3 /* Purpose: low level dungeon routines -BEN- */
10 * Support for Adam Bolt's tileset, lighting and transparency effects
11 * by Robert Ruehlmann (rr9@angband.org)
14 static byte display_autopick;
15 static int match_autopick;
16 static object_type *autopick_obj;
17 static int feat_priority;
20 * Distance between two points via Newton-Raphson technique
22 int distance (int y1, int x1, int y2, int x2)
24 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
25 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
27 /* Squared distance */
28 int target = (dy * dy) + (dx * dx);
30 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
31 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
36 if (!dy || !dx) return d;
40 /* Approximate error */
41 err = (target - d * d) / (2 * d);
43 /* No error - we are done */
55 * Return TRUE if the given feature is a trap
57 bool is_trap(int feat)
61 case FEAT_TRAP_TRAPDOOR:
63 case FEAT_TRAP_SPIKED_PIT:
64 case FEAT_TRAP_POISON_PIT:
65 case FEAT_TRAP_TY_CURSE:
66 case FEAT_TRAP_TELEPORT:
70 case FEAT_TRAP_LOSE_STR:
71 case FEAT_TRAP_LOSE_DEX:
72 case FEAT_TRAP_LOSE_CON:
74 case FEAT_TRAP_CONFUSE:
75 case FEAT_TRAP_POISON:
93 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
94 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
96 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
98 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
99 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
100 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
102 * We assume that the "mathematical corner" of a non-floor tile does not
103 * block line of sight.
105 * Because this function uses (short) ints for all calculations, overflow may
106 * occur if dx and dy exceed 90.
108 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
109 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
110 * we can use integer arithmetic.
112 * We travel from start to finish along the longer axis, starting at the border
113 * between the first and second tiles, where the y offset = .5 * slope, taking
114 * into account the scale factor. See below.
116 * Also note that this function and the "move towards target" code do NOT
117 * share the same properties. Thus, you can see someone, target them, and
118 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
119 * by clever choice of target locations, you can sometimes throw a "curve".
121 * Note that "line of sight" is not "reflexive" in all cases.
123 * Use the "projectable()" routine to test "spell/missile line of sight".
125 * Use the "update_view()" function to determine player line-of-sight.
127 bool los(int y1, int x1, int y2, int x2)
147 /* Slope, or 1/Slope, of LOS */
151 /* Extract the offset */
155 /* Extract the absolute offset */
160 /* Handle adjacent (or identical) grids */
161 if ((ax < 2) && (ay < 2)) return (TRUE);
164 /* Paranoia -- require "safe" origin */
165 /* if (!in_bounds(y1, x1)) return (FALSE); */
166 /* if (!in_bounds(y2, x2)) return (FALSE); */
169 /* Directly South/North */
172 /* South -- check for walls */
175 for (ty = y1 + 1; ty < y2; ty++)
177 if (!cave_floor_bold(ty, x1)) return (FALSE);
181 /* North -- check for walls */
184 for (ty = y1 - 1; ty > y2; ty--)
186 if (!cave_floor_bold(ty, x1)) return (FALSE);
194 /* Directly East/West */
197 /* East -- check for walls */
200 for (tx = x1 + 1; tx < x2; tx++)
202 if (!cave_floor_bold(y1, tx)) return (FALSE);
206 /* West -- check for walls */
209 for (tx = x1 - 1; tx > x2; tx--)
211 if (!cave_floor_bold(y1, tx)) return (FALSE);
220 /* Extract some signs */
221 sx = (dx < 0) ? -1 : 1;
222 sy = (dy < 0) ? -1 : 1;
225 /* Vertical "knights" */
230 if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
234 /* Horizontal "knights" */
239 if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
244 /* Calculate scale factor div 2 */
247 /* Calculate scale factor */
251 /* Travel horizontally */
254 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
260 /* Consider the special case where slope == 1. */
271 /* Note (below) the case (qy == f2), where */
272 /* the LOS exactly meets the corner of a tile. */
275 if (!cave_floor_bold(ty, tx)) return (FALSE);
286 if (!cave_floor_bold(ty, tx)) return (FALSE);
299 /* Travel vertically */
302 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
318 /* Note (below) the case (qx == f2), where */
319 /* the LOS exactly meets the corner of a tile. */
322 if (!cave_floor_bold(ty, tx)) return (FALSE);
333 if (!cave_floor_bold(ty, tx)) return (FALSE);
356 * Can the player "see" the given grid in detail?
358 * He must have vision, illumination, and line of sight.
360 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
361 * So, given "CAVE_LITE", we know that the grid is "fully visible".
363 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
364 * that a wall is visible from any direction. That would be odd. Except
365 * under wizard light, which might make sense. Thus, for walls, we require
366 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
367 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
368 * in line of sight of the player.
370 * This extra check is expensive, but it provides a more "correct" semantics.
372 * Note that we should not run this check on walls which are "outer walls" of
373 * the dungeon, or we will induce a memory fault, but actually verifying all
374 * of the locations would be extremely expensive.
376 * Thus, to speed up the function, we assume that all "perma-walls" which are
377 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
378 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
379 * and the player has more important things on his mind when he is attacking a
380 * monster vault. It is annoying, but an extremely important optimization.
382 * Note that "glowing walls" are only considered to be "illuminated" if the
383 * grid which is next to the wall in the direction of the player is also a
384 * "glowing" grid. This prevents the player from being able to "see" the
385 * walls of illuminated rooms from a corridor outside the room.
387 bool player_can_see_bold(int y, int x)
393 /* Blind players see nothing */
394 if (p_ptr->blind) return (FALSE);
396 /* Access the cave grid */
399 /* Note that "torch-lite" yields "illumination" */
400 if (c_ptr->info & (CAVE_LITE)) return (TRUE);
402 /* Require line of sight to the grid */
403 if (!player_has_los_bold(y, x)) return (FALSE);
405 if (p_ptr->pclass == CLASS_NINJA) return TRUE;
407 /* Require "perma-lite" of the grid */
408 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return (FALSE);
410 /* Floors are simple */
411 if (cave_floor_bold(y, x)) return (TRUE);
413 /* Hack -- move towards player */
414 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
415 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
417 /* Check for "local" illumination */
418 if (cave[yy][xx].info & (CAVE_GLOW | CAVE_MNLT))
420 /* Assume the wall is really illuminated */
424 /* Assume not visible */
431 * Returns true if the player's grid is dark
435 return (!player_can_see_bold(py, px));
442 * Determine if a given location may be "destroyed"
444 * Used by destruction spells, and for placing stairs, etc.
446 bool cave_valid_bold(int y, int x)
448 cave_type *c_ptr = &cave[y][x];
450 s16b this_o_idx, next_o_idx = 0;
453 /* Forbid perma-grids */
454 if (cave_perma_grid(c_ptr)) return (FALSE);
457 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
462 o_ptr = &o_list[this_o_idx];
464 /* Acquire next object */
465 next_o_idx = o_ptr->next_o_idx;
467 /* Forbid artifact grids */
468 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
479 * Determine if a given location may be "destroyed"
481 * Used by destruction spells, and for placing stairs, etc.
483 bool cave_valid_grid(cave_type *c_ptr)
485 s16b this_o_idx, next_o_idx = 0;
488 /* Forbid perma-grids */
489 if (cave_perma_grid(c_ptr)) return (FALSE);
492 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
497 o_ptr = &o_list[this_o_idx];
499 /* Acquire next object */
500 next_o_idx = o_ptr->next_o_idx;
502 /* Forbid artifact grids */
503 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
514 * Hack -- Legal monster codes
516 static cptr image_monster_hack = \
517 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
520 * Hack -- Legal monster codes for IBM pseudo-graphics
522 static cptr image_monster_hack_ibm = \
526 * Mega-Hack -- Hallucinatory monster
528 static void image_monster(byte *ap, char *cp)
530 int n = strlen(image_monster_hack);
532 /* Random symbol from set above */
535 /* Normal graphics */
536 if (!(streq(ANGBAND_SYS, "ibm")))
538 (*cp) = r_info[randint1(max_r_idx-1)].x_char;
539 (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
542 /* IBM-pseudo graphics */
544 n = strlen(image_monster_hack_ibm);
545 (*cp) = (image_monster_hack_ibm[randint0(n)]);
548 (*ap) = randint1(15);
554 (*cp) = (image_monster_hack[randint0(n)]);
557 (*ap) = randint1(15);
564 * Hack -- Legal object codes
566 static cptr image_object_hack = \
567 "?/|\\\"!$()_-=[]{},~";
569 static cptr image_object_hack_ibm = \
573 * Mega-Hack -- Hallucinatory object
575 static void image_object(byte *ap, char *cp)
577 int n = strlen(image_object_hack);
581 if (!(streq(ANGBAND_SYS, "ibm")))
583 (*cp) = k_info[randint1(max_k_idx-1)].x_char;
584 (*ap) = k_info[randint1(max_k_idx-1)].x_attr;
588 n = strlen(image_object_hack_ibm);
589 (*cp) = (image_object_hack_ibm[randint0(n)]);
592 (*ap) = randint1(15);
597 (*cp) = (image_object_hack[randint0(n)]);
600 (*ap) = randint1(15);
607 * Hack -- Random hallucination
609 static void image_random(byte *ap, char *cp)
611 /* Normally, assume monsters */
612 if (randint0(100) < 75)
614 image_monster(ap, cp);
617 /* Otherwise, assume objects */
620 image_object(ap, cp);
625 * Not using graphical tiles for this feature?
627 #define is_ascii_graphics(C , A) \
628 (!(((C) & 0x80) && ((A) & 0x80)))
631 * The 16x16 tile of the terrain supports lighting
633 static bool feat_supports_lighting(byte feat)
635 if (is_trap(feat)) return TRUE;
654 case FEAT_WALL_EXTRA:
655 case FEAT_WALL_INNER:
656 case FEAT_WALL_OUTER:
657 case FEAT_WALL_SOLID:
658 case FEAT_PERM_EXTRA:
659 case FEAT_PERM_INNER:
660 case FEAT_PERM_OUTER:
661 case FEAT_PERM_SOLID:
662 case FEAT_MINOR_GLYPH:
663 case FEAT_DEEP_WATER:
664 case FEAT_SHAL_WATER:
671 case FEAT_DEEP_GRASS:
682 * This array lists the effects of "brightness" on various "base" colours.
684 * This is used to do dynamic lighting effects in ascii :-)
685 * At the moment, only the various "floor" tiles are affected.
687 * The layout of the array is [x][0] = light and [x][1] = dark.
690 static byte lighting_colours[16][2] =
693 {TERM_L_DARK, TERM_DARK},
696 {TERM_YELLOW, TERM_SLATE},
699 {TERM_WHITE, TERM_L_DARK},
702 {TERM_YELLOW, TERM_UMBER},
705 {TERM_RED, TERM_RED},
708 {TERM_L_GREEN, TERM_GREEN},
711 {TERM_BLUE, TERM_BLUE},
714 {TERM_L_UMBER, TERM_RED},
717 {TERM_SLATE, TERM_L_DARK},
720 {TERM_WHITE, TERM_SLATE},
723 {TERM_L_RED, TERM_BLUE},
726 {TERM_YELLOW, TERM_ORANGE},
729 {TERM_L_RED, TERM_L_RED},
732 {TERM_L_GREEN, TERM_GREEN},
735 {TERM_L_BLUE, TERM_L_BLUE},
738 {TERM_YELLOW, TERM_UMBER}
742 * Extract the attr/char to display at the given (legal) map location
744 * Basically, we "paint" the chosen attr/char in several passes, starting
745 * with any known "terrain features" (defaulting to darkness), then adding
746 * any known "objects", and finally, adding any known "monsters". This
747 * is not the fastest method but since most of the calls to this function
748 * are made for grids with no monsters or objects, it is fast enough.
750 * Note that this function, if used on the grid containing the "player",
751 * will return the attr/char of the grid underneath the player, and not
752 * the actual player attr/char itself, allowing a lot of optimization
753 * in various "display" functions.
755 * Note that the "zero" entry in the feature/object/monster arrays are
756 * used to provide "special" attr/char codes, with "monster zero" being
757 * used for the player attr/char, "object zero" being used for the "stack"
758 * attr/char, and "feature zero" being used for the "nothing" attr/char,
759 * though this function makes use of only "feature zero".
761 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
762 * which means their color changes, and "ATTR_CLEAR", which means they take
763 * the color of whatever is under them, and "CHAR_CLEAR", which means that
764 * they take the symbol of whatever is under them. Technically, the flag
765 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
766 * examined, but this flag is currently ignored.
768 * Currently, we do nothing with multi-hued objects, because there are
769 * not any. If there were, they would have to set "shimmer_objects"
770 * when they were created, and then new "shimmer" code in "dungeon.c"
771 * would have to be created handle the "shimmer" effect, and the code
772 * in "cave.c" would have to be updated to create the shimmer effect.
