/* Mark locations that are temporarily lit via mobile light sources. */ void do_light_sources(char **cs_rows) { int x, y, min_x, max_x, max_y, offset; const char *limits; short at_hero_range = 0; light_source *ls; char *row; for (ls = level->lev_lights; ls; ls = ls->next) { ls->flags &= ~LSF_SHOW; /* * 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; } /* 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; for (x = min_x; x <= max_x; x++) if (clear_path((int)ls->x, (int)ls->y, x, y, cs_rows)) row[x] |= TEMP_LIT; } } } }
/* Mark locations that are temporarily lit via mobile light sources. */ void do_light_sources(char **cs_rows) { int x, y, min_x, max_x, max_y, offset; const char *limits; short at_hero_range = 0; light_source *ls; char *row; for (ls = level->lev_lights; ls; ls = ls->next) { ls->flags &= ~LSF_SHOW; /* * 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; } /* 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; } } } } }
/* called from resurrect() in addition to losedogs() */ void mon_arrive(struct monst *mtmp, boolean with_you) { struct trap *t; struct obj *otmp; xchar xlocale, ylocale, xyloc, xyflags, wander; int num_segs; mtmp->dlevel = level; mtmp->nmon = level->monlist; level->monlist = mtmp; if (mtmp->isshk) set_residency(mtmp, FALSE); num_segs = mtmp->wormno; /* baby long worms have no tail so don't use is_longworm() */ if ((mtmp->data == &mons[PM_LONG_WORM]) && (mtmp->wormno = get_wormno(mtmp->dlevel)) != 0) { initworm(mtmp, num_segs); /* tail segs are not yet initialized or displayed */ } else mtmp->wormno = 0; /* some monsters might need to do something special upon arrival _after_ the current level has been fully set up; see dochug() */ mtmp->mstrategy |= STRAT_ARRIVE; xyloc = mtmp->xyloc; xyflags = mtmp->xyflags; xlocale = mtmp->xlocale; ylocale = mtmp->ylocale; for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) set_obj_level(mtmp->dlevel, otmp); if (mtmp == u.usteed) return; /* don't place steed on the map */ if (with_you) { /* When a monster accompanies you, sometimes it will arrive at your intended destination and you'll end up next to that spot. This code doesn't control the final outcome; goto_level(do.c) decides who ends up at your target spot when there is a monster there too. */ if (!MON_AT(level, u.ux, u.uy) && !rn2(mtmp->mtame ? 10 : mtmp->mpeaceful ? 5 : 2)) rloc_to(mtmp, u.ux, u.uy); else mnexto(mtmp); return; } /* * The monster arrived on this level independently of the player. * Its coordinate fields were overloaded for use as flags that * specify its final destination. */ if (mtmp->mlstmv < moves - 1L) { /* heal monster for time spent in limbo */ long nmv = moves - 1L - mtmp->mlstmv; mon_catchup_elapsed_time(mtmp, nmv); mtmp->mlstmv = moves - 1L; /* let monster move a bit on new level (see placement code below) */ wander = (xchar) min(nmv, 8); } else wander = 0; switch (xyloc) { case MIGR_APPROX_XY: /* {x,y}locale set above */ break; case MIGR_EXACT_XY: wander = 0; break; case MIGR_NEAR_PLAYER: xlocale = u.ux, ylocale = u.uy; break; case MIGR_STAIRS_UP: xlocale = level->upstair.sx, ylocale = level->upstair.sy; break; case MIGR_STAIRS_DOWN: xlocale = level->dnstair.sx, ylocale = level->dnstair.sy; break; case MIGR_LADDER_UP: xlocale = level->upladder.sx, ylocale = level->upladder.sy; break; case MIGR_LADDER_DOWN: xlocale = level->dnladder.sx, ylocale = level->dnladder.sy; break; case MIGR_SSTAIRS: xlocale = level->sstairs.sx, ylocale = level->sstairs.sy; break; case MIGR_PORTAL: if (In_endgame(&u.uz)) { /* there is no arrival portal for endgame levels */ /* BUG[?]: for simplicity, this code relies on the fact that we know that the current endgame levels always build upwards and never have any exclusion subregion inside their TELEPORT_REGION settings. */ xlocale = rn1(level->updest.hx - level->updest.lx + 1, level->updest.lx); ylocale = rn1(level->updest.hy - level->updest.ly + 1, level->updest.ly); break; } /* find the arrival portal */ for (t = level->lev_traps; t; t = t->ntrap) if (t->ttyp == MAGIC_PORTAL) break; if (t) { xlocale = t->tx, ylocale = t->ty; break; } else { impossible("mon_arrive: no corresponding portal?"); } /*FALLTHRU*/ default: case MIGR_RANDOM: xlocale = COLNO; ylocale = ROWNO; break; } if ((xlocale != COLNO) && wander) { /* monster moved a bit; pick a nearby location */ /* mnearto() deals w/stone, et al */ char *r = in_rooms(level, xlocale, ylocale, 0); if (r && *r) { coord c; /* somexy() handles irregular level->rooms */ if (somexy(level, &level->rooms[*r - ROOMOFFSET], &c, rng_main)) xlocale = c.x, ylocale = c.y; else { xlocale = COLNO; ylocale = ROWNO; } } else { /* not in a room */ int i, j; i = max(0, xlocale - wander); j = min(COLNO - 1, xlocale + wander); xlocale = rn1(j - i, i); i = max(0, ylocale - wander); j = min(ROWNO - 1, ylocale + wander); ylocale = rn1(j - i, i); } } /* moved a bit */ mtmp->mx = COLNO; /* (already is 0) */ mtmp->my = xyflags; if (xlocale != COLNO) mnearto(mtmp, xlocale, ylocale, FALSE); else { if (!rloc(mtmp, TRUE)) { /* Failed to place migrating monster, probably because the level is full. Dump the monster's cargo and leave the monster dead. */ struct obj *obj; while ((obj = mtmp->minvent) != 0) { obj_extract_self(obj); obj_no_longer_held(obj); if (obj->owornmask & W_MASK(os_wep)) setmnotwielded(mtmp, obj); obj->owornmask = 0L; if (xlocale != COLNO && ylocale != ROWNO) place_object(obj, level, xlocale, ylocale); else { rloco(obj); get_obj_location(obj, &xlocale, &ylocale, 0); } } mkcorpstat(CORPSE, NULL, mtmp->data, level, xlocale, ylocale, FALSE, rng_main); mongone(mtmp); } } mtmp->mux = COLNO; mtmp->muy = ROWNO; }