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/cvs/deliantra/server/common/los.C
Revision: 1.39
Committed: Thu Dec 18 07:01:31 2008 UTC (15 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_73
Changes since 1.38: +90 -83 lines
Log Message:
refactored lighting

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 <math.h>
28
29 /* Distance must be less than this for the object to be blocked.
30 * An object is 1.0 wide, so if set to 0.5, it means the object
31 * that blocks half the view (0.0 is complete block) will
32 * block view in our tables.
33 * .4 or less lets you see through walls. .5 is about right.
34 */
35 #define SPACE_BLOCK 0.5
36
37 typedef struct blstr
38 {
39 int x[4], y[4];
40 int index;
41 } blocks;
42
43 // 31/32 == a speed hack
44 // we would like to use 32 for speed, but the code loops endlessly
45 // then, reason not yet identified, so only make the array use 32,
46 // not the define's.
47 blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : 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 void
92 init_block (void)
93 {
94 static int block_x[3] = { -1, -1, 0 },
95 block_y[3] = { -1, 0, -1 };
96
97 for (int x = 0; x < MAP_CLIENT_X; x++)
98 for (int y = 0; y < MAP_CLIENT_Y; y++)
99 block[x][y].index = 0;
100
101 /* The table should be symmetric, so only do the upper left
102 * quadrant - makes the processing easier.
103 */
104 for (int x = 1; x <= MAP_CLIENT_X / 2; x++)
105 {
106 for (int y = 1; y <= MAP_CLIENT_Y / 2; y++)
107 {
108 for (int i = 0; i < 3; i++)
109 {
110 int dx = x + block_x[i];
111 int dy = y + block_y[i];
112
113 /* center space never blocks */
114 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
115 continue;
116
117 /* If its a straight line, its blocked */
118 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
119 {
120 /* For simplicity, we mirror the coordinates to block the other
121 * quadrants.
122 */
123 set_block (x, y, dx, dy);
124 if (x == MAP_CLIENT_X / 2)
125 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
126 else if (y == MAP_CLIENT_Y / 2)
127 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
128 }
129 else
130 {
131 float d1, r, s, l;
132
133 /* We use the algorithm that found out how close the point
134 * (x,y) is to the line from dx,dy to the center of the viewable
135 * area. l is the distance from x,y to the line.
136 * r is more a curiosity - it lets us know what direction (left/right)
137 * the line is off
138 */
139
140 d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f));
141 r = ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
142 s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
143 l = fabs (sqrtf (d1) * s);
144
145 if (l <= SPACE_BLOCK)
146 {
147 /* For simplicity, we mirror the coordinates to block the other
148 * quadrants.
149 */
150 set_block (x, y, dx, dy);
151 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
152 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
153 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
154 }
155 }
156 }
157 }
158 }
159 }
160
161 /*
162 * Used to initialise the array used by the LOS routines.
163 * x,y are indexes into the blocked[][] array.
164 * This recursively sets the blocked line of sight view.
165 * From the blocked[][] array, we know for example
166 * that if some particular space is blocked, it blocks
167 * the view of the spaces 'behind' it, and those blocked
168 * spaces behind it may block other spaces, etc.
169 * In this way, the chain of visibility is set.
170 */
171 static void
172 set_wall (object *op, int x, int y)
173 {
174 for (int i = 0; i < block[x][y].index; i++)
175 {
176 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
177
178 /* ax, ay are the values as adjusted to be in the
179 * socket look structure.
180 */
181 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
182 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
183
184 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
185 continue;
186 #if 0
187 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
188 #endif
189 /* we need to adjust to the fact that the socket
190 * code wants the los to start from the 0,0
191 * and not be relative to middle of los array.
192 */
193 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
194 set_wall (op, dx, dy);
195 }
196 }
197
198 /*
199 * Used to initialise the array used by the LOS routines.
200 * op is the object, x and y values based on MAP_CLIENT_X and Y.
201 * this is because they index the blocked[][] arrays.
202 */
203 static void
204 check_wall (object *op, int x, int y)
205 {
206 int ax, ay;
207
208 if (!block[x][y].index)
209 return;
210
211 /* ax, ay are coordinates as indexed into the look window */
212 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
213 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
214
215 /* If the converted coordinates are outside the viewable
216 * area for the client, return now.