774 * Note the effects of hallucination. Objects always appear as random
775 * "objects", monsters as random "monsters", and normal grids occasionally
776 * appear as random "monsters" or "objects", but note that these random
777 * "monsters" and "objects" are really just "colored ascii symbols".
779 * Note that "floors" and "invisible traps" (and "zero" features) are
780 * drawn as "floors" using a special check for optimization purposes,
781 * and these are the only features which get drawn using the special
782 * lighting effects activated by "view_special_lite".
784 * Note the use of the "mimic" field in the "terrain feature" processing,
785 * which allows any feature to "pretend" to be another feature. This is
786 * used to "hide" secret doors, and to make all "doors" appear the same,
787 * and all "walls" appear the same, and "hidden" treasure stay hidden.
788 * It is possible to use this field to make a feature "look" like a floor,
789 * but the "special lighting effects" for floors will not be used.
791 * Note the use of the new "terrain feature" information. Note that the
792 * assumption that all interesting "objects" and "terrain features" are
793 * memorized allows extremely optimized processing below. Note the use
794 * of separate flags on objects to mark them as memorized allows a grid
795 * to have memorized "terrain" without granting knowledge of any object
796 * which may appear in that grid.
798 * Note the efficient code used to determine if a "floor" grid is
799 * "memorized" or "viewable" by the player, where the test for the
800 * grid being "viewable" is based on the facts that (1) the grid
801 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
802 * line of sight, and (3) the player must not be blind, and uses the
803 * assumption that all torch-lit grids are in line of sight.
805 * Note that floors (and invisible traps) are the only grids which are
806 * not memorized when seen, so only these grids need to check to see if
807 * the grid is "viewable" to the player (if it is not memorized). Since
808 * most non-memorized grids are in fact walls, this induces *massive*
809 * efficiency, at the cost of *forcing* the memorization of non-floor
810 * grids when they are first seen. Note that "invisible traps" are
811 * always treated exactly like "floors", which prevents "cheating".
813 * Note the "special lighting effects" which can be activated for floor
814 * grids using the "view_special_lite" option (for "white" floor grids),
815 * causing certain grids to be displayed using special colors. If the
816 * player is "blind", we will use "dark gray", else if the grid is lit
817 * by the torch, and the "view_yellow_lite" option is set, we will use
818 * "yellow", else if the grid is "dark", we will use "dark gray", else
819 * if the grid is not "viewable", and the "view_bright_lite" option is
820 * set, and the we will use "slate" (gray). We will use "white" for all
821 * other cases, in particular, for illuminated viewable floor grids.
823 * Note the "special lighting effects" which can be activated for wall
824 * grids using the "view_granite_lite" option (for "white" wall grids),
825 * causing certain grids to be displayed using special colors. If the
826 * player is "blind", we will use "dark gray", else if the grid is lit
827 * by the torch, and the "view_yellow_lite" option is set, we will use
828 * "yellow", else if the "view_bright_lite" option is set, and the grid
829 * is not "viewable", or is "dark", or is glowing, but not when viewed
830 * from the player's current location, we will use "slate" (gray). We
831 * will use "white" for all other cases, in particular, for correctly
832 * illuminated viewable wall grids.
834 * Note that, when "view_granite_lite" is set, we use an inline version
835 * of the "player_can_see_bold()" function to check the "viewability" of
836 * grids when the "view_bright_lite" option is set, and we do NOT use
837 * any special colors for "dark" wall grids, since this would allow the
838 * player to notice the walls of illuminated rooms from a hallway that
839 * happened to run beside the room. The alternative, by the way, would
840 * be to prevent the generation of hallways next to rooms, but this
841 * would still allow problems when digging towards a room.
843 * Note that bizarre things must be done when the "attr" and/or "char"
844 * codes have the "high-bit" set, since these values are used to encode
845 * various "special" pictures in some versions, and certain situations,
846 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
847 * to be "scrambled" in various ways.
849 * Note that eventually we may use the "&" symbol for embedded treasure,
850 * and use the "*" symbol to indicate multiple objects, though this will
851 * have to wait for Angband 2.8.0 or later. Note that currently, this
852 * is not important, since only one object or terrain feature is allowed
853 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
855 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
856 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
857 * then a whole lot of code should be changed... XXX XXX
859 #ifdef USE_TRANSPARENCY
860 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
861 #else /* USE_TRANSPARENCY */
862 void map_info(int y, int x, byte *ap, char *cp)
863 #endif /* USE_TRANSPARENCY */
869 s16b this_o_idx, next_o_idx = 0;
883 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
885 /* Memorized (or visible) floor */
886 if ((c_ptr->info & CAVE_MARK) ||
887 (((c_ptr->info & CAVE_LITE) || (c_ptr->info & CAVE_MNLT) ||
888 ((c_ptr->info & CAVE_GLOW) &&
889 (c_ptr->info & CAVE_VIEW))) &&
893 f_ptr = &f_info[feat];
901 /* Special lighting effects */
902 if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
907 if (new_ascii_graphics)
909 if (is_ascii_graphics(c,a))
911 /* Use darkened colour */
912 a = lighting_colours[a][1];
914 else if (use_graphics && feat_supports_lighting(feat))
916 /* Use a dark tile */
924 /* Use a dark tile */
929 /* Use "dark gray" */
935 /* Handle "torch-lit" grids */
936 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
939 if (view_yellow_lite && !p_ptr->wild_mode)
941 if (new_ascii_graphics)
943 if (is_ascii_graphics(c,a))
945 /* Use lightened colour */
946 a = lighting_colours[a][0];
948 else if (use_graphics &&
949 feat_supports_lighting(feat))
951 /* Use a brightly lit tile */
958 if (view_yellow_lite)
962 /* Use a brightly lit tile */
975 /* Handle "dark" grids */
976 else if (!(c_ptr->info & CAVE_GLOW))
978 if (new_ascii_graphics)
980 if (is_ascii_graphics(c,a))
982 /* Use darkened colour */
983 a = lighting_colours[a][1];
985 else if (use_graphics && feat_supports_lighting(feat))
987 /* Use a dark tile */
995 /* Use a dark tile */
1000 /* Use "dark gray" */
1006 /* Handle "out-of-sight" grids */
1007 else if (!(c_ptr->info & CAVE_VIEW))
1010 if (view_bright_lite && !p_ptr->wild_mode)
1012 if (new_ascii_graphics)
1014 if (is_ascii_graphics(c,a))
1016 /* Use darkened colour */
1017 a = lighting_colours[a][1];
1019 else if (use_graphics && feat_supports_lighting(feat))
1021 /* Use a dark tile */
1029 /* Use a dark tile */
1048 /* Access darkness */
1049 f_ptr = &f_info[feat];
1062 /* Memorized grids */
1063 if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || !new_ascii_graphics))
1065 /* Apply "mimic" field */
1067 feat = c_ptr->mimic;
1069 feat = f_info[feat].mimic;
1071 /* Access feature */
1072 f_ptr = &f_info[feat];
1080 if (new_ascii_graphics)
1082 /* Handle "blind" */
1085 if (is_ascii_graphics(c,a))
1087 /* Use darkened colour */
1088 a = lighting_colours[a][1];
1090 else if (use_graphics && feat_supports_lighting(feat))
1092 /* Use a dark tile */
1097 /* Handle "torch-lit" grids */
1098 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1101 if (view_yellow_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(c,a)))
1103 if (is_ascii_graphics(c,a))
1105 /* Use lightened colour */
1106 a = lighting_colours[a][0];
1108 else if (use_graphics &&
1109 feat_supports_lighting(c_ptr->feat))
1111 /* Use a brightly lit tile */
1117 /* Handle "view_bright_lite" */
1118 else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(c,a)))
1121 if (!(c_ptr->info & CAVE_VIEW))
1123 if (is_ascii_graphics(c,a))
1125 /* Use darkened colour */
1126 a = lighting_colours[a][1];
1128 else if (use_graphics && feat_supports_lighting(feat))
1130 /* Use a dark tile */
1136 else if (!(c_ptr->info & CAVE_GLOW))
1138 if (is_ascii_graphics(c,a))
1140 /* Use darkened colour */
1141 a = lighting_colours[a][1];
1146 /* Special lighting effects */
1147 else if (view_granite_lite && !p_ptr->wild_mode &&
1148 (((a == TERM_WHITE) && !use_graphics) ||
1149 (use_graphics && feat_supports_lighting(c_ptr->feat))))
1151 /* Handle "blind" */
1156 /* Use a dark tile */
1161 /* Use "dark gray" */
1166 /* Handle "torch-lit" grids */
1167 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1170 if (view_yellow_lite && !p_ptr->wild_mode)
1174 /* Use a brightly lit tile */
1185 /* Handle "view_bright_lite" */
1186 else if (view_bright_lite && !p_ptr->wild_mode)
1189 if (!(c_ptr->info & CAVE_VIEW))
1193 /* Use a dark tile */
1204 else if (!(c_ptr->info & CAVE_GLOW))
1208 /* Use a lit tile */
1217 /* Not glowing correctly */
1222 /* Hack -- move towards player */
1223 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1224 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1226 /* Check for "local" illumination */
1227 if (!(cave[yy][xx].info & CAVE_GLOW))
1231 /* Use a lit tile */
1244 /* "Simple Lighting" */
1247 /* Handle "blind" */
1248 if (!(c_ptr->info & CAVE_MARK))
1253 /* Access feature */
1254 f_ptr = &f_info[feat];
1264 if (feat_priority == -1)
1275 case FEAT_TRAP_TRAPDOOR:
1277 case FEAT_TRAP_SPIKED_PIT:
1278 case FEAT_TRAP_POISON_PIT:
1279 case FEAT_TRAP_TY_CURSE:
1280 case FEAT_TRAP_TELEPORT:
1281 case FEAT_TRAP_FIRE:
1282 case FEAT_TRAP_ACID:
1283 case FEAT_TRAP_SLOW:
1284 case FEAT_TRAP_LOSE_STR:
1285 case FEAT_TRAP_LOSE_DEX:
1286 case FEAT_TRAP_LOSE_CON:
1287 case FEAT_TRAP_BLIND:
1288 case FEAT_TRAP_CONFUSE:
1289 case FEAT_TRAP_POISON:
1290 case FEAT_TRAP_SLEEP:
1291 case FEAT_TRAP_TRAPS:
1292 case FEAT_TRAP_ALARM:
1296 case FEAT_DEEP_GRASS:
1305 case FEAT_WALL_EXTRA:
1306 case FEAT_WALL_INNER:
1307 case FEAT_WALL_OUTER:
1308 case FEAT_WALL_SOLID:
1309 case FEAT_DEEP_WATER:
1310 case FEAT_SHAL_WATER:
1311 case FEAT_DEEP_LAVA:
1312 case FEAT_SHAL_LAVA:
1322 case FEAT_PERM_EXTRA:
1323 case FEAT_PERM_INNER:
1324 case FEAT_PERM_OUTER:
1325 case FEAT_PERM_SOLID:
1329 /* default is feat_priority = 20; (doors and stores) */
1332 case FEAT_MINOR_GLYPH:
1334 case FEAT_PATTERN_START:
1335 case FEAT_PATTERN_1:
1336 case FEAT_PATTERN_2:
1337 case FEAT_PATTERN_3:
1338 case FEAT_PATTERN_4:
1339 case FEAT_PATTERN_END:
1340 case FEAT_PATTERN_OLD:
1341 case FEAT_PATTERN_XTRA1:
1342 case FEAT_PATTERN_XTRA2:
1346 /* objects have feat_priority = 20 */
1347 /* monsters have feat_priority = 30 */
1351 case FEAT_QUEST_ENTER:
1352 case FEAT_QUEST_EXIT:
1353 case FEAT_QUEST_DOWN:
1355 case FEAT_LESS_LESS:
1356 case FEAT_MORE_MORE:
1368 /* Hack -- rare random hallucination, except on outer dungeon walls */
1369 if (p_ptr->image && (c_ptr->feat < FEAT_PERM_SOLID) && !randint0(256))
1372 image_random(ap, cp);
1375 #ifdef USE_TRANSPARENCY
1376 /* Save the terrain info for the transparency effects */
1379 #endif /* USE_TRANSPARENCY */
1386 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1390 /* Acquire object */
1391 o_ptr = &o_list[this_o_idx];
1393 /* Acquire next object */
1394 next_o_idx = o_ptr->next_o_idx;
1396 /* Memorized objects */
1399 if (display_autopick)
1403 match_autopick = is_autopick(o_ptr);
1404 if(match_autopick == -1)
1407 act = autopick_action[match_autopick];
1409 if ((act & DO_DISPLAY) && (act & display_autopick))
1411 autopick_obj = o_ptr;
1415 match_autopick = -1;
1420 (*cp) = object_char(o_ptr);
1423 (*ap) = object_attr(o_ptr);
1427 /* Hack -- hallucination */
1428 if (p_ptr->image) image_object(ap, cp);
1436 /* Handle monsters */
1437 if (c_ptr->m_idx && display_autopick == 0 )
1439 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1441 /* Visible monster */
1444 monster_race *r_ptr;
1445 if (m_ptr->mflag2 & MFLAG_KAGE) r_ptr = &r_info[MON_KAGE];
1446 else r_ptr = &r_info[m_ptr->r_idx];
1456 /* Mimics' colors vary */
1457 if (strchr("\"!=", c) && !(r_ptr->flags1 & RF1_UNIQUE))
1462 /* Use semi-random attr */
1463 (*ap) = c_ptr->m_idx % 15 + 1;
1466 /* Special attr/char codes */
1467 else if ((a & 0x80) && (c & 0x80))
1476 /* Multi-hued monster */
1477 else if (r_ptr->flags1 & (RF1_ATTR_MULTI))
1479 /* Is it a shapechanger? */
1480 if (r_ptr->flags2 & (RF2_SHAPECHANGER))
1484 if (!(streq(ANGBAND_SYS, "ibm")))
1486 (*cp) = r_info[randint1(max_r_idx-1)].x_char;
1487 (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
1491 int n = strlen(image_monster_hack_ibm);
1492 (*cp) = (image_monster_hack_ibm[randint0(n)]);
1495 (*ap) = randint1(15);
1500 (*cp) = (one_in_(25) ?
