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/* SCCS Id: @(#)light.c 3.4 1997/04/10 */
/* Copyright (c) Dean Luick, 1994 */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "lev.h" /* for checking save modes */
/*
* Mobile light sources.
*
* This implementation minimizes memory at the expense of extra
* recalculations.
*
* Light sources are "things" that have a physical position and range.
* They have a type, which gives us information about them. Currently
* they are only attached to objects and monsters. Note well: the
* polymorphed-player handling assumes that both youmonst.m_id and
* youmonst.mx will always remain 0.
*
* Light sources, like timers, either follow game play (RANGE_GLOBAL) or
* stay on a level (RANGE_LEVEL). Light sources are unique by their
* (type, id) pair. For light sources attached to objects, this id
* is a pointer to the object.
*
* The major working function is do_light_sources(). It is called
* when the vision system is recreating its "could see" array. Here
* we add a flag (TEMP_LIT) to the array for all locations that are lit
* via a light source. The bad part of this is that we have to
* re-calculate the LOS of each light source every time the vision
* system runs. Even if the light sources and any topology (vision blocking
* positions) have not changed. The good part is that no extra memory
* is used, plus we don't have to figure out how far the sources have moved,
* or if the topology has changed.
*
* The structure of the save/restore mechanism is amazingly similar to
* the timer save/restore. This is because they both have the same
* principals of having pointers into objects that must be recalculated
* across saves and restores.
*/
#ifdef OVL3
/* flags */
#define LSF_SHOW 0x1 /* display the light source */
#define LSF_NEEDS_FIXUP 0x2 /* need oid fixup */
#define LSF_FLOATING 0x4 /* location not yet determined */
static light_source *light_base = 0;
STATIC_DCL void FDECL(write_ls, (int, light_source *));
STATIC_DCL int FDECL(maybe_write_ls, (int, int, BOOLEAN_P));
/* imported from vision.c, for small circles */
extern char circle_data[];
extern char circle_start[];
/* WAC in artifact.c, for obj_sheds_light*/
extern boolean FDECL(obj_special_light, (struct obj *));
/* Create a new light source. */
void
new_light_source(x, y, range, type, id)
xchar x, y;
int range, type;
genericptr_t id;
{
light_source *ls;
if (range > MAX_RADIUS || range < 1) {
impossible("new_light_source: illegal range %d", range);
return;
}
ls = (light_source *) alloc(sizeof(light_source));
ls->next = light_base;
ls->x = x;
ls->y = y;
ls->range = range;
ls->type = type;
ls->id = id;
if (ls->type != LS_TEMP && x == 0)
ls->flags = LSF_FLOATING;
else
ls->flags = 0;
light_base = ls;
vision_full_recalc = 1; /* make the source show up */
}
/*
* Delete a light source. This assumes only one light source is attached
* to an object at a time.
*/
void
del_light_source(type, id)
int type;
genericptr_t id;
{
light_source *curr, *prev;
genericptr_t tmp_id;
/* need to be prepared for dealing a with light source which
has only been partially restored during a level change
(in particular: chameleon vs prot. from shape changers) */
switch (type) {
case LS_OBJECT: tmp_id = (genericptr_t)(((struct obj *)id)->o_id);
break;
case LS_MONSTER: tmp_id = (genericptr_t)(((struct monst *)id)->m_id);
break;
case LS_TEMP: tmp_id = id;
break;
default: tmp_id = 0;
break;
}
for (prev = 0, curr = light_base; curr; prev = curr, curr = curr->next) {
if (curr->type != type) continue;
if (curr->id == ((curr->flags & LSF_NEEDS_FIXUP) ? tmp_id : id))
{
if (prev)
prev->next = curr->next;
else
light_base = curr->next;
free((genericptr_t)curr);
vision_full_recalc = 1;
return;
}
}
impossible("del_light_source: not found type=%d, id=0x%lx", type, (long)id);
}
/* Mark locations that are temporarily lit via mobile light sources. */
void
do_light_sources(cs_rows)
char **cs_rows;
{
int x, y, min_x, max_x, max_y, offset;
char *limits;
short at_hero_range = 0;
light_source *ls;
char *row;
for (ls = light_base; ls; ls = ls->next) {
ls->flags &= ~LSF_SHOW;
/*
* See if floating light source has been finalized yet.
