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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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|
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#include <global.h> |
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#include <cmath> |
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|
29 |
static void expand_lighted_sight (object *op); |
30 |
|
31 |
enum { |
32 |
LOS_XI = 0x01, |
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LOS_YI = 0x02, |
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}; |
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|
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struct los_info |
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{ |
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sint8 xo, yo; // obscure angle |
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sint8 xe, ye; // angle deviation |
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uint8 culled; // culled from "tree" |
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uint8 queued; // already queued |
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uint8 visible; |
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uint8 flags; // LOS_XI/YI |
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}; |
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|
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// temporary storage for the los algorithm, |
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// one los_info for each lightable map space |
48 |
static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
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|
50 |
struct point |
51 |
{ |
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sint8 x, y; |
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}; |
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|
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// minimum size, but must be a power of two |
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#define QUEUE_LENGTH ((MAP_CLIENT_X + MAP_CLIENT_Y) * 2) |
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|
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// a queue of spaces to calculate |
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static point queue [QUEUE_LENGTH]; |
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static int q1, q2; // queue start, end |
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|
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/* |
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* Clears/initialises the los-array associated to the player |
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* controlling the object. |
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*/ |
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void |
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player::clear_los (sint8 value) |
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{ |
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memset (los, value, sizeof (los)); |
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} |
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|
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// enqueue a single mapspace, but only if it hasn't |
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// been enqueued yet. |
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static void |
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enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
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{ |
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sint8 x = LOS_X0 + dx; |
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sint8 y = LOS_Y0 + dy; |
79 |
|
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if (x < 0 || x >= MAP_CLIENT_X) return; |
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if (y < 0 || y >= MAP_CLIENT_Y) return; |
82 |
|
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los_info &l = los[x][y]; |
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|
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l.flags |= flags; |
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|
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if (l.queued) |
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return; |
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|
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l.queued = 1; |
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|
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queue[q1].x = dx; |
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queue[q1].y = dy; |
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|
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q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
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} |
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|
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// run the los algorithm |
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// this is a variant of a spiral los algorithm taken from |
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// http://www.geocities.com/temerra/los_rays.html |
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// which has been simplified and changed considerably, but |
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// still is basically the same algorithm. |
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static void |
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do_los (object *op) |
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{ |
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player *pl = op->contr; |
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|
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int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
109 |
|
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memset (los, 0, sizeof (los)); |
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|
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q1 = 0; q2 = 0; // initialise queue, not strictly required |
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enqueue (0, 0); // enqueue center |
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|
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// treat the origin specially |
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los[LOS_X0][LOS_Y0].visible = 1; |
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pl->los[LOS_X0][LOS_Y0] = 0; |
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|