1501 image_object_hack[randint0(strlen(image_object_hack))] :
1502 image_monster_hack[randint0(strlen(image_monster_hack))]);
1508 /* Multi-hued attr */
1509 if (r_ptr->flags2 & RF2_ATTR_ANY)
1510 (*ap) = randint1(15);
1511 else switch (randint1(7))
1523 (*ap) = TERM_L_GREEN;
1529 (*ap) = TERM_L_DARK;
1537 /* Normal monster (not "clear" in any way) */
1538 else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR)))
1547 /* Hack -- Bizarre grid under monster */
1548 else if ((*ap & 0x80) || (*cp & 0x80))
1560 /* Normal (non-clear char) monster */
1561 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR)))
1567 /* Normal (non-clear attr) monster */
1568 else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR)))
1575 /* Hack -- hallucination */
1578 /* Hallucinatory monster */
1579 image_monster(ap, cp);
1584 /* Handle "player" */
1585 if ((y == py) && (x == px))
1587 monster_race *r_ptr = &r_info[0];
1591 /* Get the "player" attr */
1594 /* Get the "player" char */
1597 #ifdef VARIABLE_PLAYER_GRAPH
1599 if (!streq(ANGBAND_GRAF, "new"))
1601 if (streq(ANGBAND_SYS,"ibm"))
1603 if (use_graphics && player_symbols)
1605 if (p_ptr->psex == SEX_FEMALE) c = (char)242;
1606 switch (p_ptr->pclass)
1609 if (p_ptr->lev < 20)
1615 case CLASS_WARRIOR_MAGE:
1616 case CLASS_RED_MAGE:
1617 if (p_ptr->lev < 20)
1622 case CLASS_CHAOS_WARRIOR:
1627 while (a == TERM_DARK);
1630 case CLASS_HIGH_MAGE:
1631 case CLASS_SORCERER:
1632 case CLASS_MAGIC_EATER:
1633 case CLASS_BLUE_MAGE:
1634 if (p_ptr->lev < 20)
1642 if (p_ptr->lev < 20)
1650 if (p_ptr->lev < 20)
1657 if (p_ptr->lev < 20)
1664 case CLASS_BERSERKER:
1666 if (p_ptr->lev < 20)
1672 case CLASS_MINDCRAFTER:
1673 case CLASS_FORCETRAINER:
1674 case CLASS_MIRROR_MASTER:
1675 if (p_ptr->lev < 20)
1681 default: /* Unknown */
1685 switch (p_ptr->prace)
1697 case RACE_HALF_TROLL:
1707 case RACE_HALF_OGRE:
1710 case RACE_HALF_GIANT:
1711 case RACE_HALF_TITAN:
1730 case RACE_DRACONIAN:
1731 if (p_ptr->lev < 20)
1733 else if (p_ptr->lev < 40)
1738 case RACE_MIND_FLAYER:
1749 if (p_ptr->pclass == CLASS_MAGE ||
1750 p_ptr->pclass == CLASS_PRIEST ||
1751 p_ptr->pclass == CLASS_HIGH_MAGE ||
1752 p_ptr->pclass == CLASS_SORCERER ||
1753 p_ptr->pclass == CLASS_MONK ||
1754 p_ptr->pclass == CLASS_FORCETRAINER ||
1755 p_ptr->pclass == CLASS_BLUE_MAGE ||
1756 p_ptr->pclass == CLASS_MIRROR_MASTER ||
1757 p_ptr->pclass == CLASS_MINDCRAFTER)
1791 #endif /* VARIABLE_PLAYER_GRAPH */
1799 * Table of Ascii-to-Zenkaku
1801 static char ascii_to_zenkaku[2*128+1] = "\
1802 ¡¡¡ª¡É¡ô¡ð¡ó¡õ¡Ç¡Ê¡Ë¡ö¡Ü¡¤¡Ý¡¥¡¿\
1803 £°£±£²£³£´£µ£¶£·£¸£¹¡¨¡§¡ã¡á¡ä¡©\
1804 ¡÷£Á£Â£Ã£Ä£Å£Æ£Ç£È£É£Ê£Ë£Ì£Í£Î£Ï\
1805 £Ð£Ñ£Ò£Ó£Ô£Õ£Ö£×£Ø£Ù£Ú¡Î¡À¡Ï¡°¡²\
1806 ¡Æ£á£â£ã£ä£å£æ£ç£è£é£ê£ë£ì£í£î£ï\
1807 £ð£ñ£ò£ó£ô£õ£ö£÷£ø£ù£ú¡Ð¡Ã¡Ñ¡Á¡¡";
1811 * Calculate panel colum of a location in the map
1813 static int panel_col_of(int col)
1815 col -= panel_col_min;
1816 if (use_bigtile) col *= 2;
1822 * Moves the cursor to a given MAP (y,x) location
1824 void move_cursor_relative(int row, int col)
1826 /* Real co-ords convert to screen positions */
1827 row -= panel_row_prt;
1830 Term_gotoxy(panel_col_of(col), row);
1836 * Place an attr/char pair at the given map coordinate, if legal.
1838 void print_rel(char c, byte a, int y, int x)
1840 /* Only do "legal" locations */
1841 if (panel_contains(y, x))
1843 /* Hack -- fake monochrome */
1844 if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
1846 if (world_monster) a = TERM_DARK;
1847 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
1848 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
1849 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1852 /* Draw the char using the attr */
1853 Term_draw(panel_col_of(x), y-panel_row_prt, a, c);
1862 * Memorize interesting viewable object/features in the given grid
1864 * This function should only be called on "legal" grids.
1866 * This function will memorize the object and/or feature in the given
1867 * grid, if they are (1) viewable and (2) interesting. Note that all
1868 * objects are interesting, all terrain features except floors (and
1869 * invisible traps) are interesting, and floors (and invisible traps)
1870 * are interesting sometimes (depending on various options involving
1871 * the illumination of floor grids).
1873 * The automatic memorization of all objects and non-floor terrain
1874 * features as soon as they are displayed allows incredible amounts
1875 * of optimization in various places, especially "map_info()".
1877 * Note that the memorization of objects is completely separate from
1878 * the memorization of terrain features, preventing annoying floor
1879 * memorization when a detected object is picked up from a dark floor,
1880 * and object memorization when an object is dropped into a floor grid
1881 * which is memorized but out-of-sight.
1883 * This function should be called every time the "memorization" of
1884 * a grid (or the object in a grid) is called into question, such
1885 * as when an object is created in a grid, when a terrain feature
1886 * "changes" from "floor" to "non-floor", when any grid becomes
1887 * "illuminated" or "viewable", and when a "floor" grid becomes
1890 * Note the relatively efficient use of this function by the various
1891 * "update_view()" and "update_lite()" calls, to allow objects and
1892 * terrain features to be memorized (and drawn) whenever they become
1893 * viewable or illuminated in any way, but not when they "maintain"
1894 * or "lose" their previous viewability or illumination.
1896 * Note the butchered "internal" version of "player_can_see_bold()",
1897 * optimized primarily for the most common cases, that is, for the
1898 * non-marked floor grids.
1900 void note_spot(int y, int x)
1902 cave_type *c_ptr = &cave[y][x];
1904 s16b this_o_idx, next_o_idx = 0;
1907 /* Blind players see nothing */
1908 if (p_ptr->blind) return;
1910 /* Analyze non-torch-lit grids */
1911 if (!(c_ptr->info & (CAVE_LITE)))
1913 /* Require line of sight to the grid */
1914 if (!(c_ptr->info & (CAVE_VIEW))) return;
1916 if (p_ptr->pclass != CLASS_NINJA)
1918 /* Require "perma-lite" of the grid */
1919 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return;
1924 /* Hack -- memorize objects */
1925 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1927 object_type *o_ptr = &o_list[this_o_idx];
1929 /* Acquire next object */
1930 next_o_idx = o_ptr->next_o_idx;
1932 /* Memorize objects */
1933 o_ptr->marked = TRUE;
1937 /* Hack -- memorize grids */
1938 if (!(c_ptr->info & (CAVE_MARK)))
1940 if (p_ptr->pclass == CLASS_NINJA)
1942 c_ptr->info |= (CAVE_MARK);
1944 /* Handle floor grids first */
1945 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
1947 /* Option -- memorize all torch-lit floors */
1948 if (view_torch_grids && (c_ptr->info & (CAVE_LITE)))
1951 c_ptr->info |= (CAVE_MARK);
1954 /* Option -- memorize all perma-lit floors */
1955 else if (view_perma_grids && (c_ptr->info & (CAVE_GLOW)))
1958 c_ptr->info |= (CAVE_MARK);
1962 /* Memorize normal grids */
1963 else if (cave_floor_grid(c_ptr))
1966 c_ptr->info |= (CAVE_MARK);
1969 /* Memorize torch-lit walls */
1970 else if (c_ptr->info & (CAVE_LITE))
1973 c_ptr->info |= (CAVE_MARK);
1976 /* Memorize certain non-torch-lit wall grids */
1981 /* Hack -- move one grid towards player */
1982 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1983 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1985 /* Check for "local" illumination */
1986 if (cave[yy][xx].info & (CAVE_GLOW))
1989 c_ptr->info |= (CAVE_MARK);
1996 void display_dungeon(void)
2002 #ifdef USE_TRANSPARENCY
2005 #endif /* USE_TRANSPARENCY */
2007 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
2009 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
2011 if (in_bounds2(y, x))
2014 #ifdef USE_TRANSPARENCY
2015 /* Examine the grid */
2016 map_info(y, x, &a, &c, &ta, &tc);
2017 #else /* USE_TRANSPARENCY */
2018 /* Examine the grid */
2019 map_info(y, x, &a, &c);
2020 #endif /* USE_TRANSPARENCY */
2022 /* Hack -- fake monochrome */
2023 if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
2025 if (world_monster) a = TERM_DARK;
2026 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2027 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2028 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2031 #ifdef USE_TRANSPARENCY
2032 /* Hack -- Queue it */
2033 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
2034 #else /* USE_TRANSPARENCY */
2035 /* Hack -- Queue it */
2036 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
2037 #endif /* USE_TRANSPARENCY */
2042 /* Clear out-of-bound tiles */
2044 /* Access darkness */
2045 feature_type *f_ptr = &f_info[FEAT_NONE];
2053 #ifdef USE_TRANSPARENCY
2054 /* Hack -- Queue it */
2055 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
2056 #else /* USE_TRANSPARENCY */
2057 /* Hack -- Queue it */
2058 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
2059 #endif /* USE_TRANSPARENCY */
2067 * Redraw (on the screen) a given MAP location
2069 * This function should only be called on "legal" grids
2071 void lite_spot(int y, int x)
2073 /* Redraw if on screen */
2074 if (panel_contains(y, x) && in_bounds(y, x))
2079 #ifdef USE_TRANSPARENCY
2083 /* Examine the grid */
2084 map_info(y, x, &a, &c, &ta, &tc);
2085 #else /* USE_TRANSPARENCY */
2086 /* Examine the grid */
2087 map_info(y, x, &a, &c);
2088 #endif /* USE_TRANSPARENCY */
2090 /* Hack -- fake monochrome */
2091 if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
2093 if (world_monster) a = TERM_DARK;
2094 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2095 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2096 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2111 #ifdef USE_TRANSPARENCY
2115 c2 = ascii_to_zenkaku[2*(c-' ') + 1];
2116 c = ascii_to_zenkaku[2*(c-' ')];
2127 #ifdef USE_TRANSPARENCY
2128 /* Hack -- Queue it */
2129 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
2131 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2, 0, 0);
2132 #else /* USE_TRANSPARENCY */
2133 /* Hack -- Queue it */
2134 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
2136 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
2137 #endif /* USE_TRANSPARENCY */
2143 * Prints the map of the dungeon
2145 * Note that, for efficiency, we contain an "optimized" version
2146 * of both "lite_spot()" and "print_rel()", and that we use the
2147 * "lite_spot()" function to display the player grid, if needed.