217 */
218 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
219 return;
220
221 #if 0
222 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
223 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
224 #endif
225
226 /* If this space is already blocked, prune the processing - presumably
227 * whatever has set this space to be blocked has done the work and already
228 * done the dependency chain.
229 */
230 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
231 return;
232
233 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))
234 set_wall (op, x, y);
235 }
236
237 /*
238 * Clears/initialises the los-array associated to the player
239 * controlling the object.
240 */
241
242 void
243 clear_los (player *pl)
244 {
245 /* This is safer than using the ns->mapx, mapy because
246 * we index the blocked_los as a 2 way array, so clearing
247 * the first z spaces may not not cover the spaces we are
248 * actually going to use
249 */
250 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
251 }
252
253 /*
254 * expand_sight goes through the array of what the given player is
255 * able to see, and expands the visible area a bit, so the player will,
256 * to a certain degree, be able to see into corners.
257 * This is somewhat suboptimal, would be better to improve the formula.
258 */
259 static void
260 expand_sight (object *op)
261 {
262 for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
263 for (int y = 1; y < op->contr->ns->mapy - 1; y++)
264 if (!op->contr->blocked_los[x][y] &&
265 !(get_map_flags (op->map, NULL,
266 op->x - op->contr->ns->mapx / 2 + x,
267 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
268 {
269 for (int i = 1; i <= 8; i += 1)
270 { /* mark all directions */
271 int dx = x + freearr_x[i];
272 int dy = y + freearr_y[i];
273
274 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
275 op->contr->blocked_los[dx][dy] = -1;
276 }
277 }
278
279 expand_lighted_sight (op);
280
281 /* clear mark squares */
282 for (int x = 0; x < op->contr->ns->mapx; x++)
283 for (int y = 0; y < op->contr->ns->mapy; y++)
284 if (op->contr->blocked_los[x][y] < 0)
285 op->contr->blocked_los[x][y] = 0;
286 }
287
288 /* returns true if op carries one or more lights
289 * This is a trivial function now days, but it used to
290 * be a bit longer. Probably better for callers to just
291 * check the op->glow_radius instead of calling this.
292 */
293 int
294 has_carried_lights (const object *op)
295 {
296 /* op may glow! */
297 if (op->glow_radius > 0)
298 return 1;
299
300 return 0;
301 }
302
303 /* radius, distance => lightness adjust */
304 static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
305
306 static struct darkness_init
307 {
308 darkness_init ()
309 {
310 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
311 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
312 {
313 // max intensity
314 int intensity = min (LOS_MAX, abs (radius) + 1);
315
316 // actual intensity
317 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
318
319 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
320 ? min (3, intensity)
321 : LOS_MAX - intensity;
322 }
323 }
324 } darkness_init;
325
326 sint8
327 los_brighten (sint8 b, sint8 l)
328 {
329 return b == LOS_BLOCKED ? b : min (b, l);
330 }
331
332 sint8
333 los_brighten_blocked (sint8 b, sint8 l)
334 {
335 return min (b, l);
336 }
337
338 sint8
339 los_darken (sint8 b, sint8 l)
340 {
341 return max (b, l);
342 }
343
344 template<sint8 change_it (sint8, sint8)>
345 static void
346 apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table)
347 {
348 // min or max the ciruclar area around basex, basey
349 player *pl = op->contr;
350
351 int ax0 = max (0, basex - light);
352 int ay0 = max (0, basey - light);
353 int ax1 = min (basex + light, pl->ns->mapx - 1);
354 int ay1 = min (basey + light, pl->ns->mapy - 1);
355
356 for (int ax = ax0; ax <= ax1; ax++)
357 for (int ay = ay0; ay <= ay1; ay++)
358 pl->blocked_los[ax][ay] =
359 change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
360 }
361
362 /* add light, by finding all (non-null) nearby light sources, then
363 * mark those squares specially.
364 */
365 static void
366 expand_lighted_sight (object *op)
367 {
368 int darklevel, mflags, light, x1, y1;
369 maptile *m = op->map;
370 sint16 nx, ny;
371
372 darklevel = m->darkness;
373
374 /* If the player can see in the dark, lower the darklevel for him */
375 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
376 darklevel -= LOS_MAX / 2;
377
378 /* Do a sanity check. If not valid, some code below may do odd
379 * things.
