634 lines
17 KiB
C
634 lines
17 KiB
C
/* SCCS Id: @(#)light.c 3.3 97/04/10 */
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/* Copyright (c) Dean Luick, 1994 */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "lev.h" /* for checking save modes */
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/*
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* Mobile light sources.
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*
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* This implementation minimizes memory at the expense of extra
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* recalculations.
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*
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* Light sources are "things" that have a physical position and range.
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* They have a type, which gives us information about them. Currently
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* they are only attached to objects and monsters. Note well: the
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* polymorphed-player handling assumes that both youmonst.m_id and
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* youmonst.mx will always remain 0.
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*
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* Light sources, like timers, either follow game play (RANGE_GLOBAL) or
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* stay on a level (RANGE_LEVEL). Light sources are unique by their
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* (type, id) pair. For light sources attached to objects, this id
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* is a pointer to the object.
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*
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* The major working function is do_light_sources(). It is called
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* when the vision system is recreating its "could see" array. Here
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* we add a flag (TEMP_LIT) to the array for all locations that are lit
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* via a light source. The bad part of this is that we have to
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* re-calculate the LOS of each light source every time the vision
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* system runs. Even if the light sources and any topology (vision blocking
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* positions) have not changed. The good part is that no extra memory
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* is used, plus we don't have to figure out how far the sources have moved,
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* or if the topology has changed.
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*
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* The structure of the save/restore mechanism is amazingly similar to
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* the timer save/restore. This is because they both have the same
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* principals of having pointers into objects that must be recalculated
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* across saves and restores.
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*/
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#ifdef OVL3
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/* flags */
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#define LSF_SHOW 0x1 /* display the light source */
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#define LSF_NEEDS_FIXUP 0x2 /* need oid fixup */
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static light_source *light_base = 0;
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STATIC_DCL void FDECL(write_ls, (int, light_source *));
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STATIC_DCL int FDECL(maybe_write_ls, (int, int, BOOLEAN_P));
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/* imported from vision.c, for small circles */
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extern char circle_data[];
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extern char circle_start[];
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/* Create a new light source. */
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void
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new_light_source(x, y, range, type, id)
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xchar x, y;
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int range, type;
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genericptr_t id;
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{
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light_source *ls;
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if (range > MAX_RADIUS || range < 1) {
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impossible("new_light_source: illegal range %d", range);
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return;
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}
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ls = (light_source *) alloc(sizeof(light_source));
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ls->next = light_base;
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ls->x = x;
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ls->y = y;
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ls->range = range;
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ls->type = type;
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ls->id = id;
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ls->flags = 0;
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light_base = ls;
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vision_full_recalc = 1; /* make the source show up */
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}
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/*
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* Delete a light source. This assumes only one light source is attached
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* to an object at a time.
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*/
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void
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del_light_source(type, id)
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int type;
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genericptr_t id;
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{
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light_source *curr, *prev;
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genericptr_t tmp_id;
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/* need to be prepared for dealing a with light source which
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has only been partially restored during a level change
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(in particular: chameleon vs prot. from shape changers) */
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switch (type) {
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case LS_OBJECT: tmp_id = (genericptr_t)(((struct obj *)id)->o_id);
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break;
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case LS_MONSTER: tmp_id = (genericptr_t)(((struct monst *)id)->m_id);
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break;
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default: tmp_id = 0;
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break;
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}
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for (prev = 0, curr = light_base; curr; prev = curr, curr = curr->next) {
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if (curr->type != type) continue;
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if (curr->id == ((curr->flags & LSF_NEEDS_FIXUP) ? tmp_id : id)) {
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if (prev)
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prev->next = curr->next;
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else
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light_base = curr->next;
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free((genericptr_t)curr);
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vision_full_recalc = 1;
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return;
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}
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}
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impossible("del_light_source: not found type=%d, id=0x%lx", type, (long)id);
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}
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/* Mark locations that are temporarily lit via mobile light sources. */
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void
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do_light_sources(cs_rows)
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char **cs_rows;
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{
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int x, y, min_x, max_x, max_y, offset;
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char *limits;
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short at_hero_range = 0;
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light_source *ls;
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char *row;
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for (ls = light_base; ls; ls = ls->next) {
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ls->flags &= ~LSF_SHOW;
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/*
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* Check for moved light sources. It may be possible to
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* save some effort if an object has not moved, but not in
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* the current setup -- we need to recalculate for every
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* vision recalc.