2155 s16b xmin, xmax, ymin, ymax;
2159 bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
2162 Term_get_size(&wid, &hgt);
2164 /* Remove map offset */
2168 /* Access the cursor state */
2169 (void)Term_get_cursor(&v);
2171 /* Hide the cursor */
2172 (void)Term_set_cursor(0);
2175 xmin = (0 < panel_col_min) ? panel_col_min : 0;
2176 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
2177 ymin = (0 < panel_row_min) ? panel_row_min : 0;
2178 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
2180 /* Bottom section of screen */
2181 for (y = 1; y <= ymin - panel_row_prt; y++)
2183 /* Erase the section */
2184 Term_erase(COL_MAP, y, wid);
2187 /* Top section of screen */
2188 for (y = ymax - panel_row_prt; y <= hgt; y++)
2190 /* Erase the section */
2191 Term_erase(COL_MAP, y, wid);
2195 for (y = ymin; y <= ymax; y++)
2197 /* Scan the columns of row "y" */
2198 for (x = xmin; x <= xmax; x++)
2203 #ifdef USE_TRANSPARENCY
2207 /* Determine what is there */
2208 map_info(y, x, &a, &c, &ta, &tc);
2210 /* Determine what is there */
2211 map_info(y, x, &a, &c);
2214 /* Hack -- fake monochrome */
2215 if (fake_monochrome)
2217 if (world_monster) a = TERM_DARK;
2218 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2219 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2220 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2235 #ifdef USE_TRANSPARENCY
2239 c2 = ascii_to_zenkaku[2*(c-' ') + 1];
2240 c = ascii_to_zenkaku[2*(c-' ')];
2251 /* Efficiency -- Redraw that grid of the map */
2252 #ifdef USE_TRANSPARENCY
2253 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
2254 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2, 0, 0);
2256 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
2257 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
2262 /* Display player */
2265 /* Restore the cursor */
2266 (void)Term_set_cursor(v);
2272 * print project path
2274 void prt_path(int y, int x)
2279 int default_color = TERM_SLATE;
2280 bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
2282 if (!display_path) return;
2283 if (-1 == project_length)
2286 /* Get projection path */
2287 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
2290 p_ptr->redraw |= (PR_MAP);
2296 for (i = 0; i < path_n; i++)
2298 int ny = GRID_Y(path_g[i]);
2299 int nx = GRID_X(path_g[i]);
2301 if (panel_contains(ny, nx))
2303 byte a = default_color;
2306 #ifdef USE_TRANSPARENCY
2311 if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
2313 /* Determine what is there */
2314 #ifdef USE_TRANSPARENCY
2315 map_info(ny, nx, &a, &c, &ta, &tc);
2317 map_info(ny, nx, &a, &c);
2320 if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
2322 else if (a == default_color)
2326 if (fake_monochrome)
2328 if (world_monster) a = TERM_DARK;
2329 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2330 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2331 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2338 c2 = ascii_to_zenkaku[2*(c-' ') + 1];
2339 c = ascii_to_zenkaku[2*(c-' ')];
2345 /* Hack -- Queue it */
2346 #ifdef USE_TRANSPARENCY
2347 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
2348 if (use_bigtile) Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c2, ta, tc);
2350 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c);
2351 if (use_bigtile) Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c2);
2356 if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
2359 if (nx == x && ny == y) default_color = TERM_L_DARK;
2364 static cptr simplify_list[][2] =
2371 {"^Amulet of ", "\""},
2372 {"^Scroll of ", "?"},
2373 {"^Scroll titled ", "?"},
2374 {"^Wand of " , "-"},
2376 {"^Staff of " , "_"},
2377 {"^Potion of ", "!"},
2389 static void display_shortened_item_name(object_type *o_ptr, int y)
2396 object_desc(buf, o_ptr, FALSE, 0);
2397 attr = tval_to_attr[o_ptr->tval % 128];
2403 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
2405 strcpy(buf, "something strange");
2409 for (c = buf; *c; c++)
2412 for (i = 0; simplify_list[i][1]; i++)
2414 cptr org_w = simplify_list[i][0];
2424 if (!strncmp(c, org_w, strlen(org_w)))
2427 cptr tmp = simplify_list[i][1];
2430 tmp = c + strlen(org_w);
2440 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
2446 if(len + 2 > 12) break;
2453 if(len + 1 > 12) break;
2459 Term_putstr(0, y, 12, attr, buf);
2463 * Display a "small-scale" map of the dungeon in the active Term
2465 void display_map(int *cy, int *cx)
2482 /* Save lighting effects */
2483 bool old_view_special_lite = view_special_lite;
2484 bool old_view_granite_lite = view_granite_lite;
2486 bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
2488 int hgt, wid, yrat, xrat;
2490 int **match_autopick_yx;
2491 object_type ***object_autopick_yx;
2494 Term_get_size(&wid, &hgt);
2497 if (use_bigtile) wid /= 2;
2499 yrat = (cur_hgt + hgt - 1) / hgt;
2500 xrat = (cur_wid + wid - 1) / wid;
2502 /* Disable lighting effects */
2503 view_special_lite = FALSE;
2504 view_granite_lite = FALSE;
2506 /* Allocate the maps */
2507 C_MAKE(ma, (hgt + 2), byte_ptr);
2508 C_MAKE(mc, (hgt + 2), char_ptr);
2509 C_MAKE(mp, (hgt + 2), byte_ptr);
2510 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
2511 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
2513 /* Allocate and wipe each line map */
2514 for (y = 0; y < (hgt + 2); y++)
2516 /* Allocate one row each array */
2517 C_MAKE(ma[y], (wid + 2), byte);
2518 C_MAKE(mc[y], (wid + 2), char);
2519 C_MAKE(mp[y], (wid + 2), byte);
2520 C_MAKE(match_autopick_yx[y], (wid + 2), int);
2521 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
2523 for (x = 0; x < wid + 2; ++x)
2525 match_autopick_yx[y][x] = -1;
2526 object_autopick_yx[y][x] = NULL;
2529 ma[y][x] = TERM_WHITE;
2537 /* Allocate the maps */
2538 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
2539 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
2540 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
2542 /* Allocate and wipe each line map */
2543 for (y = 0; y < (cur_hgt + 2); y++)
2545 /* Allocate one row each array */
2546 C_MAKE(bigma[y], (cur_wid + 2), byte);
2547 C_MAKE(bigmc[y], (cur_wid + 2), char);
2548 C_MAKE(bigmp[y], (cur_wid + 2), byte);
2550 for (x = 0; x < cur_wid + 2; ++x)
2553 bigma[y][x] = TERM_WHITE;
2561 /* Fill in the map */
2562 for (i = 0; i < cur_wid; ++i)
2564 for (j = 0; j < cur_hgt; ++j)
2574 /* Extract the current attr/char at that map location */
2575 #ifdef USE_TRANSPARENCY
2576 map_info(j, i, &ta, &tc, &ta, &tc);
2577 #else /* USE_TRANSPARENCY */
2578 map_info(j, i, &ta, &tc);
2579 #endif /* USE_TRANSPARENCY */
2581 /* Extract the priority */
2584 if(match_autopick!=-1
2585 && (match_autopick_yx[y][x] == -1
2586 || match_autopick_yx[y][x] > match_autopick))
2588 match_autopick_yx[y][x] = match_autopick;
2589 object_autopick_yx[y][x] = autopick_obj;
2593 /* Save the char, attr and priority */
2594 bigmc[j+1][i+1] = tc;
2595 bigma[j+1][i+1] = ta;
2596 bigmp[j+1][i+1] = tp;
2600 for (j = 0; j < cur_hgt; ++j)
2602 for (i = 0; i < cur_wid; ++i)
2608 tc = bigmc[j+1][i+1];
2609 ta = bigma[j+1][i+1];
2610 tp = bigmp[j+1][i+1];
2612 /* rare feature has more priority */
2618 for (t = 0; t < 8; t++)
2620 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2621 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2631 /* Save the char, attr and priority */
2644 /* Draw the corners */
2645 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2647 /* Draw the horizontal edges */
2648 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2650 /* Draw the vertical edges */
2651 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2654 /* Display each map line in order */
2655 for (y = 0; y < hgt + 2; ++y)
2657 /* Start a new line */
2658 Term_gotoxy(COL_MAP, y);
2660 /* Display the line */
2661 for (x = 0; x < wid + 2; ++x)
2666 /* Hack -- fake monochrome */
2667 if (fake_monochrome)
2669 if (world_monster) ta = TERM_DARK;
2670 else if (p_ptr->invuln || world_player) ta = TERM_WHITE;
2671 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) ta = TERM_WHITE;
2672 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2688 c2 = ascii_to_zenkaku[2*(tc-' ') + 1];
2689 tc = ascii_to_zenkaku[2*(tc-' ')];
2700 /* Add the character */
2702 if (use_bigtile) Term_addch(a2, c2);
2707 for (y = 1; y < hgt + 1; ++y)
2709 match_autopick = -1;
2710 for (x = 1; x <= wid; x++){
2711 if (match_autopick_yx[y][x] != -1 &&
2712 (match_autopick > match_autopick_yx[y][x] ||
2713 match_autopick == -1)){
2714 match_autopick = match_autopick_yx[y][x];
2715 autopick_obj = object_autopick_yx[y][x];
2719 /* Clear old display */
2720 Term_putstr(0, y, 12, 0, " ");
2722 if (match_autopick != -1)
2724 display_shortened_item_name(autopick_obj, y);
2727 char buf[13] = "\0";
2728 strncpy(buf,autopick_name[match_autopick],12);
2736 /* Player location */
2737 (*cy) = py / yrat + 1 + ROW_MAP;
2739 (*cx) = px / xrat + 1 + COL_MAP;
2741 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2743 /* Restore lighting effects */
2744 view_special_lite = old_view_special_lite;
2745 view_granite_lite = old_view_granite_lite;
2747 /* Free each line map */
2748 for (y = 0; y < (hgt + 2); y++)
2750 /* Free one row each array */
2751 C_FREE(ma[y], (wid + 2), byte);
2752 C_FREE(mc[y], (wid + 2), char);
2753 C_FREE(mp[y], (wid + 2), byte);
2754 C_FREE(match_autopick_yx[y], (wid + 2), int);
2755 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2758 /* Free each line map */
2759 C_FREE(ma, (hgt + 2), byte_ptr);
2760 C_FREE(mc, (hgt + 2), char_ptr);
2761 C_FREE(mp, (hgt + 2), byte_ptr);
2762 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2763 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2765 /* Free each line map */
2766 for (y = 0; y < (cur_hgt + 2); y++)
2768 /* Free one row each array */
2769 C_FREE(bigma[y], (cur_wid + 2), byte);
2770 C_FREE(bigmc[y], (cur_wid + 2), char);
2771 C_FREE(bigmp[y], (cur_wid + 2), byte);
2774 /* Free each line map */
2775 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2776 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2777 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2782 * Display a "small-scale" map of the dungeon for the player
2784 * Currently, the "player" is displayed on the map. XXX XXX XXX
2786 void do_cmd_view_map(void)
2791 /* Save the screen */
2796 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2798 prt("Please wait...", 0, 0);
2804 /* Clear the screen */
2807 display_autopick = 0;
2809 /* Display the map */
2810 display_map(&cy, &cx);
2813 if(max_autopick && !p_ptr->wild_mode)
2815 display_autopick = ITEM_DISPLAY;
2822 int wid, hgt, row_message;
2824 Term_get_size(&wid, &hgt);
2825 row_message = hgt - 1;
2828 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2830 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2833 /* Hilite the player */
2834 move_cursor(cy, cx);
2841 flag = DONT_AUTOPICK;
2843 flag = DO_AUTODESTROY;
2845 flag = (DO_AUTOPICK | DONT_AUTOPICK);
2851 if (~display_autopick & flag)
2852 display_autopick |= flag;
2854 display_autopick &= ~flag;
2855 /* Display the map */
2856 display_map(&cy, &cx);
2859 display_autopick = 0;
2865 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2867 put_str("Hit any key to continue", 23, 30);
2868 #endif /* Hilite the player */
2869 move_cursor(cy, cx);
2874 /* Restore the screen */
2883 * Some comments on the cave grid flags. -BEN-
2886 * One of the major bottlenecks in previous versions of Angband was in
2887 * the calculation of "line of sight" from the player to various grids,
2888 * such as monsters. This was such a nasty bottleneck that a lot of
2889 * silly things were done to reduce the dependancy on "line of sight",
2890 * for example, you could not "see" any grids in a lit room until you
2891 * actually entered the room, and there were all kinds of bizarre grid
2892 * flags to enable this behavior. This is also why the "call light"
2893 * spells always lit an entire room.