380 */
381 if (darklevel > MAX_DARKNESS)
382 {
383 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
384 darklevel = MAX_DARKNESS;
385 }
386
387 int half_x = op->contr->ns->mapx / 2;
388 int half_y = op->contr->ns->mapy / 2;
389
390 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
391 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
392 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
393 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
394
395 int pass2 = 0; // negative lights have an extra pass
396
397 if (darklevel < 1)
398 pass2 = 1;
399 else
400 {
401 /* first, make everything totally dark */
402 for (int x = 0; x < op->contr->ns->mapx; x++)
403 for (int y = 0; y < op->contr->ns->mapy; y++)
404 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
405 op->contr->blocked_los[x][y] = LOS_MAX;
406
407 /*
408 * Only process the area of interest.
409 * the basex, basey values represent the position in the op->contr->blocked_los
410 * array. Its easier to just increment them here (and start with the right
411 * value) than to recalculate them down below.
412 */
413 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
414 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
415 {
416 maptile *m = op->map;
417 sint16 nx = x;
418 sint16 ny = y;
419
420 if (!xy_normalise (m, nx, ny))
421 continue;
422
423 mapspace &ms = m->at (nx, ny);
424 ms.update ();
425 sint8 light = ms.light;
426
427 if (expect_false (light))
428 if (light < 0)
429 pass2 = 1;
430 else
431 apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]);
432 }
433
434 /* grant some vision to the player, based on the darklevel */
435 /* for outdoor maps, ensure some mininum visibility radius */
436 {
437 int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS);
438
439 apply_light<los_brighten_blocked> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]);
440 }
441 }
442
443 // possibly do 2nd pass for rare negative glow radii
444 // for effect, those are always considered to be stronger than anything else
445 // but they can't darken a place completely
446 if (pass2)
447 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
448 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
449 {
450 maptile *m = op->map;
451 sint16 nx = x;
452 sint16 ny = y;
453
454 if (!xy_normalise (m, nx, ny))
455 continue;
456
457 mapspace &ms = m->at (nx, ny);
458 ms.update ();
459 sint8 light = ms.light;
460
461 if (expect_false (light < 0))
462 apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]);
463 }
464 }
465
466 /* blinded_sight() - sets all viewable squares to blocked except
467 * for the one the central one that the player occupies. A little
468 * odd that you can see yourself (and what your standing on), but
469 * really need for any reasonable game play.
470 */
471 static void
472 blinded_sight (object *op)
473 {
474 int x, y;
475
476 for (x = 0; x < op->contr->ns->mapx; x++)
477 for (y = 0; y < op->contr->ns->mapy; y++)
478 op->contr->blocked_los[x][y] = LOS_BLOCKED;
479
480 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
481 }
482
483 /*
484 * update_los() recalculates the array which specifies what is
485 * visible for the given player-object.
486 */
487 void
488 update_los (object *op)
489 {
490 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
491
492 if (QUERY_FLAG (op, FLAG_REMOVED))
493 return;
494
495 clear_los (op->contr);
496
497 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
498 return;
499
500 /* For larger maps, this is more efficient than the old way which
501 * used the chaining of the block array. Since many space views could
502 * be blocked by different spaces in front, this mean that a lot of spaces
503 * could be examined multile times, as each path would be looked at.
504 */
505 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
506 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
507 check_wall (op, x, y);
508
509 /* do the los of the player. 3 (potential) cases */
510 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
511 blinded_sight (op);
512 else
513 expand_sight (op);
514
515 //TODO: no range-checking whatsoever :(
516 if (QUERY_FLAG (op, FLAG_XRAYS))
517 for (int x = -2; x <= 2; x++)
518 for (int y = -2; y <= 2; y++)
519 op->contr->blocked_los[dx + x][dy + y] = 0;
520 }
521
522 /* update all_map_los is like update_all_los below,
523 * but updates everyone on the map, no matter where they
524 * are. This generally should not be used, as a per
525 * specific map change doesn't make much sense when tiling
526 * is considered (lowering darkness would certainly be a
527 * strange effect if done on a tile map, as it makes
528 * the distinction between maps much more obvious to the
529 * players, which is should not be.