* If not, arrange for vision to be recalculated later.
*/
if (ls->flags & LSF_FLOATING) {
if (ls->type == LS_OBJECT) {
if (get_obj_location((struct obj *) ls->id, &ls->x, &ls->y,
CONTAINED_TOO | BURIED_TOO))
ls->flags &= ~LSF_FLOATING;
} else if (ls->type == LS_MONSTER) {
if (get_mon_location((struct monst *) ls->id, &ls->x, &ls->y,
CONTAINED_TOO | BURIED_TOO))
ls->flags &= ~LSF_FLOATING;
}
if (ls->flags & LSF_FLOATING) {
vision_full_recalc = 1;
continue;
}
}
/*
* Check for moved light sources. It may be possible to
* save some effort if an object has not moved, but not in
* the current setup -- we need to recalculate for every
* vision recalc.
*/
if (ls->type == LS_OBJECT) {
if (get_obj_location((struct obj *) ls->id, &ls->x, &ls->y, 0))
ls->flags |= LSF_SHOW;
} else if (ls->type == LS_MONSTER) {
if (get_mon_location((struct monst *) ls->id, &ls->x, &ls->y, 0))
ls->flags |= LSF_SHOW;
} else if (ls->type == LS_TEMP) {
ls->flags |= LSF_SHOW;
}
/* minor optimization: don't bother with duplicate light sources */
/* at hero */
if (ls->x == u.ux && ls->y == u.uy) {
if (at_hero_range >= ls->range)
ls->flags &= ~LSF_SHOW;
else
at_hero_range = ls->range;
}
if (ls->flags & LSF_SHOW) {
/*
* Walk the points in the circle and see if they are
* visible from the center. If so, mark'em.
*
* Kevin's tests indicated that doing this brute-force
* method is faster for radius <= 3 (or so).
*/
limits = circle_ptr(ls->range);
if ((max_y = (ls->y + ls->range)) >= ROWNO) max_y = ROWNO-1;
if ((y = (ls->y - ls->range)) < 0) y = 0;
for (; y <= max_y; y++) {
row = cs_rows[y];
offset = limits[abs(y - ls->y)];
if ((min_x = (ls->x - offset)) < 0) min_x = 0;
if ((max_x = (ls->x + offset)) >= COLNO) max_x = COLNO-1;
if (ls->x == u.ux && ls->y == u.uy) {
/*
* If the light source is located at the hero, then
* we can use the COULD_SEE bits already calcualted
* by the vision system. More importantly than
* this optimization, is that it allows the vision
* system to correct problems with clear_path().
* The function clear_path() is a simple LOS
* path checker that doesn't go out of its way
* make things look "correct". The vision system
* does this.