2895 * The code below provides functions to calculate the "field of view"
2896 * for the player, which, once calculated, provides extremely fast
2897 * calculation of "line of sight from the player", and to calculate
2898 * the "field of torch lite", which, again, once calculated, provides
2899 * extremely fast calculation of "which grids are lit by the player's
2900 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2901 * "GRID_LITE", as appropriate, these functions maintain an array for
2902 * each of these two flags, each array containing the locations of all
2903 * of the grids marked with the appropriate flag, which can be used to
2904 * very quickly scan through all of the grids in a given set.
2906 * To allow more "semantically valid" field of view semantics, whenever
2907 * the field of view (or the set of torch lit grids) changes, all of the
2908 * grids in the field of view (or the set of torch lit grids) are "drawn"
2909 * so that changes in the world will become apparent as soon as possible.
2910 * This has been optimized so that only grids which actually "change" are
2911 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2912 * of the grids which are entering or leaving the relevent set of grids.
2914 * These new methods are so efficient that the old nasty code was removed.
2916 * Note that there is no reason to "update" the "viewable space" unless
2917 * the player "moves", or walls/doors are created/destroyed, and there
2918 * is no reason to "update" the "torch lit grids" unless the field of
2919 * view changes, or the "light radius" changes. This means that when
2920 * the player is resting, or digging, or doing anything that does not
2921 * involve movement or changing the state of the dungeon, there is no
2922 * need to update the "view" or the "lite" regions, which is nice.
2924 * Note that the calls to the nasty "los()" function have been reduced
2925 * to a bare minimum by the use of the new "field of view" calculations.
2927 * I wouldn't be surprised if slight modifications to the "update_view()"
2928 * function would allow us to determine "reverse line-of-sight" as well
2929 * as "normal line-of-sight", which would allow monsters to use a more
2930 * "correct" calculation to determine if they can "see" the player. For
2931 * now, monsters simply "cheat" somewhat and assume that if the player
2932 * has "line of sight" to the monster, then the monster can "pretend"
2933 * that it has "line of sight" to the player.
2936 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2937 * grid and maintains an array of all "CAVE_LITE" grids.
2939 * This set of grids is the complete set of all grids which are lit by
2940 * the players light source, which allows the "player_can_see_bold()"
2941 * function to work very quickly.
2943 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2944 * fact, the player (unless blind) can always "see" all grids which are
2945 * marked as "CAVE_LITE", unless they are "off screen".
2948 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2949 * grid and maintains an array of all "CAVE_VIEW" grids.
2951 * This set of grids is the complete set of all grids within line of sight
2952 * of the player, allowing the "player_has_los_bold()" macro to work very
2956 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2957 * temporary internal flag to mark those grids which are not only in view,
2958 * but which are also "easily" in line of sight of the player. This flag
2959 * is always cleared when we are done.
2962 * The current "update_lite()" and "update_view()" algorithms use the
2963 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2964 * to keep track of which grids were previously marked as "CAVE_LITE" or
2965 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2967 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2968 * for various other purposes, such as spreading lite or darkness during
2969 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2972 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2973 * in some way permanently lit. However, for the player to "see" anything
2974 * in the grid, as determined by "player_can_see()", the player must not be
2975 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2976 * grids, even if marked as "perma lit", are only illuminated if they touch
2977 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2980 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2981 * that even if the player cannot "see" the grid, he "knows" the terrain in
2982 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2983 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2984 * or when one of the "memorize floor grids" options induces memorization.
2986 * Objects are "memorized" in a different way, using a special "marked" flag
2987 * on the object itself, which is set when an object is observed or detected.
2990 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2991 * and should be illuminated by "lite room" and "darkness" spells.
2994 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2995 * and should be unavailable for "teleportation" destinations.
2998 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2999 * which is observed, and the "view_torch_grids" allows the player to memorize
3000 * every torch-lit grid. The player will always memorize important walls,
3001 * doors, stairs, and other terrain features, as well as any "detected" grids.
3003 * Note that the new "update_view()" method allows, among other things, a room
3004 * to be "partially" seen as the player approaches it, with a growing cone of
3005 * floor appearing as the player gets closer to the door. Also, by not turning
3006 * on the "memorize perma-lit grids" option, the player will only "see" those
3007 * floor grids which are actually in line of sight.
3009 * And my favorite "plus" is that you can now use a special option to draw the
3010 * "floors" in the "viewable region" brightly (actually, to draw the *other*
3011 * grids dimly), providing a "pretty" effect as the player runs around, and
3012 * to efficiently display the "torch lite" in a special color.
3015 * Some comments on the "update_view()" algorithm...
3017 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
3018 * and only has to call "los()" on the borderline cases. The major axes/diags
3019 * even terminate early when they hit walls. I need to find a quick way
3020 * to "terminate" the other scans.
3022 * Note that in the worst case (a big empty area with say 5% scattered walls),
3023 * each of the 1500 or so nearby grids is checked once, most of them getting
3024 * an "instant" rating, and only a small portion requiring a call to "los()".
3026 * The only time that the algorithm appears to be "noticeably" too slow is
3027 * when running, and this is usually only important in town, since the town
3028 * provides about the worst scenario possible, with large open regions and
3029 * a few scattered obstructions. There is a special "efficiency" option to
3030 * allow the player to reduce his field of view in town, if needed.
3032 * In the "best" case (say, a normal stretch of corridor), the algorithm
3033 * makes one check for each viewable grid, and makes no calls to "los()".
3034 * So running in corridors is very fast, and if a lot of monsters are
3035 * nearby, it is much faster than the old methods.
3037 * Note that resting, most normal commands, and several forms of running,
3038 * plus all commands executed near large groups of monsters, are strictly
3039 * more efficient with "update_view()" that with the old "compute los() on
3040 * demand" method, primarily because once the "field of view" has been
3041 * calculated, it does not have to be recalculated until the player moves
3042 * (or a wall or door is created or destroyed).
3044 * Note that we no longer have to do as many "los()" checks, since once the
3045 * "view" region has been built, very few things cause it to be "changed"
3046 * (player movement, and the opening/closing of doors, changes in wall status).
3047 * Note that door/wall changes are only relevant when the door/wall itself is
3048 * in the "view" region.
3050 * The algorithm seems to only call "los()" from zero to ten times, usually
3051 * only when coming down a corridor into a room, or standing in a room, just
3052 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
3053 * we will be reducing the calls to "los()".
3055 * I am thinking in terms of an algorithm that "walks" from the central point
3056 * out to the maximal "distance", at each point, determining the "view" code
3057 * (above). For each grid not on a major axis or diagonal, the "view" code
3058 * depends on the "cave_floor_bold()" and "view" of exactly two other grids
3059 * (the one along the nearest diagonal, and the one next to that one, see
3060 * "update_view_aux()"...).
3062 * We "memorize" the viewable space array, so that at the cost of under 3000
3063 * bytes, we reduce the time taken by "forget_view()" to one assignment for
3064 * each grid actually in the "viewable space". And for another 3000 bytes,
3065 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
3066 * are also used by other routines, thus reducing the cost to almost nothing.
3068 * A similar thing is done for "forget_lite()" in which case the savings are
3069 * much less, but save us from doing bizarre maintenance checking.
3071 * In the worst "normal" case (in the middle of the town), the reachable space
3072 * actually reaches to more than half of the largest possible "circle" of view,
3073 * or about 800 grids, and in the worse case (in the middle of a dungeon level
3074 * where all the walls have been removed), the reachable space actually reaches
3075 * the theoretical maximum size of just under 1500 grids.
3077 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
3078 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
3079 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
3080 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
3081 * entire possible space (including initialization) in one step per grid. If
3082 * we do the "clearing" as a separate step (and use an array of "view" grids),
3083 * then the clearing will take as many steps as grids that were viewed, and the
3084 * algorithm will be able to "stop" scanning at various points.
3085 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
3096 * Actually erase the entire "lite" array, redrawing every grid
3098 void forget_lite(void)
3102 /* None to forget */
3103 if (!lite_n) return;
3105 /* Clear them all */
3106 for (i = 0; i < lite_n; i++)
3111 /* Forget "LITE" flag */
3112 cave[y][x].info &= ~(CAVE_LITE);
3126 * This macro allows us to efficiently add a grid to the "lite" array,
3127 * note that we are never called for illegal grids, or for grids which
3128 * have already been placed into the "lite" array, and we are never
3129 * called when the "lite" array is full.
3131 #define cave_lite_hack(Y,X) \
3133 if (!(cave[Y][X].info & (CAVE_LITE))) { \
3134 cave[Y][X].info |= (CAVE_LITE); \
3135 lite_y[lite_n] = (Y); \
3136 lite_x[lite_n] = (X); \
3142 * Update the set of grids "illuminated" by the player's lite.
3144 * This routine needs to use the results of "update_view()"
3146 * Note that "blindness" does NOT affect "torch lite". Be careful!
3148 * We optimize most lites (all non-artifact lites) by using "obvious"
3149 * facts about the results of "small" lite radius, and we attempt to
3150 * list the "nearby" grids before the more "distant" ones in the
3151 * array of torch-lit grids.
3153 * We will correctly handle "large" radius lites, though currently,
3154 * it is impossible for the player to have more than radius 3 lite.
3156 * We assume that "radius zero" lite is in fact no lite at all.
3158 * Torch Lantern Artifacts
3168 void update_lite(void)
3170 int i, x, y, min_x, max_x, min_y, max_y;
3171 int p = p_ptr->cur_lite;
3173 /*** Special case ***/
3175 /* Hack -- Player has no lite */
3178 /* Forget the old lite */
3181 /* Draw the player */
3186 /*** Save the old "lite" grids for later ***/
3188 /* Clear them all */
3189 for (i = 0; i < lite_n; i++)
3194 /* Mark the grid as not "lite" */
3195 cave[y][x].info &= ~(CAVE_LITE);
3197 /* Mark the grid as "seen" */
3198 cave[y][x].info |= (CAVE_TEMP);
3200 /* Add it to the "seen" set */
3210 /*** Collect the new "lite" grids ***/
3212 /* Radius 1 -- torch radius */
3216 cave_lite_hack(py, px);
3219 cave_lite_hack(py+1, px);
3220 cave_lite_hack(py-1, px);
3221 cave_lite_hack(py, px+1);
3222 cave_lite_hack(py, px-1);
3224 /* Diagonal grids */
3225 cave_lite_hack(py+1, px+1);
3226 cave_lite_hack(py+1, px-1);
3227 cave_lite_hack(py-1, px+1);
3228 cave_lite_hack(py-1, px-1);
3231 /* Radius 2 -- lantern radius */
3234 /* South of the player */
3235 if (cave_floor_bold(py+1, px))
3237 cave_lite_hack(py+2, px);
3238 cave_lite_hack(py+2, px+1);
3239 cave_lite_hack(py+2, px-1);
3242 /* North of the player */
3243 if (cave_floor_bold(py-1, px))
3245 cave_lite_hack(py-2, px);
3246 cave_lite_hack(py-2, px+1);
3247 cave_lite_hack(py-2, px-1);
3250 /* East of the player */
3251 if (cave_floor_bold(py, px+1))
3253 cave_lite_hack(py, px+2);
3254 cave_lite_hack(py+1, px+2);
3255 cave_lite_hack(py-1, px+2);
3258 /* West of the player */
3259 if (cave_floor_bold(py, px-1))
3261 cave_lite_hack(py, px-2);
3262 cave_lite_hack(py+1, px-2);
3263 cave_lite_hack(py-1, px-2);
3267 /* Radius 3+ -- artifact radius */
3272 /* Paranoia -- see "LITE_MAX" */
3275 /* South-East of the player */
3276 if (cave_floor_bold(py+1, px+1))
3278 cave_lite_hack(py+2, px+2);
3281 /* South-West of the player */
3282 if (cave_floor_bold(py+1, px-1))
3284 cave_lite_hack(py+2, px-2);
3287 /* North-East of the player */
3288 if (cave_floor_bold(py-1, px+1))
3290 cave_lite_hack(py-2, px+2);
3293 /* North-West of the player */
3294 if (cave_floor_bold(py-1, px-1))
3296 cave_lite_hack(py-2, px-2);
3301 if (min_y < 0) min_y = 0;
3305 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
3309 if (min_x < 0) min_x = 0;
3313 if (max_x > cur_wid-1) max_x = cur_wid-1;
3315 /* Scan the maximal box */
3316 for (y = min_y; y <= max_y; y++)
3318 for (x = min_x; x <= max_x; x++)
3320 int dy = (py > y) ? (py - y) : (y - py);
3321 int dx = (px > x) ? (px - x) : (x - px);
3323 /* Skip the "central" grids (above) */
3324 if ((dy <= 2) && (dx <= 2)) continue;
3326 /* Hack -- approximate the distance */
3327 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
3329 /* Skip distant grids */
3330 if (d > p) continue;
3332 /* Viewable, nearby, grids get "torch lit" */
3333 if (player_has_los_bold(y, x))
3335 /* This grid is "torch lit" */
3336 cave_lite_hack(y, x);
3343 /*** Complete the algorithm ***/
3345 /* Draw the new grids */
3346 for (i = 0; i < lite_n; i++)
3351 /* Update fresh grids */
3352 if (cave[y][x].info & (CAVE_TEMP)) continue;
3361 /* Clear them all */
3362 for (i = 0; i < temp_n; i++)
3367 /* No longer in the array */
3368 cave[y][x].info &= ~(CAVE_TEMP);
3370 /* Update stale grids */
3371 if (cave[y][x].info & (CAVE_LITE)) continue;
3382 static bool mon_invis;
3385 * Add a square to the changes array
3387 static void mon_lite_hack(int y, int x)
3392 if (!in_bounds2(y, x)) return;
3394 c_ptr = &cave[y][x];
3396 /* Want a unlit square in view of the player */
3397 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
3399 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
3400 if (!cave_floor_grid(c_ptr) && mon_invis) return;
3402 /* Save this square */
3403 if (temp_n < TEMP_MAX)
3411 c_ptr->info |= CAVE_MNLT;
3418 * Update squares illuminated by monsters.
