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:
94 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
95 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
97 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
99 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
100 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
101 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
103 * We assume that the "mathematical corner" of a non-floor tile does not
104 * block line of sight.
106 * Because this function uses (short) ints for all calculations, overflow may
107 * occur if dx and dy exceed 90.
109 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
110 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
111 * we can use integer arithmetic.
113 * We travel from start to finish along the longer axis, starting at the border
114 * between the first and second tiles, where the y offset = .5 * slope, taking
115 * into account the scale factor. See below.
117 * Also note that this function and the "move towards target" code do NOT
118 * share the same properties. Thus, you can see someone, target them, and
119 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
120 * by clever choice of target locations, you can sometimes throw a "curve".
122 * Note that "line of sight" is not "reflexive" in all cases.
124 * Use the "projectable()" routine to test "spell/missile line of sight".
126 * Use the "update_view()" function to determine player line-of-sight.
128 bool los(int y1, int x1, int y2, int x2)
148 /* Slope, or 1/Slope, of LOS */
152 /* Extract the offset */
156 /* Extract the absolute offset */
161 /* Handle adjacent (or identical) grids */
162 if ((ax < 2) && (ay < 2)) return (TRUE);
165 /* Paranoia -- require "safe" origin */
166 /* if (!in_bounds(y1, x1)) return (FALSE); */
167 /* if (!in_bounds(y2, x2)) return (FALSE); */
170 /* Directly South/North */
173 /* South -- check for walls */
176 for (ty = y1 + 1; ty < y2; ty++)
178 if (!cave_floor_bold(ty, x1)) return (FALSE);
182 /* North -- check for walls */
185 for (ty = y1 - 1; ty > y2; ty--)
187 if (!cave_floor_bold(ty, x1)) return (FALSE);
195 /* Directly East/West */
198 /* East -- check for walls */
201 for (tx = x1 + 1; tx < x2; tx++)
203 if (!cave_floor_bold(y1, tx)) return (FALSE);
207 /* West -- check for walls */
210 for (tx = x1 - 1; tx > x2; tx--)
212 if (!cave_floor_bold(y1, tx)) return (FALSE);
221 /* Extract some signs */
222 sx = (dx < 0) ? -1 : 1;
223 sy = (dy < 0) ? -1 : 1;
226 /* Vertical "knights" */
231 if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
235 /* Horizontal "knights" */
240 if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
245 /* Calculate scale factor div 2 */
248 /* Calculate scale factor */
252 /* Travel horizontally */
255 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
261 /* Consider the special case where slope == 1. */
272 /* Note (below) the case (qy == f2), where */
273 /* the LOS exactly meets the corner of a tile. */
276 if (!cave_floor_bold(ty, tx)) return (FALSE);
287 if (!cave_floor_bold(ty, tx)) return (FALSE);
300 /* Travel vertically */
303 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
319 /* Note (below) the case (qx == f2), where */
320 /* the LOS exactly meets the corner of a tile. */
323 if (!cave_floor_bold(ty, tx)) return (FALSE);
334 if (!cave_floor_bold(ty, tx)) return (FALSE);
357 * Can the player "see" the given grid in detail?
359 * He must have vision, illumination, and line of sight.
361 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
362 * So, given "CAVE_LITE", we know that the grid is "fully visible".
364 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
365 * that a wall is visible from any direction. That would be odd. Except
366 * under wizard light, which might make sense. Thus, for walls, we require
367 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
368 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
369 * in line of sight of the player.
371 * This extra check is expensive, but it provides a more "correct" semantics.
373 * Note that we should not run this check on walls which are "outer walls" of
374 * the dungeon, or we will induce a memory fault, but actually verifying all
375 * of the locations would be extremely expensive.
377 * Thus, to speed up the function, we assume that all "perma-walls" which are
378 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
379 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
380 * and the player has more important things on his mind when he is attacking a
381 * monster vault. It is annoying, but an extremely important optimization.
383 * Note that "glowing walls" are only considered to be "illuminated" if the
384 * grid which is next to the wall in the direction of the player is also a
385 * "glowing" grid. This prevents the player from being able to "see" the
386 * walls of illuminated rooms from a corridor outside the room.
388 bool player_can_see_bold(int y, int x)
394 /* Blind players see nothing */
395 if (p_ptr->blind) return (FALSE);
397 /* Access the cave grid */
400 /* Note that "torch-lite" yields "illumination" */
401 if (c_ptr->info & (CAVE_LITE)) return (TRUE);
403 /* Require line of sight to the grid */
404 if (!player_has_los_bold(y, x)) return (FALSE);
406 if (p_ptr->pclass == CLASS_NINJA) return TRUE;
408 /* Require "perma-lite" of the grid */
409 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return (FALSE);
411 /* Floors are simple */
412 if (cave_floor_bold(y, x)) return (TRUE);
414 /* Hack -- move towards player */
415 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
416 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
418 /* Check for "local" illumination */
419 if (cave[yy][xx].info & (CAVE_GLOW | CAVE_MNLT))
421 /* Assume the wall is really illuminated */
425 /* Assume not visible */
432 * Returns true if the player's grid is dark
436 return (!player_can_see_bold(py, px));
443 * Determine if a given location may be "destroyed"
445 * Used by destruction spells, and for placing stairs, etc.