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*/
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if (ls->type == LS_OBJECT) {
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if (get_obj_location((struct obj *) ls->id, &ls->x, &ls->y, 0))
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ls->flags |= LSF_SHOW;
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} else if (ls->type == LS_MONSTER) {
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if (get_mon_location((struct monst *) ls->id, &ls->x, &ls->y, 0))
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ls->flags |= LSF_SHOW;
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}
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/* minor optimization: don't bother with duplicate light sources */
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/* at hero */
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if (ls->x == u.ux && ls->y == u.uy) {
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if (at_hero_range >= ls->range)
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ls->flags &= ~LSF_SHOW;
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else
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at_hero_range = ls->range;
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}
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if (ls->flags & LSF_SHOW) {
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/*
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* Walk the points in the circle and see if they are
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* visible from the center. If so, mark'em.
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*
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* Kevin's tests indicated that doing this brute-force
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* method is faster for radius <= 3 (or so).
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*/
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limits = circle_ptr(ls->range);
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if ((max_y = (ls->y + ls->range)) >= ROWNO) max_y = ROWNO-1;
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if ((y = (ls->y - ls->range)) < 0) y = 0;
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for (; y <= max_y; y++) {
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row = cs_rows[y];
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offset = limits[abs(y - ls->y)];
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if ((min_x = (ls->x - offset)) < 0) min_x = 0;
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if ((max_x = (ls->x + offset)) >= COLNO) max_x = COLNO-1;
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if (ls->x == u.ux && ls->y == u.uy) {
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/*
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* If the light source is located at the hero, then
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* we can use the COULD_SEE bits already calcualted
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* by the vision system. More importantly than
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* this optimization, is that it allows the vision
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* system to correct problems with clear_path().
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* The function clear_path() is a simple LOS
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* path checker that doesn't go out of its way
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* make things look "correct". The vision system
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* does this.
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*/
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for (x = min_x; x <= max_x; x++)
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if (row[x] & COULD_SEE)
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row[x] |= TEMP_LIT;
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} else {
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for (x = min_x; x <= max_x; x++)
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if ((ls->x == x && ls->y == y)
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|| clear_path((int)ls->x, (int) ls->y, x, y))
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row[x] |= TEMP_LIT;
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}
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}
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}
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}
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}
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/* (mon->mx == 0) implies migrating */
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#define mon_is_local(mon) ((mon)->mx > 0)
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struct monst *
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find_mid(nid, fmflags)
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unsigned nid;
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unsigned fmflags;
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{
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struct monst *mtmp;
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if (!nid)
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return &youmonst;
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if (fmflags & FM_FMON)
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
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if (!DEADMONSTER(mtmp) && mtmp->m_id == nid) return mtmp;
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if (fmflags & FM_MIGRATE)
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for (mtmp = migrating_mons; mtmp; mtmp = mtmp->nmon)
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if (mtmp->m_id == nid) return mtmp;
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if (fmflags & FM_MYDOGS)
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for (mtmp = mydogs; mtmp; mtmp = mtmp->nmon)
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if (mtmp->m_id == nid) return mtmp;
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return (struct monst *) 0;
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}
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/* Save all light sources of the given range. */
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void
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save_light_sources(fd, mode, range)
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int fd, mode, range;
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{
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int count, actual, is_global;
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light_source **prev, *curr;
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if (perform_bwrite(mode)) {
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count = maybe_write_ls(fd, range, FALSE);
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bwrite(fd, (genericptr_t) &count, sizeof count);
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actual = maybe_write_ls(fd, range, TRUE);
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if (actual != count)
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panic("counted %d light sources, wrote %d! [range=%d]",
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count, actual, range);
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}
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if (release_data(mode)) {
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for (prev = &light_base; (curr = *prev) != 0; ) {
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if (!curr->id) {
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impossible("save_light_sources: no id! [range=%d]", range);
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is_global = 0;
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} else
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switch (curr->type) {
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case LS_OBJECT:
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is_global = !obj_is_local((struct obj *)curr->id);
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break;
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case LS_MONSTER:
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is_global = !mon_is_local((struct monst *)curr->id);
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break;
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default:
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is_global = 0;
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impossible("save_light_sources: bad type (%d) [range=%d]",
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curr->type, range);
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break;
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}
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/* if global and not doing local, or vice versa, remove it */
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if (is_global ^ (range == RANGE_LEVEL)) {
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*prev = curr->next;
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free((genericptr_t)curr);
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} else {
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prev = &(*prev)->next;
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}
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}
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}
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}
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/*
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* Pull in the structures from disk, but don't recalculate the object
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* pointers.