3420 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
3421 * denote squares illuminated by monsters.
3423 * The CAVE_TEMP flag is used to store the state during the
3424 * updating. Only squares in view of the player, whos state
3425 * changes are drawn via lite_spot().
3427 void update_mon_lite(void)
3436 bool daytime = ((turn % (20L * TOWN_DAWN)) < ((20L * TOWN_DAWN) / 2));
3438 /* Clear all monster lit squares */
3439 for (i = 0; i < mon_lite_n; i++)
3442 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3445 c_ptr->info |= (CAVE_TEMP);
3447 /* Clear monster illumination flag */
3448 c_ptr->info &= ~(CAVE_MNLT);
3451 /* Empty temp list of new squares to lite up */
3454 /* Loop through monsters, adding newly lit squares to changes list */
3455 for (i = 1; i < m_max; i++)
3457 monster_type *m_ptr = &m_list[i];
3458 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3460 /* Skip dead monsters */
3461 if (!m_ptr->r_idx) continue;
3463 /* Is it too far away? */
3464 if (m_ptr->cdis > ((d_info[dungeon_type].flags1 & DF1_DARKNESS) ? MAX_SIGHT / 2 + 1 : MAX_SIGHT + 3)) continue;
3466 /* Get lite radius */
3469 /* Note the radii are cumulative */
3470 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3471 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3473 /* Exit if has no light */
3475 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && daytime) || p_ptr->inside_battle)) continue;
3477 if (world_monster) continue;
3479 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3481 /* Access the location */
3485 /* Is the monster visible? */
3486 mon_invis = !(cave[fy][fx].info & CAVE_VIEW);
3488 /* The square it is on */
3489 mon_lite_hack(fy, fx);
3491 /* Adjacent squares */
3492 mon_lite_hack(fy + 1, fx);
3493 mon_lite_hack(fy - 1, fx);
3494 mon_lite_hack(fy, fx + 1);
3495 mon_lite_hack(fy, fx - 1);
3496 mon_lite_hack(fy + 1, fx + 1);
3497 mon_lite_hack(fy + 1, fx - 1);
3498 mon_lite_hack(fy - 1, fx + 1);
3499 mon_lite_hack(fy - 1, fx - 1);
3504 /* South of the monster */
3505 if (cave_floor_bold(fy + 1, fx))
3507 mon_lite_hack(fy + 2, fx + 1);
3508 mon_lite_hack(fy + 2, fx);
3509 mon_lite_hack(fy + 2, fx - 1);
3511 c_ptr = &cave[fy + 2][fx];
3514 if ((rad == 3) && cave_floor_grid(c_ptr))
3516 mon_lite_hack(fy + 3, fx + 1);
3517 mon_lite_hack(fy + 3, fx);
3518 mon_lite_hack(fy + 3, fx - 1);
3522 /* North of the monster */
3523 if (cave_floor_bold(fy - 1, fx))
3525 mon_lite_hack(fy - 2, fx + 1);
3526 mon_lite_hack(fy - 2, fx);
3527 mon_lite_hack(fy - 2, fx - 1);
3529 c_ptr = &cave[fy - 2][fx];
3532 if ((rad == 3) && cave_floor_grid(c_ptr))
3534 mon_lite_hack(fy - 3, fx + 1);
3535 mon_lite_hack(fy - 3, fx);
3536 mon_lite_hack(fy - 3, fx - 1);
3540 /* East of the monster */
3541 if (cave_floor_bold(fy, fx + 1))
3543 mon_lite_hack(fy + 1, fx + 2);
3544 mon_lite_hack(fy, fx + 2);
3545 mon_lite_hack(fy - 1, fx + 2);
3547 c_ptr = &cave[fy][fx + 2];
3550 if ((rad == 3) && cave_floor_grid(c_ptr))
3552 mon_lite_hack(fy + 1, fx + 3);
3553 mon_lite_hack(fy, fx + 3);
3554 mon_lite_hack(fy - 1, fx + 3);
3558 /* West of the monster */
3559 if (cave_floor_bold(fy, fx - 1))
3561 mon_lite_hack(fy + 1, fx - 2);
3562 mon_lite_hack(fy, fx - 2);
3563 mon_lite_hack(fy - 1, fx - 2);
3565 c_ptr = &cave[fy][fx - 2];
3568 if ((rad == 3) && cave_floor_grid(c_ptr))
3570 mon_lite_hack(fy + 1, fx - 3);
3571 mon_lite_hack(fy, fx - 3);
3572 mon_lite_hack(fy - 1, fx - 3);
3580 /* South-East of the monster */
3581 if (cave_floor_bold(fy + 1, fx + 1))
3583 mon_lite_hack(fy + 2, fx + 2);
3586 /* South-West of the monster */
3587 if (cave_floor_bold(fy + 1, fx - 1))
3589 mon_lite_hack(fy + 2, fx - 2);
3592 /* North-East of the monster */
3593 if (cave_floor_bold(fy - 1, fx + 1))
3595 mon_lite_hack(fy - 2, fx + 2);
3598 /* North-West of the monster */
3599 if (cave_floor_bold(fy - 1, fx - 1))
3601 mon_lite_hack(fy - 2, fx - 2);
3606 /* Save end of list of new squares */
3610 * Look at old set flags to see if there are any changes.
3612 for (i = 0; i < mon_lite_n; i++)
3617 if (!in_bounds2(fy, fx)) continue;
3620 c_ptr = &cave[fy][fx];
3622 /* It it no longer lit? */
3623 if (!(c_ptr->info & CAVE_MNLT) && player_has_los_grid(c_ptr))
3625 /* It is now unlit */
3630 /* Add to end of temp array */
3631 temp_x[temp_n] = (byte)fx;
3632 temp_y[temp_n] = (byte)fy;
3636 /* Clear the lite array */
3639 /* Copy the temp array into the lit array lighting the new squares. */
3640 for (i = 0; i < temp_n; i++)
3645 if (!in_bounds2(fy, fx)) continue;
3648 c_ptr = &cave[fy][fx];
3652 /* Clear the temp flag for the old lit grids */
3653 c_ptr->info &= ~(CAVE_TEMP);
3657 /* The is the square newly lit and visible? */
3658 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3665 /* Save in the monster lit array */
3666 mon_lite_x[mon_lite_n] = fx;
3667 mon_lite_y[mon_lite_n] = fy;
3672 /* Finished with temp_n */
3675 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3677 if (p_ptr->special_defense & NINJA_S_STEALTH)
3679 if (p_ptr->old_monlite != p_ptr->monlite)
3684 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3686 msg_print("Your mantle of shadow become thin.");
3692 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3694 msg_print("Your mantle of shadow restored its original darkness.");
3699 p_ptr->old_monlite = p_ptr->monlite;
3702 void clear_mon_lite(void)
3707 /* Clear all monster lit squares */
3708 for (i = 0; i < mon_lite_n; i++)
3711 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3713 /* Clear monster illumination flag */
3714 c_ptr->info &= ~(CAVE_MNLT);
3717 /* Empty the array */
3724 * Clear the viewable space
3726 void forget_view(void)
3732 /* None to forget */
3733 if (!view_n) return;
3735 /* Clear them all */
3736 for (i = 0; i < view_n; i++)
3741 /* Access the grid */
3742 c_ptr = &cave[y][x];
3744 /* Forget that the grid is viewable */
3745 c_ptr->info &= ~(CAVE_VIEW);
3747 if (!panel_contains(y, x)) continue;
3749 /* Update the screen */
3760 * This macro allows us to efficiently add a grid to the "view" array,
3761 * note that we are never called for illegal grids, or for grids which
3762 * have already been placed into the "view" array, and we are never
3763 * called when the "view" array is full.
3765 #define cave_view_hack(C,Y,X) \
3767 if (!((C)->info & (CAVE_VIEW))){\
3768 (C)->info |= (CAVE_VIEW); \
3769 view_y[view_n] = (Y); \
3770 view_x[view_n] = (X); \
3777 * Helper function for "update_view()" below
3779 * We are checking the "viewability" of grid (y,x) by the player.
3781 * This function assumes that (y,x) is legal (i.e. on the map).
3783 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3784 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3786 * Note that we are using the "CAVE_XTRA" field for marking grids as
3787 * "easily viewable". This bit is cleared at the end of "update_view()".
3789 * This function adds (y,x) to the "viewable set" if necessary.
3791 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3793 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3795 bool f1, f2, v1, v2, z1, z2, wall;
3799 cave_type *g1_c_ptr;
3800 cave_type *g2_c_ptr;
3802 /* Access the grids */
3803 g1_c_ptr = &cave[y1][x1];
3804 g2_c_ptr = &cave[y2][x2];
3807 /* Check for walls */
3808 f1 = (cave_floor_grid(g1_c_ptr));
3809 f2 = (cave_floor_grid(g2_c_ptr));
3811 /* Totally blocked by physical walls */
3812 if (!f1 && !f2) return (TRUE);
3815 /* Check for visibility */
3816 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3817 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3819 /* Totally blocked by "unviewable neighbors" */
3820 if (!v1 && !v2) return (TRUE);
3823 /* Access the grid */
3824 c_ptr = &cave[y][x];
3827 /* Check for walls */
3828 wall = (!cave_floor_grid(c_ptr));
3831 /* Check the "ease" of visibility */
3832 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3833 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3835 /* Hack -- "easy" plus "easy" yields "easy" */
3838 c_ptr->info |= (CAVE_XTRA);
3840 cave_view_hack(c_ptr, y, x);
3845 /* Hack -- primary "easy" yields "viewed" */
3848 cave_view_hack(c_ptr, y, x);
3853 /* Hack -- "view" plus "view" yields "view" */
3856 /* c_ptr->info |= (CAVE_XTRA); */
3858 cave_view_hack(c_ptr, y, x);
3864 /* Mega-Hack -- the "los()" function works poorly on walls */
3867 cave_view_hack(c_ptr, y, x);
3873 /* Hack -- check line of sight */
3874 if (los(py, px, y, x))
3876 cave_view_hack(c_ptr, y, x);
3882 /* Assume no line of sight. */
3889 * Calculate the viewable space
3891 * 1: Process the player
3892 * 1a: The player is always (easily) viewable
3893 * 2: Process the diagonals
3894 * 2a: The diagonals are (easily) viewable up to the first wall
3895 * 2b: But never go more than 2/3 of the "full" distance
3896 * 3: Process the main axes
3897 * 3a: The main axes are (easily) viewable up to the first wall
3898 * 3b: But never go more than the "full" distance
3899 * 4: Process sequential "strips" in each of the eight octants
3900 * 4a: Each strip runs along the previous strip
3901 * 4b: The main axes are "previous" to the first strip
3902 * 4c: Process both "sides" of each "direction" of each strip
3903 * 4c1: Each side aborts as soon as possible
3904 * 4c2: Each side tells the next strip how far it has to check
3906 * Note that the octant processing involves some pretty interesting
3907 * observations involving when a grid might possibly be viewable from
3908 * a given grid, and on the order in which the strips are processed.
3910 * Note the use of the mathematical facts shown below, which derive
3911 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3912 * hypotenuse of a right triangle is primarily determined by the length
3913 * of the longest side, when one side is small, and is strictly less
3914 * than one-and-a-half times as long as the longest side when both of
3915 * the sides are large.
3917 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3918 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3920 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3922 * These observations are important because the calculation of the actual
3923 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3924 * while for small values (up to about 20 or so), the approximations above
3925 * are correct to within an error of at most one grid or so.