447 bool cave_valid_bold(int y, int x)
449 cave_type *c_ptr = &cave[y][x];
451 s16b this_o_idx, next_o_idx = 0;
454 /* Forbid perma-grids */
455 if (cave_perma_grid(c_ptr)) return (FALSE);
458 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
463 o_ptr = &o_list[this_o_idx];
465 /* Acquire next object */
466 next_o_idx = o_ptr->next_o_idx;
468 /* Forbid artifact grids */
469 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
480 * Determine if a given location may be "destroyed"
482 * Used by destruction spells, and for placing stairs, etc.
484 bool cave_valid_grid(cave_type *c_ptr)
486 s16b this_o_idx, next_o_idx = 0;
489 /* Forbid perma-grids */
490 if (cave_perma_grid(c_ptr)) return (FALSE);
493 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
498 o_ptr = &o_list[this_o_idx];
500 /* Acquire next object */
501 next_o_idx = o_ptr->next_o_idx;
503 /* Forbid artifact grids */
504 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
515 * Hack -- Legal monster codes
517 static cptr image_monster_hack = \
518 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
521 * Hack -- Legal monster codes for IBM pseudo-graphics
523 static cptr image_monster_hack_ibm = \
527 * Mega-Hack -- Hallucinatory monster
529 static void image_monster(byte *ap, char *cp)
531 int n = strlen(image_monster_hack);
533 /* Random symbol from set above */
536 /* Normal graphics */
537 if (!(streq(ANGBAND_SYS, "ibm")))
539 (*cp) = r_info[randint1(max_r_idx-1)].x_char;
540 (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
543 /* IBM-pseudo graphics */
545 n = strlen(image_monster_hack_ibm);
546 (*cp) = (image_monster_hack_ibm[randint0(n)]);
549 (*ap) = randint1(15);
555 (*cp) = (image_monster_hack[randint0(n)]);
558 (*ap) = randint1(15);
565 * Hack -- Legal object codes
567 static cptr image_object_hack = \
568 "?/|\\\"!$()_-=[]{},~";
570 static cptr image_object_hack_ibm = \
574 * Mega-Hack -- Hallucinatory object
576 static void image_object(byte *ap, char *cp)
578 int n = strlen(image_object_hack);
582 if (!(streq(ANGBAND_SYS, "ibm")))
584 (*cp) = k_info[randint1(max_k_idx-1)].x_char;
585 (*ap) = k_info[randint1(max_k_idx-1)].x_attr;
589 n = strlen(image_object_hack_ibm);
590 (*cp) = (image_object_hack_ibm[randint0(n)]);
593 (*ap) = randint1(15);
598 (*cp) = (image_object_hack[randint0(n)]);
601 (*ap) = randint1(15);
608 * Hack -- Random hallucination
610 static void image_random(byte *ap, char *cp)
612 /* Normally, assume monsters */
613 if (randint0(100) < 75)
615 image_monster(ap, cp);
618 /* Otherwise, assume objects */
621 image_object(ap, cp);
626 * Not using graphical tiles for this feature?
628 #define is_ascii_graphics(C , A) \
629 (!(((C) & 0x80) && ((A) & 0x80)))
632 * The 16x16 tile of the terrain supports lighting
634 static bool feat_supports_lighting(byte feat)
636 if (is_trap(feat)) return streq(ANGBAND_GRAF, "new");
655 case FEAT_WALL_EXTRA:
656 case FEAT_WALL_INNER:
657 case FEAT_WALL_OUTER:
658 case FEAT_WALL_SOLID:
659 case FEAT_PERM_EXTRA:
660 case FEAT_PERM_INNER:
661 case FEAT_PERM_OUTER:
662 case FEAT_PERM_SOLID:
663 case FEAT_MINOR_GLYPH:
664 case FEAT_DEEP_WATER:
665 case FEAT_SHAL_WATER:
672 case FEAT_DEEP_GRASS:
683 * This array lists the effects of "brightness" on various "base" colours.
685 * This is used to do dynamic lighting effects in ascii :-)
686 * At the moment, only the various "floor" tiles are affected.
688 * The layout of the array is [x][0] = light and [x][1] = dark.
