 } /* for ay */
422 } /* for ax */
423 } /* if this space is providing light */
424 } /* for y */
425 } /* for x */
426
427 /* Outdoor should never really be completely pitch black dark like
428 * a dungeon, so let the player at least see a little around themselves
429 */
430 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
431 {
432 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
433 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
434
435 for (x = -1; x <= 1; x++)
436 for (y = -1; y <= 1; y++)
437 {
438 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
439 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
440 }
441 }
442 /* grant some vision to the player, based on the darklevel */
443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
445 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
446 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
447 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
448 }
449
450 /* blinded_sight() - sets all veiwable squares to blocked except
451 * for the one the central one that the player occupies. A little
452 * odd that you can see yourself (and what your standing on), but
453 * really need for any reasonable game play.
454 */
455
456 static void
457 blinded_sight (object *op)
458 {
459 int x, y;
460
461 for (x = 0; x < op->contr->ns->mapx; x++)
462 for (y = 0; y < op->contr->ns->mapy; y++)
463 op->contr->blocked_los[x][y] = 100;
464
465 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
466 }
467
468 /*
469 * update_los() recalculates the array which specifies what is
470 * visible for the given player-object.
471 */
472
473 void
474 update_los (object *op)
475 {
476 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
477
478 if (QUERY_FLAG (op, FLAG_REMOVED))
479 return;
480
481 clear_los (op);
482 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
483 return;
484
485 /* For larger maps, this is more efficient than the old way which
486 * used the chaining of the block array. Since many space views could
487 * be blocked by different spaces in front, this mean that a lot of spaces
488 * could be examined multile times, as each path would be looked at.
489 */
490 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
491 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
492 check_wall (op, x, y);
493
494
495 /* do the los of the player. 3 (potential) cases */
496 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
497 blinded_sight (op);
498 else
499 expand_sight (op);
500
501 if (QUERY_FLAG (op, FLAG_XRAYS))
502 {
503 int x, y;
504
505 for (x = -2; x <= 2; x++)
506 for (y = -2; y <= 2; y++)
507 op->contr->blocked_los[dx + x][dy + y] = 0;
508 }
509 }
510
511 /* update all_map_los is like update_all_los below,
512 * but updates everyone on the map, no matter where they
513 * are. This generally should not be used, as a per
514 * specific map change doesn't make much sense when tiling
515 * is considered (lowering darkness would certainly be a
516 * strange effect if done on a tile map, as it makes
517 * the distinction between maps much more obvious to the
518 * players, which is should not be.
519 * Currently, this function is called from the
520 * change_map_light function
521 */
522 void
523 update_all_map_los (maptile *map)
524 {
525 for_all_players (pl)
526 if (pl->ob && pl->ob->map == map)
527 pl->do_los = 1;
528 }
529
530 /*
531 * This function makes sure that update_los() will be called for all
532 * players on the given map within the next frame.
533 * It is triggered by removal or inserting of objects which blocks
534 * the sight in the map.
535 * Modified by MSW 2001-07-12 to take a coordinate of the changed
536 * position, and to also take map tiling into account. This change
537 * means that just being on the same map is not sufficient - the
538 * space that changes must be withing your viewable area.
539 *
540 * map is the map that changed, x and y are the coordinates.
541 */
542 void
543 update_all_los (const maptile *map, int x, int y)
544 {
545 for_all_players (pl)
546 {
547 /* Player should not have a null map, but do this
548 * check as a safety
549 */
550 if (!pl->ob || !pl->ob->map || !pl->ns)
551 continue;
552
553 /* Same map is simple case - see if pl is close enough.
554 * Note in all cases, we did the check for same map first,
555 * and then see if the player is close enough and update
556 * los if that is the case. If the player is on the
557 * corresponding map, but not close enough, then the
558 * player can't be on another map that may be closer,
559 * so by setting it up this way, we trim processing
560 * some.
561 */
562 if (pl->ob->map == map)
563 {
564 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
565 pl->do_los = 1;
566 }
567
568 /* Now we check to see if player is on adjacent
569 * maps to the one that changed and also within
570 * view. The tile_maps[] could be null, but in that
571 * case it should never match the pl->ob->map, so
572 * we want ever try to dereference any of the data in it.
573 *
574 * The logic for 0 and 3 is to see how far the player is
575 * from the edge of the map (height/width) - pl->ob->(x,y)
576 * and to add current position on this map - that gives a
577 * distance.
578 * For 1 and 2, we check to see how far the given
579 * coordinate (x,y) is from the corresponding edge,
580 * and then add the players location, which gives
581 * a distance.
582 */
583 else if (pl->ob->map == map->tile_map[0])
584 {
585 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
586 pl->do_los = 1;
587 }
588 else if (pl->ob->map == map->tile_map[2])
589 {
590 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
591 pl->do_los = 1;
592 }
593 else if (pl->ob->map == map->tile_map[1])
594 {
595 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
596 pl->do_los = 1;
597 }
598 else if (pl->ob->map == map->tile_map[3])
599 {
600 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
601 pl->do_los = 1;
602 }
603 }
604 }
605
606 /*
607 * Debug-routine which dumps the array which specifies the visible
608 * area of a player. Triggered by the z key in DM mode.
609 */
610 void
611 print_los (object *op)
612 {
613 int x, y;
614 char buf[50], buf2[10];
615
616 strcpy (buf, " ");
617
618 for (x = 0; x < op->contr->ns->mapx; x++)
619 {
620 sprintf (buf2, "%2d", x);
621 strcat (buf, buf2);
622 }
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf);
625
626 for (y = 0; y < op->contr->ns->mapy; y++)
627 {
628 sprintf (buf, "%2d:", y);
629
630 for (x = 0; x < op->contr->ns->mapx; x++)
631 {
632 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
633 strcat (buf, buf2);
634 }
635
636 new_draw_info (NDI_UNIQUE, 0, op, buf);
637 }
638 }
639
640 /*
641 * make_sure_seen: The object is supposed to be visible through walls, thus
642 * check if any players are nearby, and edit their LOS array.
643 */
644
645 void
646 make_sure_seen (const object *op)
647 {
648 for_all_players (pl)
649 if (pl->ob->map == op->map &&
650 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
651 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)
652 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
653 }
654
655 /*
656 * make_sure_not_seen: The object which is supposed to be visible through
657 * walls has just been removed from the map, so update the los of any
658 * players within its range
659 */
660
661 void
662 make_sure_not_seen (const object *op)
663 {
664 for_all_players (pl)
665 if (pl->ob->map == op->map &&
666 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
667 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)
668 pl->do_los = 1;
669 }