3927 * Observe the use of "full" and "over" in the code below, and the use of
3928 * the specialized calculation involving "limit", all of which derive from
3929 * the observations given above. Basically, we note that the "circle" of
3930 * view is completely contained in an "octagon" whose bounds are easy to
3931 * determine, and that only a few steps are needed to derive the actual
3932 * bounds of the circle given the bounds of the octagon.
3934 * Note that by skipping all the grids in the corners of the octagon, we
3935 * place an upper limit on the number of grids in the field of view, given
3936 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3937 * view, only about 1475 of these are in the "octagon" of view, and even
3938 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3939 * entries to completely contain the actual field of view.
3941 * Note also the care taken to prevent "running off the map". The use of
3942 * explicit checks on the "validity" of the "diagonal", and the fact that
3943 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3944 * use the optimized "cave_floor_bold()" macro, and to avoid the overhead
3945 * of multiple checks on the validity of grids.
3947 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3948 * "ws","wn" variables. They work like this: While travelling down the
3949 * south-bound strip just to the east of the main south axis, as soon as
3950 * we get to a grid which does not "transmit" viewing, if all of the strips
3951 * preceding us (in this case, just the main axis) had terminated at or before
3952 * the same point, then we can stop, and reset the "max distance" to ourself.
3953 * So, each strip (named by major axis plus offset, thus "se" in this case)
3954 * maintains a "blockage" variable, initialized during the main axis step,
3955 * and checks it whenever a blockage is observed. After processing each
3956 * strip as far as the previous strip told us to process, the next strip is
3957 * told not to go farther than the current strip's farthest viewable grid,
3958 * unless open space is still available. This uses the "k" variable.
3960 * Note the use of "inline" macros for efficiency. The "cave_floor_grid()"
3961 * macro is a replacement for "cave_floor_bold()" which takes a pointer to
3962 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3963 * chunk of code which adds the given location to the "view" array if it
3964 * is not already there, using both the actual location and a pointer to
3965 * the cave grid. See above.
3967 * By the way, the purpose of this code is to reduce the dependancy on the
3968 * "los()" function which is slow, and, in some cases, not very accurate.
3970 * It is very possible that I am the only person who fully understands this
3971 * function, and for that I am truly sorry, but efficiency was very important
3972 * and the "simple" version of this function was just not fast enough. I am
3973 * more than willing to replace this function with a simpler one, if it is
3974 * equally efficient, and especially willing if the new function happens to
3975 * derive "reverse-line-of-sight" at the same time, since currently monsters
3976 * just use an optimized hack of "you see me, so I see you", and then use the
3977 * actual "projectable()" function to check spell attacks.
3979 void update_view(void)
3981 int n, m, d, k, y, x, z;
3983 int se, sw, ne, nw, es, en, ws, wn;
3987 int y_max = cur_hgt - 1;
3988 int x_max = cur_wid - 1;
3992 /*** Initialize ***/
3995 if (view_reduce_view && !dun_level)
3997 /* Full radius (10) */
3998 full = MAX_SIGHT / 2;
4000 /* Octagon factor (15) */
4001 over = MAX_SIGHT * 3 / 4;
4007 /* Full radius (20) */
4010 /* Octagon factor (30) */
4011 over = MAX_SIGHT * 3 / 2;
4015 /*** Step 0 -- Begin ***/
4017 /* Save the old "view" grids for later */
4018 for (n = 0; n < view_n; n++)
4023 /* Access the grid */
4024 c_ptr = &cave[y][x];
4026 /* Mark the grid as not in "view" */
4027 c_ptr->info &= ~(CAVE_VIEW);
4029 /* Mark the grid as "seen" */
4030 c_ptr->info |= (CAVE_TEMP);
4032 /* Add it to the "seen" set */
4038 /* Start over with the "view" array */
4041 /*** Step 1 -- adjacent grids ***/
4043 /* Now start on the player */
4047 /* Access the grid */
4048 c_ptr = &cave[y][x];
4050 /* Assume the player grid is easily viewable */
4051 c_ptr->info |= (CAVE_XTRA);
4053 /* Assume the player grid is viewable */
4054 cave_view_hack(c_ptr, y, x);
4057 /*** Step 2 -- Major Diagonals ***/
4062 /* Scan south-east */
4063 for (d = 1; d <= z; d++)
4065 c_ptr = &cave[y+d][x+d];
4066 c_ptr->info |= (CAVE_XTRA);
4067 cave_view_hack(c_ptr, y+d, x+d);
4068 if (!cave_floor_grid(c_ptr)) break;
4071 /* Scan south-west */
4072 for (d = 1; d <= z; d++)
4074 c_ptr = &cave[y+d][x-d];
4075 c_ptr->info |= (CAVE_XTRA);
4076 cave_view_hack(c_ptr, y+d, x-d);
4077 if (!cave_floor_grid(c_ptr)) break;
4080 /* Scan north-east */
4081 for (d = 1; d <= z; d++)
4083 c_ptr = &cave[y-d][x+d];
4084 c_ptr->info |= (CAVE_XTRA);
4085 cave_view_hack(c_ptr, y-d, x+d);
4086 if (!cave_floor_grid(c_ptr)) break;
4089 /* Scan north-west */
4090 for (d = 1; d <= z; d++)
4092 c_ptr = &cave[y-d][x-d];
4093 c_ptr->info |= (CAVE_XTRA);
4094 cave_view_hack(c_ptr, y-d, x-d);
4095 if (!cave_floor_grid(c_ptr)) break;
4099 /*** Step 3 -- major axes ***/
4102 for (d = 1; d <= full; d++)
4104 c_ptr = &cave[y+d][x];
4105 c_ptr->info |= (CAVE_XTRA);
4106 cave_view_hack(c_ptr, y+d, x);
4107 if (!cave_floor_grid(c_ptr)) break;
4110 /* Initialize the "south strips" */
4114 for (d = 1; d <= full; d++)
4116 c_ptr = &cave[y-d][x];
4117 c_ptr->info |= (CAVE_XTRA);
4118 cave_view_hack(c_ptr, y-d, x);
4119 if (!cave_floor_grid(c_ptr)) break;
4122 /* Initialize the "north strips" */
4126 for (d = 1; d <= full; d++)
4128 c_ptr = &cave[y][x+d];
4129 c_ptr->info |= (CAVE_XTRA);
4130 cave_view_hack(c_ptr, y, x+d);
4131 if (!cave_floor_grid(c_ptr)) break;
4134 /* Initialize the "east strips" */
4138 for (d = 1; d <= full; d++)
4140 c_ptr = &cave[y][x-d];
4141 c_ptr->info |= (CAVE_XTRA);
4142 cave_view_hack(c_ptr, y, x-d);
4143 if (!cave_floor_grid(c_ptr)) break;
4146 /* Initialize the "west strips" */
4150 /*** Step 4 -- Divide each "octant" into "strips" ***/
4152 /* Now check each "diagonal" (in parallel) */
4153 for (n = 1; n <= over / 2; n++)
4155 int ypn, ymn, xpn, xmn;
4158 /* Acquire the "bounds" of the maximal circle */
4160 if (z > full - n) z = full - n;
4161 while ((z + n + (n>>1)) > full) z--;
4164 /* Access the four diagonal grids */
4174 /* Maximum distance */
4175 m = MIN(z, y_max - ypn);
4178 if ((xpn <= x_max) && (n < se))
4181 for (k = n, d = 1; d <= m; d++)
4183 /* Check grid "d" in strip "n", notice "blockage" */
4184 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
4186 if (n + d >= se) break;
4189 /* Track most distant "non-blockage" */
4196 /* Limit the next strip */
4201 if ((xmn >= 0) && (n < sw))
4204 for (k = n, d = 1; d <= m; d++)
4206 /* Check grid "d" in strip "n", notice "blockage" */
4207 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
4209 if (n + d >= sw) break;
4212 /* Track most distant "non-blockage" */
4219 /* Limit the next strip */
4228 /* Maximum distance */
4232 if ((xpn <= x_max) && (n < ne))
4235 for (k = n, d = 1; d <= m; d++)
4237 /* Check grid "d" in strip "n", notice "blockage" */
4238 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
4240 if (n + d >= ne) break;
4243 /* Track most distant "non-blockage" */
4250 /* Limit the next strip */
4255 if ((xmn >= 0) && (n < nw))
4258 for (k = n, d = 1; d <= m; d++)
4260 /* Check grid "d" in strip "n", notice "blockage" */
4261 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
4263 if (n + d >= nw) break;
4266 /* Track most distant "non-blockage" */
4273 /* Limit the next strip */
4282 /* Maximum distance */
4283 m = MIN(z, x_max - xpn);
4286 if ((ypn <= x_max) && (n < es))
4289 for (k = n, d = 1; d <= m; d++)
4291 /* Check grid "d" in strip "n", notice "blockage" */
4292 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
4294 if (n + d >= es) break;
4297 /* Track most distant "non-blockage" */
4304 /* Limit the next strip */
4309 if ((ymn >= 0) && (n < en))
4312 for (k = n, d = 1; d <= m; d++)
4314 /* Check grid "d" in strip "n", notice "blockage" */
4315 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
4317 if (n + d >= en) break;
4320 /* Track most distant "non-blockage" */
4327 /* Limit the next strip */
4336 /* Maximum distance */
4340 if ((ypn <= y_max) && (n < ws))
4343 for (k = n, d = 1; d <= m; d++)
4345 /* Check grid "d" in strip "n", notice "blockage" */
4346 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
4348 if (n + d >= ws) break;
4351 /* Track most distant "non-blockage" */
4358 /* Limit the next strip */
4363 if ((ymn >= 0) && (n < wn))
4366 for (k = n, d = 1; d <= m; d++)
4368 /* Check grid "d" in strip "n", notice "blockage" */
4369 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
4371 if (n + d >= wn) break;
4374 /* Track most distant "non-blockage" */
4381 /* Limit the next strip */
4388 /*** Step 5 -- Complete the algorithm ***/
4390 /* Update all the new grids */
4391 for (n = 0; n < view_n; n++)
4396 /* Access the grid */
4397 c_ptr = &cave[y][x];
4399 /* Clear the "CAVE_XTRA" flag */
4400 c_ptr->info &= ~(CAVE_XTRA);
4402 /* Update only newly viewed grids */
4403 if (c_ptr->info & (CAVE_TEMP)) continue;
4412 /* Wipe the old grids, update as needed */
4413 for (n = 0; n < temp_n; n++)
4418 /* Access the grid */
4419 c_ptr = &cave[y][x];
4421 /* No longer in the array */
4422 c_ptr->info &= ~(CAVE_TEMP);
4424 /* Update only non-viewable grids */
4425 if (c_ptr->info & (CAVE_VIEW)) continue;
4441 * Hack -- provide some "speed" for the "flow" code
4442 * This entry is the "current index" for the "when" field
4443 * Note that a "when" value of "zero" means "not used".
4445 * Note that the "cost" indexes from 1 to 127 are for
4446 * "old" data, and from 128 to 255 are for "new" data.
4448 * This means that as long as the player does not "teleport",
4449 * then any monster up to 128 + MONSTER_FLOW_DEPTH will be
4450 * able to track down the player, and in general, will be
4451 * able to track down either the player or a position recently
4452 * occupied by the player.
4454 static int flow_n = 0;
4458 * Hack -- forget the "flow" information
4460 void forget_flow(void)
4464 /* Nothing to forget */
4465 if (!flow_n) return;
4467 /* Check the entire dungeon */
4468 for (y = 0; y < cur_hgt; y++)
4470 for (x = 0; x < cur_wid; x++)
4472 /* Forget the old data */
4473 cave[y][x].dist = 0;
4474 cave[y][x].cost = 0;
4475 cave[y][x].when = 0;
4485 * Hack - speed up the update_flow algorithm by only doing
4486 * it everytime the player moves out of LOS of the last
4489 static u16b flow_x = 0;
4490 static u16b flow_y = 0;
4495 * Hack -- fill in the "cost" field of every grid that the player
4496 * can "reach" with the number of steps needed to reach that grid.
4497 * This also yields the "distance" of the player from every grid.
4499 * In addition, mark the "when" of the grids that can reach
4500 * the player with the incremented value of "flow_n".
4502 * Hack -- use the "seen" array as a "circular queue".
4504 * We do not need a priority queue because the cost from grid
4505 * to grid is always "one" and we process them in order.