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// loop over all enqueued points until the queue is empty |
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// the order in which this is done ensures that we |
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// never touch a mapspace whose input spaces we haven't checked |
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// yet. |
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while (q1 != q2) |
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{ |
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sint8 dx = queue[q2].x; |
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sint8 dy = queue[q2].y; |
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|
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q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
129 |
|
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sint8 x = LOS_X0 + dx; |
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sint8 y = LOS_Y0 + dy; |
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|
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//int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
134 |
int distance = 0;//D |
135 |
|
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los_info &l = los[x][y]; |
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|
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if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
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{ |
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l.culled = 1; |
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|
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// check contributing spaces, first horizontal |
143 |
if (expect_true (l.flags & LOS_XI)) |
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{ |
145 |
los_info *xi = &los[x - sign (dx)][y]; |
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|
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// don't cull unless obscured |
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l.culled &= !xi->visible; |
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|
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/* merge input space */ |
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if (expect_false (xi->xo || xi->yo)) |
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{ |
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// The X input can provide two main pieces of information: |
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// 1. Progressive X obscurity. |
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// 2. Recessive Y obscurity. |
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|
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// Progressive X obscurity, favouring recessive input angle |
158 |
if (xi->xe > 0 && l.xo == 0) |
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{ |
160 |
l.xe = xi->xe - xi->yo; |
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l.ye = xi->ye + xi->yo; |
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l.xo = xi->xo; |
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l.yo = xi->yo; |
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} |
165 |
|
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// Recessive Y obscurity |
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if (xi->ye <= 0 && xi->yo > 0 && xi->xe > 0) |
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{ |
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l.ye = xi->yo + xi->ye; |
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l.xe = xi->xe - xi->yo; |
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l.xo = xi->xo; |
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l.yo = xi->yo; |
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} |
174 |
} |
175 |
} |
176 |
|
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// check contributing spaces, last vertical, identical structure |
178 |
if (expect_true (l.flags & LOS_YI)) |
179 |
{ |
180 |
los_info *yi = &los[x][y - sign (dy)]; |
181 |
|
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// don't cull unless obscured |
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l.culled &= !yi->visible; |
184 |
|
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/* merge input space */ |
186 |
if (expect_false (yi->yo || yi->xo)) |
187 |
{ |
188 |
// The Y input can provide two main pieces of information: |
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// 1. Progressive Y obscurity. |
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// 2. Recessive X obscurity. |
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|
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// Progressive Y obscurity, favouring recessive input angle |
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if (yi->ye > 0 && l.yo == 0) |
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{ |
195 |
l.ye = yi->ye - yi->xo; |
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l.xe = yi->xe + yi->xo; |
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l.yo = yi->yo; |
198 |
l.xo = yi->xo; |
199 |
} |
200 |
|
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// Recessive X obscurity |
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if (yi->xe <= 0 && yi->xo > 0 && yi->ye > 0) |
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{ |
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l.xe = yi->xo + yi->xe; |
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l.ye = yi->ye - yi->xo; |
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l.yo = yi->yo; |
207 |
l.xo = yi->xo; |
208 |
} |
209 |
} |
210 |
} |
211 |
|
212 |
// check whether this space blocks the view |
213 |
maptile *m = op->map; |
214 |
sint16 nx = op->x + dx; |
215 |
sint16 ny = op->y + dy; |
216 |
|
217 |
if (expect_true (!xy_normalise (m, nx, ny)) |
218 |
|| expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
219 |
{ |
220 |
l.xo = l.xe = abs (dx); |
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l.yo = l.ye = abs (dy); |
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|
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// we obscure dependents, but might be visible |
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// copy the los from the square towards the player, |
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// so outward diagonal corners are lit. |
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pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
227 |
l.visible = false; |
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} |
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else |