*/
for (x = min_x; x <= max_x; x++)
if (row[x] & COULD_SEE)
row[x] |= TEMP_LIT;
} else {
for (x = min_x; x <= max_x; x++)
if ((ls->x == x && ls->y == y)
|| clear_path((int)ls->x, (int) ls->y, x, y))
row[x] |= TEMP_LIT;
}
}
}
}
}
/* (mon->mx == 0) implies migrating */
#define mon_is_local(mon) ((mon)->mx > 0)
struct monst *
find_mid(nid, fmflags)
unsigned nid;
unsigned fmflags;
{
struct monst *mtmp;
if (!nid)
return &youmonst;
if (fmflags & FM_FMON)
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if (!DEADMONSTER(mtmp) && mtmp->m_id == nid) return mtmp;
if (fmflags & FM_MIGRATE)
for (mtmp = migrating_mons; mtmp; mtmp = mtmp->nmon)
if (mtmp->m_id == nid) return mtmp;
if (fmflags & FM_MYDOGS)
for (mtmp = mydogs; mtmp; mtmp = mtmp->nmon)
if (mtmp->m_id == nid) return mtmp;
return (struct monst *) 0;
}
/* Save all light sources of the given range. */
void
save_light_sources(fd, mode, range)
int fd, mode, range;
{
int count, actual, is_global;
light_source **prev, *curr;
if (perform_bwrite(mode)) {
count = maybe_write_ls(fd, range, FALSE);
bwrite(fd, (genericptr_t) &count, sizeof count);
actual = maybe_write_ls(fd, range, TRUE);
if (actual != count)
panic("counted %d light sources, wrote %d! [range=%d]",
count, actual, range);
}
if (release_data(mode)) {
for (prev = &light_base; (curr = *prev) != 0; ) {
if (!curr->id) {
impossible("save_light_sources: no id! [range=%d]", range);
is_global = 0;
} else
switch (curr->type) {
case LS_OBJECT:
is_global = !obj_is_local((struct obj *)curr->id);
break;
case LS_MONSTER:
is_global = !mon_is_local((struct monst *)curr->id);
break;
case LS_TEMP:
/* Temp light sources should never be saved, but need to
* set next (or else you get caught in an infinite loop
*/
prev = &(*prev)->next;
continue;
default:
is_global = 0;
impossible("save_light_sources: bad type (%d) [range=%d]",
curr->type, range);
break;
}
/* if global and not doing local, or vice versa, remove it */
if (is_global ^ (range == RANGE_LEVEL)) {
*prev = curr->next;
free((genericptr_t)curr);
} else {
prev = &(*prev)->next;
}
}
}
}
/*
* Pull in the structures from disk, but don't recalculate the object
* pointers.
*/
void
restore_light_sources(fd)
int fd;
{
int count;
light_source *ls;
/* restore elements */
mread(fd, (genericptr_t) &count, sizeof count);
while (count-- > 0) {
ls = (light_source *) alloc(sizeof(light_source));
mread(fd, (genericptr_t) ls, sizeof(light_source));
ls->next = light_base;
light_base = ls;
}
}
/* Relink all lights that are so marked. */
void
relink_light_sources(ghostly)
boolean ghostly;
{
char which;
unsigned nid;
light_source *ls;
for (ls = light_base; ls; ls = ls->next) {
if (ls->flags & LSF_NEEDS_FIXUP) {
if (ls->type == LS_OBJECT || ls->type == LS_MONSTER) {
if (ghostly) {
if (!lookup_id_mapping((unsigned)ls->id, &nid))
impossible("relink_light_sources: no id mapping");
} else
nid = (unsigned) ls->id;
if (ls->type == LS_OBJECT) {
which = 'o';
ls->id = (genericptr_t) find_oid(nid);
} else {
which = 'm';
ls->id = (genericptr_t) find_mid(nid, FM_EVERYWHERE);
}
if (!ls->id)
impossible("relink_light_sources: cant find %c_id %d",
which, nid);
} else
impossible("relink_light_sources: bad type (%d)", ls->type);
ls->flags &= ~LSF_NEEDS_FIXUP;
}
}
}
/*
* Part of the light source save routine. Count up the number of light
* sources that would be written. If write_it is true, actually write
* the light source out.
