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/cvs/deliantra/server/common/los.C
Revision: 1.29
Committed: Thu Nov 8 19:43:23 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_5, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.28: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

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