530 * Currently, this function is called from the
531 * change_map_light function
532 */
533 void
534 update_all_map_los (maptile *map)
535 {
536 for_all_players (pl)
537 if (pl->ob && pl->ob->map == map)
538 pl->do_los = 1;
539 }
540
541 /*
542 * This function makes sure that update_los() will be called for all
543 * players on the given map within the next frame.
544 * It is triggered by removal or inserting of objects which blocks
545 * the sight in the map.
546 * Modified by MSW 2001-07-12 to take a coordinate of the changed
547 * position, and to also take map tiling into account. This change
548 * means that just being on the same map is not sufficient - the
549 * space that changes must be withing your viewable area.
550 *
551 * map is the map that changed, x and y are the coordinates.
552 */
553 void
554 update_all_los (const maptile *map, int x, int y)
555 {
556 for_all_players (pl)
557 {
558 /* Player should not have a null map, but do this
559 * check as a safety
560 */
561 if (!pl->ob || !pl->ob->map || !pl->ns)
562 continue;
563
564 /* Same map is simple case - see if pl is close enough.
565 * Note in all cases, we did the check for same map first,
566 * and then see if the player is close enough and update
567 * los if that is the case. If the player is on the
568 * corresponding map, but not close enough, then the
569 * player can't be on another map that may be closer,
570 * so by setting it up this way, we trim processing
571 * some.
572 */
573 if (pl->ob->map == map)
574 {
575 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
576 pl->do_los = 1;
577 }
578
579 /* Now we check to see if player is on adjacent
580 * maps to the one that changed and also within
581 * view. The tile_maps[] could be null, but in that
582 * case it should never match the pl->ob->map, so
583 * we want ever try to dereference any of the data in it.
584 *
585 * The logic for 0 and 3 is to see how far the player is
586 * from the edge of the map (height/width) - pl->ob->(x,y)
587 * and to add current position on this map - that gives a
588 * distance.
589 * For 1 and 2, we check to see how far the given
590 * coordinate (x,y) is from the corresponding edge,
591 * and then add the players location, which gives
592 * a distance.
593 */
594 else if (pl->ob->map == map->tile_map[0])
595 {
596 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
597 pl->do_los = 1;
598 }
599 else if (pl->ob->map == map->tile_map[2])
600 {
601 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
602 pl->do_los = 1;
603 }
604 else if (pl->ob->map == map->tile_map[1])
605 {
606 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
607 pl->do_los = 1;
608 }
609 else if (pl->ob->map == map->tile_map[3])
610 {
611 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
612 pl->do_los = 1;
613 }
614 }
615 }
616
617 /*
618 * Debug-routine which dumps the array which specifies the visible
619 * area of a player. Triggered by the z key in DM mode.
620 */
621 void
622 print_los (object *op)
623 {
624 int x, y;
625 char buf[50], buf2[10];
626
627 strcpy (buf, " ");
628
629 for (x = 0; x < op->contr->ns->mapx; x++)
630 {
631 sprintf (buf2, "%2d", x);
632 strcat (buf, buf2);
633 }
634
635 new_draw_info (NDI_UNIQUE, 0, op, buf);
636
637 for (y = 0; y < op->contr->ns->mapy; y++)
638 {
639 sprintf (buf, "%2d:", y);
640
641 for (x = 0; x < op->contr->ns->mapx; x++)
642 {
643 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
644 strcat (buf, buf2);
645 }
646
647 new_draw_info (NDI_UNIQUE, 0, op, buf);
648 }
649 }
650
651 /*
652 * make_sure_seen: The object is supposed to be visible through walls, thus
653 * check if any players are nearby, and edit their LOS array.
654 */
655
656 void
657 make_sure_seen (const object *op)
658 {
659 for_all_players (pl)
660 if (pl->ob->map == op->map &&
661 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
662 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)
663 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
664 }
665
666 /*
667 * make_sure_not_seen: The object which is supposed to be visible through
668 * walls has just been removed from the map, so update the los of any
669 * players within its range
670 */
671
672 void
673 make_sure_not_seen (const object *op)
674 {
675 for_all_players (pl)
676 if (pl->ob->map == op->map &&
677 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
678 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)
679 pl->do_los = 1;
680 }