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{ |
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// we are not blocked, so calculate visibility, by checking |
232 |
// whether we are inside or outside the shadow |
233 |
l.visible = (l.xe <= 0 || l.xe > l.xo) |
234 |
&& (l.ye <= 0 || l.ye > l.yo); |
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|
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pl->los[x][y] = l.culled ? LOS_BLOCKED |
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: l.visible ? max (0, 2 - max_radius + distance) |
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: 3; |
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} |
240 |
|
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} |
242 |
|
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// Expands by the unit length in each component's current direction. |
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// If a component has no direction, then it is expanded in both of its |
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// positive and negative directions. |
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if (!l.culled) |
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{ |
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if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
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if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
250 |
if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
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if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
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} |
253 |
} |
254 |
} |
255 |
|
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/* returns true if op carries one or more lights |
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* This is a trivial function now days, but it used to |
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* be a bit longer. Probably better for callers to just |
259 |
* check the op->glow_radius instead of calling this. |
260 |
*/ |
261 |
int |
262 |
has_carried_lights (const object *op) |
263 |
{ |
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/* op may glow! */ |
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if (op->glow_radius > 0) |
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return 1; |
267 |
|
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return 0; |
269 |
} |
270 |
|
271 |
/* radius, distance => lightness adjust */ |
272 |
static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
273 |
|
274 |
static struct darkness_init |
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{ |
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darkness_init () |
277 |
{ |
278 |
for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
279 |
for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
280 |
{ |
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// max intensity |
282 |
int intensity = min (LOS_MAX, abs (radius) + 1); |
283 |
|
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// actual intensity |
285 |
intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
286 |
|
287 |
darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
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? min (3, intensity) |
289 |
: LOS_MAX - intensity; |
290 |
} |
291 |
} |
292 |
} darkness_init; |
293 |
|
294 |
sint8 |
295 |
los_brighten (sint8 b, sint8 l) |
296 |
{ |
297 |
return b == LOS_BLOCKED ? b : min (b, l); |
298 |
} |
299 |
|
300 |
sint8 |
301 |
los_darken (sint8 b, sint8 l) |
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{ |
303 |
return max (b, l); |
304 |
} |
305 |
|
306 |
template<sint8 change_it (sint8, sint8)> |
307 |
static void |
308 |
apply_light (object *op, int dx, int dy, int light, const sint8 *darkness_table) |
309 |
{ |
310 |
// min or max the circular area around basex, basey |
311 |
player *pl = op->contr; |
312 |
|
313 |
dx += LOS_X0; |
314 |
dy += LOS_Y0; |
315 |
|
316 |
int hx = op->contr->ns->mapx / 2; |
317 |
int hy = op->contr->ns->mapy / 2; |
318 |
|
319 |
int ax0 = max (LOS_X0 - hx, dx - light); |
320 |
int ay0 = max (LOS_Y0 - hy, dy - light); |
321 |
int ax1 = min (dx + light, LOS_X0 + hx); |
322 |
int ay1 = min (dy + light, LOS_Y0 + hy); |
323 |
|
324 |
for (int ax = ax0; ax <= ax1; ax++) |
325 |
for (int ay = ay0; ay <= ay1; ay++) |
326 |
pl->los[ax][ay] = |
327 |
change_it (pl->los[ax][ay], darkness_table [idistance (ax - dx, ay - dy)]); |
328 |
} |
329 |
|
330 |
/* add light, by finding all (non-null) nearby light sources, then |
331 |
* mark those squares specially. |
332 |
*/ |
333 |
static void |
334 |
apply_lights (object *op) |
335 |
{ |
336 |
int darklevel, mflags, light, x1, y1; |
337 |
maptile *m = op->map; |
338 |
sint16 nx, ny; |
339 |
|
340 |
darklevel = m->darkness; |
341 |
|
342 |
/* If the player can see in the dark, lower the darklevel for him */ |
343 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
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darklevel -= LOS_MAX / 2; |
345 |
|
346 |
/* Do a sanity check. If not valid, some code below may do odd |
347 |
* things. |
348 |
*/ |
349 |
if (darklevel > MAX_DARKNESS) |
350 |
{ |
351 |
LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
352 |
darklevel = MAX_DARKNESS; |
353 |
} |
354 |
|
355 |
int half_x = op->contr->ns->mapx / 2; |
356 |
int half_y = op->contr->ns->mapy / 2; |
357 |
|
358 |
int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
359 |
int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
360 |
int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
361 |
int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
362 |
|
363 |
int pass2 = 0; // negative lights have an extra pass |
364 |
|
365 |
if (darklevel < 1) |
366 |
pass2 = 1; |
367 |
else |
368 |
{ |
369 |
/* first, make everything totally dark */ |
370 |
for (int dx = -half_x; dx <= half_x; dx++) |
371 |
for (int dy = -half_x; dy <= half_y; dy++) |
372 |
if (op->contr->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
373 |
op->contr->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
374 |
|
375 |
/* |
376 |
* Only process the area of interest. |
377 |
* the basex, basey values represent the position in the op->contr->los |
378 |
* array. Its easier to just increment them here (and start with the right |
379 |
* value) than to recalculate them down below. |
380 |
*/ |
381 |
for (int x = min_x; x <= max_x; x++) |
382 |
for (int y = min_y; y <= max_y; y++) |
383 |
{ |
384 |
maptile *m = op->map; |
385 |
sint16 nx = x; |
386 |
sint16 ny = y; |
387 |
|
388 |
if (!xy_normalise (m, nx, ny)) |
389 |
continue; |
390 |
|
391 |