*/
STATIC_OVL int
maybe_write_ls(fd, range, write_it)
int fd, range;
boolean write_it;
{
int count = 0, is_global;
light_source *ls;
for (ls = light_base; ls; ls = ls->next) {
if (!ls->id) {
impossible("maybe_write_ls: no id! [range=%d]", range);
continue;
}
switch (ls->type) {
case LS_OBJECT:
is_global = !obj_is_local((struct obj *)ls->id);
break;
case LS_MONSTER:
is_global = !mon_is_local((struct monst *)ls->id);
break;
case LS_TEMP:
continue;
default:
is_global = 0;
impossible("maybe_write_ls: bad type (%d) [range=%d]",
ls->type, range);
break;
}
/* if global and not doing local, or vice versa, count it */
if (is_global ^ (range == RANGE_LEVEL)) {
count++;
if (write_it) write_ls(fd, ls);
}
}
return count;
}
/* Write a light source structure to disk. */
STATIC_OVL void
write_ls(fd, ls)
int fd;
light_source *ls;
{
genericptr_t arg_save;
struct obj *otmp;
struct monst *mtmp;
if (ls->type == LS_OBJECT || ls->type == LS_MONSTER) {
if (ls->flags & LSF_NEEDS_FIXUP)
bwrite(fd, (genericptr_t)ls, sizeof(light_source));
else {
/* replace object pointer with id for write, then put back */
arg_save = ls->id;
if (ls->type == LS_OBJECT) {
otmp = (struct obj *)ls->id;
ls->id = (genericptr_t)otmp->o_id;
#ifdef DEBUG
if (find_oid((unsigned)ls->id) != otmp)
panic("write_ls: can't find obj #%u!", (unsigned)ls->id);
#endif
} else { /* ls->type == LS_MONSTER */
mtmp = (struct monst *)ls->id;
ls->id = (genericptr_t)mtmp->m_id;
#ifdef DEBUG
if (find_mid((unsigned)ls->id, FM_EVERYWHERE) != mtmp)
panic("write_ls: can't find mon #%u!", (unsigned)ls->id);
#endif
}
ls->flags |= LSF_NEEDS_FIXUP;
bwrite(fd, (genericptr_t)ls, sizeof(light_source));
ls->id = arg_save;
ls->flags &= ~LSF_NEEDS_FIXUP;
}
} else {
impossible("write_ls: bad type (%d)", ls->type);
}
}
/* Change light source's ID from src to dest. */
void
obj_move_light_source(src, dest)
struct obj *src, *dest;
{
light_source *ls;
for (ls = light_base; ls; ls = ls->next)
if (ls->type == LS_OBJECT && ls->id == (genericptr_t) src)
ls->id = (genericptr_t) dest;
src->lamplit = 0;
dest->lamplit = 1;
}
/* return true if there exist any light sources */
boolean
any_light_source()
{
return light_base != (light_source *) 0;
}
/*
* Snuff an object light source if at (x,y). This currently works
* only for burning light sources.
*/
void
snuff_light_source(x, y)
int x, y;
{
light_source *ls;
struct obj *obj;
for (ls = light_base; ls; ls = ls->next)
/*
Is this position check valid??? Can I assume that the positions
will always be correct because the objects would have been
updated with the last vision update? [Is that recent enough???]
*/
if (ls->type == LS_OBJECT && ls->x == x && ls->y == y) {
obj = (struct obj *) ls->id;
if (obj_is_burning(obj)) {
/* The only way to snuff Sunsword is to unwield it. Darkness
* scrolls won't affect it. (If we got here because it was
* dropped or thrown inside a monster, this won't matter anyway
* because it will go out when dropped.)
*/
if (artifact_light(obj)) continue;
end_burn(obj, obj->otyp != MAGIC_LAMP);
/*
* The current ls element has just been removed (and
* ls->next is now invalid). Return assuming that there
* is only one light source attached to each object.
*/
return;
}
}
}
/* Return TRUE if object sheds any light at all. */
boolean
obj_sheds_light(obj)
struct obj *obj;
{
/* so far, only burning objects shed light */
return obj_is_burning(obj);
}
/* Return TRUE if sheds light AND will be snuffed by end_burn(). */
boolean
obj_is_burning(obj)
struct obj *obj;
{
return (obj->lamplit &&
( obj->otyp == MAGIC_LAMP
|| obj->otyp == MAGIC_CANDLE
|| ignitable(obj)
#ifdef LIGHTSABERS
|| is_lightsaber(obj)
#endif
|| artifact_light(obj)));
}
/* copy the light source(s) attachted to src, and attach it/them to dest */
void
obj_split_light_source(src, dest)
struct obj *src, *dest;
{
light_source *ls, *new_ls;
for (ls = light_base; ls; ls = ls->next)
if (ls->type == LS_OBJECT && ls->id == (genericptr_t) src) {
/*
* Insert the new source at beginning of list. This will
* never interfere us walking down the list - we are already
* past the insertion point.
