/* 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; } } } } }
/* 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; } } } }