mapspace &ms = m->at (nx, ny); |
392 |
ms.update (); |
393 |
sint8 light = ms.light; |
394 |
|
395 |
if (expect_false (light)) |
396 |
if (light < 0) |
397 |
pass2 = 1; |
398 |
else |
399 |
apply_light<los_brighten> (op, x - op->x, y - op->y, light, darkness [light + MAX_LIGHT_RADIUS]); |
400 |
} |
401 |
|
402 |
/* grant some vision to the player, based on the darklevel */ |
403 |
/* for outdoor maps, ensure some mininum visibility radius */ |
404 |
{ |
405 |
int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
406 |
|
407 |
apply_light<los_brighten> (op, 0, 0, light, darkness [light + MAX_LIGHT_RADIUS]); |
408 |
} |
409 |
} |
410 |
|
411 |
// possibly do 2nd pass for rare negative glow radii |
412 |
// for effect, those are always considered to be stronger than anything else |
413 |
// but they can't darken a place completely |
414 |
if (pass2) |
415 |
for (int x = min_x; x <= max_x; x++) |
416 |
for (int y = min_y; y <= max_y; y++) |
417 |
{ |
418 |
maptile *m = op->map; |
419 |
sint16 nx = x; |
420 |
sint16 ny = y; |
421 |
|
422 |
if (!xy_normalise (m, nx, ny)) |
423 |
continue; |
424 |
|
425 |
mapspace &ms = m->at (nx, ny); |
426 |
ms.update (); |
427 |
sint8 light = ms.light; |
428 |
|
429 |
if (expect_false (light < 0)) |
430 |
apply_light<los_darken> (op, x - op->x, y - op->y, -light, darkness [light + MAX_LIGHT_RADIUS]); |
431 |
} |
432 |
} |
433 |
|
434 |
/* blinded_sight() - sets all viewable squares to blocked except |
435 |
* for the one the central one that the player occupies. A little |
436 |
* odd that you can see yourself (and what your standing on), but |
437 |
* really need for any reasonable game play. |
438 |
*/ |
439 |
static void |
440 |
blinded_sight (object *op) |
441 |
{ |
442 |
op->contr->los[LOS_X0][LOS_Y0] = 3; |
443 |
} |
444 |
|
445 |
/* |
446 |
* update_los() recalculates the array which specifies what is |
447 |
* visible for the given player-object. |
448 |
*/ |
449 |
void |
450 |
update_los (object *op) |
451 |
{ |
452 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
453 |
return; |
454 |
|
455 |
op->contr->clear_los (); |
456 |
|
457 |
if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) |
458 |
memset (op->contr->los, 0, sizeof (op->contr->los)); |
459 |
else if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
460 |
blinded_sight (op); |
461 |
else |
462 |
{ |
463 |
do_los (op); |
464 |
apply_lights (op); |
465 |
} |
466 |
|
467 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
468 |
for (int dx = -2; dx <= 2; dx++) |
469 |
for (int dy = -2; dy <= 2; dy++) |
470 |
op->contr->los[dx + LOS_X0][dy + LOS_X0] = 0; |
471 |
} |
472 |
|
473 |
/* update all_map_los is like update_all_los below, |
474 |
* but updates everyone on the map, no matter where they |
475 |
* are. This generally should not be used, as a per |
476 |
* specific map change doesn't make much sense when tiling |
477 |
* is considered (lowering darkness would certainly be a |
478 |
* strange effect if done on a tile map, as it makes |
479 |
* the distinction between maps much more obvious to the |
480 |
* players, which is should not be. |
481 |
* Currently, this function is called from the |
482 |
* change_map_light function |
483 |
*/ |
484 |
void |
485 |
update_all_map_los (maptile *map) |
486 |
{ |
487 |
for_all_players (pl) |
488 |
if (pl->ob && pl->ob->map == map) |
489 |
pl->do_los = 1; |
490 |
} |
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 |
void |
505 |
update_all_los (const maptile *map, int x, int y) |
506 |
{ |
507 |
for_all_players (pl) |
508 |
{ |
509 |
/* Player should not have a null map, but do this |
510 |
* check as a safety |
511 |
*/ |
512 |
if (!pl->ob || !pl->ob->map || !pl->ns) |
513 |
continue; |
514 |
|
515 |
/* Same map is simple case - see if pl is close enough. |
516 |
* Note in all cases, we did the check for same map first, |
517 |
* and then see if the player is close enough and update |
518 |
* los if that is the case. If the player is on the |
519 |
* corresponding map, but not close enough, then the |
520 |
* player can't be on another map that may be closer, |
521 |
* so by setting it up this way, we trim processing |
522 |
* some. |
523 |
*/ |
524 |
if (pl->ob->map == map) |
525 |
{ |
526 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
527 |
pl->do_los = 1; |
528 |
} |
529 |
|
530 |
/* Now we check to see if player is on adjacent |
531 |
* maps to the one that changed and also within |
532 |
* view. The tile_maps[] could be null, but in that |
533 |
* case it should never match the pl->ob->map, so |
534 |
* we want ever try to dereference any of the data in it. |
535 |
* |
536 |
* The logic for 0 and 3 is to see how far the player is |
537 |
* from the edge of the map (height/width) - pl->ob->(x,y) |
538 |
* and to add current position on this map - that gives a |
539 |
* distance. |
540 |
* For 1 and 2, we check to see how far the given |
541 |
* coordinate (x,y) is from the corresponding edge, |
542 |
* and then add the players location, which gives |
543 |
* a distance. |
544 |
*/ |
545 |
else if (pl->ob->map == map->tile_map[0]) |
546 |
{ |
547 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
548 |
pl->do_los = 1; |
549 |
} |
550 |
else if (pl->ob->map == map->tile_map[2]) |
551 |
{ |
552 |
if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
553 |
pl->do_los = 1; |
554 |
} |
555 |
else if (pl->ob->map == map->tile_map[1]) |
556 |
{ |
557 |
if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
558 |
pl->do_los = 1; |
559 |
} |
560 |
else if (pl->ob->map == map->tile_map[3]) |
561 |
{ |
562 |
if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
563 |
pl->do_los = 1; |
564 |
} |
565 |
} |
566 |
} |
567 |
|
568 |
/* |
569 |
* make_sure_seen: The object is supposed to be visible through walls, thus |
570 |
* check if any players are nearby, and edit their LOS array. |
571 |
*/ |
572 |
void |
573 |
make_sure_seen (const object *op) |
574 |
{ |
575 |
for_all_players (pl) |
576 |
if (pl->ob->map == op->map && |
577 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
578 |
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) |
579 |
pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
580 |
} |
581 |
|
582 |
/* |
583 |
* make_sure_not_seen: The object which is supposed to be visible through |
584 |
* walls has just been removed from the map, so update the los of any |
585 |
* players within its range |
586 |
*/ |
587 |
void |
588 |
make_sure_not_seen (const object *op) |
589 |
{ |
590 |
for_all_players (pl) |
591 |
if (pl->ob->map == op->map && |
592 |
pl->ob->y - pl->ns->mapy / 2 <= op->y && |
593 |
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) |
594 |
pl->do_los = 1; |
595 |
} |