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*/
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void
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restore_light_sources(fd)
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int fd;
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{
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int count;
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light_source *ls;
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/* restore elements */
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mread(fd, (genericptr_t) &count, sizeof count);
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while (count-- > 0) {
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ls = (light_source *) alloc(sizeof(light_source));
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mread(fd, (genericptr_t) ls, sizeof(light_source));
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ls->next = light_base;
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light_base = ls;
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}
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}
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/* Relink all lights that are so marked. */
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void
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relink_light_sources(ghostly)
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boolean ghostly;
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{
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char which;
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unsigned nid;
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light_source *ls;
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for (ls = light_base; ls; ls = ls->next) {
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if (ls->flags & LSF_NEEDS_FIXUP) {
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if (ls->type == LS_OBJECT || ls->type == LS_MONSTER) {
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if (ghostly) {
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if (!lookup_id_mapping((unsigned)ls->id, &nid))
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impossible("relink_light_sources: no id mapping");
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} else
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nid = (unsigned) ls->id;
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if (ls->type == LS_OBJECT) {
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which = 'o';
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ls->id = (genericptr_t) find_oid(nid);
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} else {
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which = 'm';
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ls->id = (genericptr_t) find_mid(nid, FM_EVERYWHERE);
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}
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if (!ls->id)
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impossible("relink_light_sources: cant find %c_id %d",
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which, nid);
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} else
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impossible("relink_light_sources: bad type (%d)", ls->type);
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ls->flags &= ~LSF_NEEDS_FIXUP;
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}
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}
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}
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/*
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* Part of the light source save routine. Count up the number of light
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* sources that would be written. If write_it is true, actually write
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* the light source out.
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*/
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STATIC_OVL int
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maybe_write_ls(fd, range, write_it)
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int fd, range;
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boolean write_it;
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{
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int count = 0, is_global;
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light_source *ls;
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for (ls = light_base; ls; ls = ls->next) {
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if (!ls->id) {
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impossible("maybe_write_ls: no id! [range=%d]", range);
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continue;
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}
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switch (ls->type) {
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case LS_OBJECT:
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is_global = !obj_is_local((struct obj *)ls->id);
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break;
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case LS_MONSTER:
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is_global = !mon_is_local((struct monst *)ls->id);
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break;
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default:
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is_global = 0;
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impossible("maybe_write_ls: bad type (%d) [range=%d]",
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ls->type, range);
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break;
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}
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/* if global and not doing local, or vice versa, count it */
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if (is_global ^ (range == RANGE_LEVEL)) {
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count++;
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if (write_it) write_ls(fd, ls);
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}
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}
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return count;
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}
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/* Write a light source structure to disk. */
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STATIC_OVL void
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write_ls(fd, ls)
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int fd;
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light_source *ls;
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{
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genericptr_t arg_save;
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struct obj *otmp;
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struct monst *mtmp;
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if (ls->type == LS_OBJECT || ls->type == LS_MONSTER) {
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if (ls->flags & LSF_NEEDS_FIXUP)
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bwrite(fd, (genericptr_t)ls, sizeof(light_source));
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else {
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/* replace object pointer with id for write, then put back */
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arg_save = ls->id;
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if (ls->type == LS_OBJECT) {
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otmp = (struct obj *)ls->id;
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ls->id = (genericptr_t)otmp->o_id;
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#ifdef DEBUG
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if (find_oid((unsigned)ls->id) != otmp)
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panic("write_ls: can't find obj #%u!", (unsigned)ls->id);
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#endif
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} else { /* ls->type == LS_MONSTER */
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mtmp = (struct monst *)ls->id;
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ls->id = (genericptr_t)mtmp->m_id;