*/
new_ls = (light_source *) alloc(sizeof(light_source));
*new_ls = *ls;
if (Is_candle(src)) {
/* split candles may emit less light than original group */
ls->range = candle_light_range(src);
new_ls->range = candle_light_range(dest);
vision_full_recalc = 1; /* in case range changed */
}
new_ls->id = (genericptr_t) dest;
new_ls->next = light_base;
light_base = new_ls;
dest->lamplit = 1; /* now an active light source */
}
}
/* light source `src' has been folded into light source `dest';
used for merging lit candles and adding candle(s) to lit candelabrum */
void
obj_merge_light_sources(src, dest)
struct obj *src, *dest;
{
light_source *ls;
/* src == dest implies adding to candelabrum */
if (src != dest) end_burn(src, TRUE); /* extinguish candles */
for (ls = light_base; ls; ls = ls->next)
if (ls->type == LS_OBJECT && ls->id == (genericptr_t) dest) {
ls->range = candle_light_range(dest);
vision_full_recalc = 1; /* in case range changed */
break;
}
}
/* Candlelight is proportional to the number of candles;
minimum range is 2 rather than 1 for playability. */
int
candle_light_range(obj)
struct obj *obj;
{
int radius;
if (obj->otyp == CANDELABRUM_OF_INVOCATION) {
/*
* The special candelabrum emits more light than the
* corresponding number of candles would.
* 1..3 candles, range 2 (minimum range);
* 4..6 candles, range 3 (normal lamp range);
* 7 candles, range 4 (bright).
*/
radius = (obj->spe < 4) ? 2 : (obj->spe < 7) ? 3 : 4;
} else if (Is_candle(obj)) {
/*
* Range is incremented by powers of 7 so that it will take
* wizard mode quantities of candles to get more light than
* from a lamp, without imposing an arbitrary limit.
* 1..6 candles, range 2;
* 7..48 candles, range 3;
* 49..342 candles, range 4; &c.
*/
long n = obj->quan;
radius = 1; /* always incremented at least once */
do {
radius++;
n /= 7L;
} while (n > 0L);
} else {
/* we're only called for lit candelabrum or candles */
/* impossible("candlelight for %d?", obj->otyp); */
radius = 3; /* lamp's value */
}
return radius;
}
#ifdef WIZARD
extern char *FDECL(fmt_ptr, (const genericptr, char *)); /* from alloc.c */
int
wiz_light_sources()
{
winid win;
char buf[BUFSZ], arg_address[20];
light_source *ls;
win = create_nhwindow(NHW_MENU); /* corner text window */
if (win == WIN_ERR) return 0;
Sprintf(buf, "Mobile light sources: hero @ (%2d,%2d)", u.ux, u.uy);
putstr(win, 0, buf);
putstr(win, 0, "");
if (light_base) {
putstr(win, 0, "location range flags type id");
putstr(win, 0, "-------- ----- ------ ---- -------");
for (ls = light_base; ls; ls = ls->next) {
Sprintf(buf, " %2d,%2d %2d 0x%04x %s %s",
ls->x, ls->y, ls->range, ls->flags,
(ls->type == LS_OBJECT ? "obj" :
ls->type == LS_MONSTER ?
(mon_is_local((struct monst *)ls->id) ? "mon" :
((struct monst *)ls->id == &youmonst) ? "you" :
"<m>") : /* migrating monster */
"???"),
fmt_ptr(ls->id, arg_address));
putstr(win, 0, buf);
}
} else
putstr(win, 0, "<none>");
display_nhwindow(win, FALSE);
destroy_nhwindow(win);
return 0;
}
#endif /* WIZARD */
#endif /* OVL3 */
/*light.c*/
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