4507 void update_flow(void)
4513 /* Hack -- disabled */
4514 if (stupid_monsters) return;
4516 /* Paranoia -- make sure the array is empty */
4519 /* The last way-point is on the map */
4520 if (running && in_bounds(flow_y, flow_x))
4522 /* The way point is in sight - do not update. (Speedup) */
4523 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4526 /* Erase all of the current flow information */
4527 for (y = 0; y < cur_hgt; y++)
4529 for (x = 0; x < cur_wid; x++)
4531 cave[y][x].cost = 0;
4532 cave[y][x].dist = 0;
4536 /* Save player position */
4540 /* Add the player's grid to the queue */
4544 /* Now process the queue */
4545 while (flow_head != flow_tail)
4549 /* Extract the next entry */
4550 ty = temp_y[flow_tail];
4551 tx = temp_x[flow_tail];
4553 /* Forget that entry */
4554 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4556 /* Add the "children" */
4557 for (d = 0; d < 8; d++)
4559 int old_head = flow_head;
4560 int m = cave[ty][tx].cost + 1;
4561 int n = cave[ty][tx].dist + 1;
4564 /* Child location */
4565 y = ty + ddy_ddd[d];
4566 x = tx + ddx_ddd[d];
4568 /* Ignore player's grid */
4569 if (x == px && y == py) continue;
4571 c_ptr = &cave[y][x];
4573 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_SECRET)) m += 3;
4575 /* Ignore "pre-stamped" entries */
4576 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4578 /* Ignore "walls" and "rubble" */
4579 if ((c_ptr->feat > FEAT_SECRET) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4581 /* Save the flow cost */
4582 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4583 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4585 /* Hack -- limit flow depth */
4586 if (n == MONSTER_FLOW_DEPTH) continue;
4588 /* Enqueue that entry */
4589 temp_y[flow_head] = y;
4590 temp_x[flow_head] = x;
4592 /* Advance the queue */
4593 if (++flow_head == TEMP_MAX) flow_head = 0;
4595 /* Hack -- notice overflow by forgetting new entry */
4596 if (flow_head == flow_tail) flow_head = old_head;
4602 static int scent_when = 0;
4605 * Characters leave scent trails for perceptive monsters to track.
4607 * Smell is rather more limited than sound. Many creatures cannot use
4608 * it at all, it doesn't extend very far outwards from the character's
4609 * current position, and monsters can use it to home in the character,
4610 * but not to run away from him.
4612 * Smell is valued according to age. When a character takes his turn,
4613 * scent is aged by one, and new scent of the current age is laid down.
4614 * Speedy characters leave more scent, true, but it also ages faster,
4615 * which makes it harder to hunt them down.
4617 * Whenever the age count loops, most of the scent trail is erased and
4618 * the age of the remainder is recalculated.
4620 void update_smell(void)
4625 /* Create a table that controls the spread of scent */
4626 const int scent_adjust[5][5] =
4635 /* Loop the age and adjust scent values when necessary */
4636 if (++scent_when == 254)
4638 /* Scan the entire dungeon */
4639 for (y = 0; y < cur_hgt; y++)
4641 for (x = 0; x < cur_wid; x++)
4643 int w = cave[y][x].when;
4644 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4653 /* Lay down new scent */
4654 for (i = 0; i < 5; i++)
4656 for (j = 0; j < 5; j++)
4660 /* Translate table to map grids */
4665 if (!in_bounds(y, x)) continue;
4667 c_ptr = &cave[y][x];
4669 /* Walls, water, and lava cannot hold scent. */
4670 if ((c_ptr->feat > FEAT_SECRET) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4672 /* Grid must not be blocked by walls from the character */
4673 if (!player_has_los_bold(y, x)) continue;
4675 /* Note grids that are too far away */
4676 if (scent_adjust[i][j] == -1) continue;
4678 /* Mark the grid with new scent */
4679 c_ptr->when = scent_when + scent_adjust[i][j];
4686 * Hack -- map the current panel (plus some) ala "magic mapping"
4688 void map_area(int range)
4694 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4696 /* Scan that area */
4697 for (y = 1; y < cur_hgt - 1; y++)
4699 for (x = 1; x < cur_wid - 1; x++)
4701 if (distance(py, px, y, x) > range) continue;
4703 c_ptr = &cave[y][x];
4705 /* All non-walls are "checked" */
4706 if ((c_ptr->feat < FEAT_SECRET) ||
4707 (c_ptr->feat == FEAT_RUBBLE) ||
4708 ((c_ptr->feat >= FEAT_MINOR_GLYPH) &&
4709 (c_ptr->feat <= FEAT_TREES)) ||
4710 (c_ptr->feat >= FEAT_TOWN))
4712 /* Memorize normal features */
4713 if ((c_ptr->feat > FEAT_INVIS) && (c_ptr->feat != FEAT_DIRT) && (c_ptr->feat != FEAT_GRASS))
4715 /* Memorize the object */
4716 c_ptr->info |= (CAVE_MARK);
4719 /* Memorize known walls */
4720 for (i = 0; i < 8; i++)
4722 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4724 /* Memorize walls (etc) */
4725 if ((c_ptr->feat >= FEAT_SECRET) && (c_ptr->feat != FEAT_DIRT) && (c_ptr->feat != FEAT_GRASS))
4727 /* Memorize the walls */
4728 c_ptr->info |= (CAVE_MARK);
4736 p_ptr->redraw |= (PR_MAP);
4739 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4745 * Light up the dungeon using "clairvoyance"
4747 * This function "illuminates" every grid in the dungeon, memorizes all
4748 * "objects", memorizes all grids as with magic mapping, and, under the
4749 * standard option settings (view_perma_grids but not view_torch_grids)
4750 * memorizes all floor grids too.
4752 * Note that if "view_perma_grids" is not set, we do not memorize floor
4753 * grids, since this would defeat the purpose of "view_perma_grids", not
4754 * that anyone seems to play without this option.
4756 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4757 * since this would prevent the use of "view_torch_grids" as a method to
4758 * keep track of what grids have been observed directly.
4760 void wiz_lite(bool wizard, bool ninja)
4764 /* Memorize objects */
4765 for (i = 1; i < o_max; i++)
4767 object_type *o_ptr = &o_list[i];
4769 /* Skip dead objects */
4770 if (!o_ptr->k_idx) continue;
4772 /* Skip held objects */
4773 if (o_ptr->held_m_idx) continue;
4776 /* Skip objects in vaults, if not a wizard. -LM- */
4777 if ((wizard == FALSE) &&
4778 (cave[o_ptr->iy][o_ptr->ix].info & (CAVE_ICKY))) continue;
4782 o_ptr->marked = TRUE;
4785 /* Scan all normal grids */
4786 for (y = 1; y < cur_hgt - 1; y++)
4788 /* Scan all normal grids */
4789 for (x = 1; x < cur_wid - 1; x++)
4791 cave_type *c_ptr = &cave[y][x];
4793 /* Process all non-walls */
4794 if (cave_floor_bold(y, x) || (c_ptr->feat == FEAT_RUBBLE) || (c_ptr->feat == FEAT_TREES) || (c_ptr->feat == FEAT_MOUNTAIN))
4796 /* Scan all neighbors */
4797 for (i = 0; i < 9; i++)
4799 int yy = y + ddy_ddd[i];
4800 int xx = x + ddx_ddd[i];
4803 c_ptr = &cave[yy][xx];
4805 /* Memorize normal features */
4808 /* Memorize the grid */
4809 c_ptr->info |= (CAVE_MARK);
4813 if ((c_ptr->feat > FEAT_INVIS))
4815 /* Memorize the grid */
4816 c_ptr->info |= (CAVE_MARK);
4819 /* Perma-lite the grid */
4820 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4822 c_ptr->info |= (CAVE_GLOW);
4824 /* Normally, memorize floors (see above) */
4825 if (view_perma_grids && !view_torch_grids)
4827 /* Memorize the grid */
4828 c_ptr->info |= (CAVE_MARK);
4837 /* Update the monsters */
4838 p_ptr->update |= (PU_MONSTERS);
4841 p_ptr->redraw |= (PR_MAP);
4844 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4849 * Forget the dungeon map (ala "Thinking of Maud...").
4856 /* Forget every grid */
4857 for (y = 0; y < cur_hgt; y++)
4859 for (x = 0; x < cur_wid; x++)
4861 cave_type *c_ptr = &cave[y][x];
4863 /* Process the grid */
4864 c_ptr->info &= ~(CAVE_MARK);
4868 /* Forget all objects */
4869 for (i = 1; i < o_max; i++)
4871 object_type *o_ptr = &o_list[i];
4873 /* Skip dead objects */
4874 if (!o_ptr->k_idx) continue;
4876 /* Skip held objects */
4877 if (o_ptr->held_m_idx) continue;
4879 /* Forget the object */
4880 o_ptr->marked = FALSE;
4883 /* Mega-Hack -- Forget the view and lite */
4884 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4886 /* Update the view and lite */
4887 p_ptr->update |= (PU_VIEW | PU_LITE);
4889 /* Update the monsters */
4890 p_ptr->update |= (PU_MONSTERS);
4893 p_ptr->redraw |= (PR_MAP);
4896 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4904 * Change the "feat" flag for a grid, and notice/redraw the grid
4906 void cave_set_feat(int y, int x, int feat)
4908 cave_type *c_ptr = &cave[y][x];
4910 /* Change the feature */
4923 * Calculate "incremental motion". Used by project() and shoot().
4924 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4926 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4928 int dy, dx, dist, shift;
4930 /* Extract the distance travelled */
4931 dy = (*y < y1) ? y1 - *y : *y - y1;
4932 dx = (*x < x1) ? x1 - *x : *x - x1;
4934 /* Number of steps */
4935 dist = (dy > dx) ? dy : dx;
4937 /* We are calculating the next location */
4941 /* Calculate the total distance along each axis */
4942 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4943 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4945 /* Paranoia -- Hack -- no motion */
4946 if (!dy && !dx) return;
4949 /* Move mostly vertically */
4952 /* Extract a shift factor */
4953 shift = (dist * dx + (dy - 1) / 2) / dy;
4955 /* Sometimes move along the minor axis */
4956 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4958 /* Always move along major axis */
4959 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4962 /* Move mostly horizontally */
4965 /* Extract a shift factor */
4966 shift = (dist * dy + (dx - 1) / 2) / dx;
4968 /* Sometimes move along the minor axis */
4969 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4971 /* Always move along major axis */
4972 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4979 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4980 * at the final destination, assuming no monster gets in the way.
4982 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4984 bool projectable(int y1, int x1, int y2, int x2)
4991 /* Check the projection path */
4992 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
4994 /* No grid is ever projectable from itself */
4995 if (!grid_n) return (FALSE);
4998 y = GRID_Y(grid_g[grid_n - 1]);
4999 x = GRID_X(grid_g[grid_n - 1]);
5001 /* May not end in an unrequested grid */
5002 if ((y != y2) || (x != x2)) return (FALSE);
5010 * Standard "find me a location" function
5012 * Obtains a legal location within the given distance of the initial
5013 * location, and with "los()" from the source to destination location.
5015 * This function is often called from inside a loop which searches for
5016 * locations while increasing the "d" distance.
5018 * Currently the "m" parameter is unused.
5020 void scatter(int *yp, int *xp, int y, int x, int d, int m)
5027 /* Pick a location */
5030 /* Pick a new location */
5031 ny = rand_spread(y, d);
5032 nx = rand_spread(x, d);
5034 /* Ignore annoying locations */
5035 if (!in_bounds(ny, nx)) continue;
5037 /* Ignore "excessively distant" locations */
5038 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
5040 /* Require "line of sight" */
5041 if (los(y, x, ny, nx)) break;
5044 /* Save the location */
5053 * Track a new monster
5055 void health_track(int m_idx)
5057 /* Track a new guy */
5058 p_ptr->health_who = m_idx;
5060 /* Redraw (later) */
5061 p_ptr->redraw |= (PR_HEALTH);
5067 * Hack -- track the given monster race
5069 void monster_race_track(bool kage, int r_idx)
5071 if (kage) r_idx = MON_KAGE;
5073 /* Save this monster ID */
5074 p_ptr->monster_race_idx = r_idx;
5077 p_ptr->window |= (PW_MONSTER);
5083 * Hack -- track the given object kind
5085 void object_kind_track(int k_idx)
5087 /* Save this monster ID */
5088 p_ptr->object_kind_idx = k_idx;
5091 p_ptr->window |= (PW_OBJECT);
5097 * Something has happened to disturb the player.
5099 * The first arg indicates a major disturbance, which affects search.
5101 * The second arg is currently unused, but could induce output flush.
5103 * All disturbance cancels repeated commands, resting, and running.
5105 void disturb(int stop_search, int unused_flag)
5108 unused_flag = unused_flag;
5110 /* Cancel auto-commands */
5111 /* command_new = 0; */
5113 /* Cancel repeated commands */
5119 /* Redraw the state (later) */
5120 p_ptr->redraw |= (PR_STATE);
5123 /* Cancel Resting */
5124 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
5127 set_action(ACTION_NONE);
5130 /* Cancel running */
5136 /* Check for new panel if appropriate */
5137 if (center_player && !center_running) verify_panel();
5139 /* Calculate torch radius */
5140 p_ptr->update |= (PU_TORCH);
5142 /* Update monster flow */
5143 p_ptr->update |= (PU_FLOW);
5146 /* Flush the input if requested */
5147 if (flush_disturb) flush();