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#ifdef DEBUG
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if (find_mid((unsigned)ls->id, FM_EVERYWHERE) != mtmp)
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panic("write_ls: can't find mon #%u!", (unsigned)ls->id);
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#endif
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}
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ls->flags |= LSF_NEEDS_FIXUP;
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bwrite(fd, (genericptr_t)ls, sizeof(light_source));
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ls->id = arg_save;
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ls->flags &= ~LSF_NEEDS_FIXUP;
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}
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} else {
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impossible("write_ls: bad type (%d)", ls->type);
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}
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}
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/* Change light source's ID from src to dest. */
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void
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obj_move_light_source(src, dest)
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struct obj *src, *dest;
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{
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light_source *ls;
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for (ls = light_base; ls; ls = ls->next)
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if (ls->type == LS_OBJECT && ls->id == (genericptr_t) src)
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ls->id = (genericptr_t) dest;
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src->lamplit = 0;
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dest->lamplit = 1;
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}
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/* return true if there exist any light sources */
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boolean
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any_light_source()
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{
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return light_base != (light_source *) 0;
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}
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/*
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* Snuff an object light source if at (x,y). This currently works
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* only for burning light sources.
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*/
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void
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snuff_light_source(x, y)
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int x, y;
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{
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light_source *ls;
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struct obj *obj;
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for (ls = light_base; ls; ls = ls->next)
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/*
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Is this position check valid??? Can I assume that the positions
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will always be correct because the objects would have been
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updated with the last vision update? [Is that recent enough???]
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*/
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if (ls->type == LS_OBJECT && ls->x == x && ls->y == y) {
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obj = (struct obj *) ls->id;
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if (obj_is_burning(obj)) {
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/* The only way to snuff Sunsword is to unwield it. Darkness
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* scrolls won't affect it. (If we got here because it was
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* dropped or thrown inside a monster, this won't matter anyway
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* because it will go out when dropped.)
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*/
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if (artifact_light(obj)) continue;
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end_burn(obj, obj->otyp != MAGIC_LAMP);
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/*
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* The current ls element has just been removed (and
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* ls->next is now invalid). Return assuming that there
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* is only one light source attached to each object.
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*/
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return;
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}
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}
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}
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/* Return TRUE if object sheds any light at all. */
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boolean
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obj_sheds_light(obj)
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struct obj *obj;
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{
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/* so far, only burning objects shed light */
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return obj_is_burning(obj);
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}
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/* Return TRUE if sheds light AND will be snuffed by end_burn(). */
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boolean
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obj_is_burning(obj)
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struct obj *obj;
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{
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return (obj->lamplit &&
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( obj->otyp == MAGIC_LAMP
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|| obj->otyp == BRASS_LANTERN
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|| obj->otyp == OIL_LAMP
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|| obj->otyp == CANDELABRUM_OF_INVOCATION
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|| obj->otyp == TALLOW_CANDLE
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|| obj->otyp == WAX_CANDLE
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|| obj->otyp == POT_OIL
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|| artifact_light(obj)));
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}
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/* copy the light source(s) attachted to src, and attach it/them to dest */
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void
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obj_split_light_source(src, dest)
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struct obj *src, *dest;
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{
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light_source *ls, *new_ls;
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for (ls = light_base; ls; ls = ls->next)
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if (ls->type == LS_OBJECT && ls->id == (genericptr_t) src) {
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/*
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* Insert the new source at beginning of list. This will
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* never interfere us walking down the list - we are already
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* past the insertion point.
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*/
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new_ls = (light_source *) alloc(sizeof(light_source));
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*new_ls = *ls;
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|
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*/
|