691 static byte lighting_colours[16][2] =
694 {TERM_L_DARK, TERM_DARK},
697 {TERM_YELLOW, TERM_SLATE},
700 {TERM_WHITE, TERM_L_DARK},
703 {TERM_L_UMBER, TERM_UMBER},
706 {TERM_RED, TERM_RED},
709 {TERM_L_GREEN, TERM_GREEN},
712 {TERM_BLUE, TERM_BLUE},
715 {TERM_L_UMBER, TERM_RED},
718 {TERM_SLATE, TERM_L_DARK},
721 {TERM_WHITE, TERM_SLATE},
724 {TERM_L_RED, TERM_BLUE},
727 {TERM_YELLOW, TERM_ORANGE},
730 {TERM_L_RED, TERM_L_RED},
733 {TERM_L_GREEN, TERM_GREEN},
736 {TERM_L_BLUE, TERM_L_BLUE},
739 {TERM_L_UMBER, TERM_UMBER}
743 * Extract the attr/char to display at the given (legal) map location
745 * Basically, we "paint" the chosen attr/char in several passes, starting
746 * with any known "terrain features" (defaulting to darkness), then adding
747 * any known "objects", and finally, adding any known "monsters". This
748 * is not the fastest method but since most of the calls to this function
749 * are made for grids with no monsters or objects, it is fast enough.
751 * Note that this function, if used on the grid containing the "player",
752 * will return the attr/char of the grid underneath the player, and not
753 * the actual player attr/char itself, allowing a lot of optimization
754 * in various "display" functions.
756 * Note that the "zero" entry in the feature/object/monster arrays are
757 * used to provide "special" attr/char codes, with "monster zero" being
758 * used for the player attr/char, "object zero" being used for the "stack"
759 * attr/char, and "feature zero" being used for the "nothing" attr/char,
760 * though this function makes use of only "feature zero".
762 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
763 * which means their color changes, and "ATTR_CLEAR", which means they take
764 * the color of whatever is under them, and "CHAR_CLEAR", which means that
765 * they take the symbol of whatever is under them. Technically, the flag
766 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
767 * examined, but this flag is currently ignored.
769 * Currently, we do nothing with multi-hued objects, because there are
770 * not any. If there were, they would have to set "shimmer_objects"
771 * when they were created, and then new "shimmer" code in "dungeon.c"
772 * would have to be created handle the "shimmer" effect, and the code
773 * in "cave.c" would have to be updated to create the shimmer effect.
775 * Note the effects of hallucination. Objects always appear as random
776 * "objects", monsters as random "monsters", and normal grids occasionally
777 * appear as random "monsters" or "objects", but note that these random
778 * "monsters" and "objects" are really just "colored ascii symbols".
780 * Note that "floors" and "invisible traps" (and "zero" features) are
781 * drawn as "floors" using a special check for optimization purposes,
782 * and these are the only features which get drawn using the special
783 * lighting effects activated by "view_special_lite".
785 * Note the use of the "mimic" field in the "terrain feature" processing,
786 * which allows any feature to "pretend" to be another feature. This is
787 * used to "hide" secret doors, and to make all "doors" appear the same,
788 * and all "walls" appear the same, and "hidden" treasure stay hidden.
789 * It is possible to use this field to make a feature "look" like a floor,
790 * but the "special lighting effects" for floors will not be used.
792 * Note the use of the new "terrain feature" information. Note that the
793 * assumption that all interesting "objects" and "terrain features" are
794 * memorized allows extremely optimized processing below. Note the use
795 * of separate flags on objects to mark them as memorized allows a grid
796 * to have memorized "terrain" without granting knowledge of any object
797 * which may appear in that grid.
799 * Note the efficient code used to determine if a "floor" grid is
800 * "memorized" or "viewable" by the player, where the test for the
801 * grid being "viewable" is based on the facts that (1) the grid
802 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
803 * line of sight, and (3) the player must not be blind, and uses the
804 * assumption that all torch-lit grids are in line of sight.
806 * Note that floors (and invisible traps) are the only grids which are
807 * not memorized when seen, so only these grids need to check to see if
808 * the grid is "viewable" to the player (if it is not memorized). Since
809 * most non-memorized grids are in fact walls, this induces *massive*
810 * efficiency, at the cost of *forcing* the memorization of non-floor
811 * grids when they are first seen. Note that "invisible traps" are
812 * always treated exactly like "floors", which prevents "cheating".
814 * Note the "special lighting effects" which can be activated for floor
815 * grids using the "view_special_lite" option (for "white" floor grids),
816 * causing certain grids to be displayed using special colors. If the
817 * player is "blind", we will use "dark gray", else if the grid is lit
818 * by the torch, and the "view_yellow_lite" option is set, we will use
819 * "yellow", else if the grid is "dark", we will use "dark gray", else
820 * if the grid is not "viewable", and the "view_bright_lite" option is
821 * set, and the we will use "slate" (gray). We will use "white" for all
822 * other cases, in particular, for illuminated viewable floor grids.
824 * Note the "special lighting effects" which can be activated for wall
825 * grids using the "view_granite_lite" option (for "white" wall grids),
826 * causing certain grids to be displayed using special colors. If the
827 * player is "blind", we will use "dark gray", else if the grid is lit
828 * by the torch, and the "view_yellow_lite" option is set, we will use
829 * "yellow", else if the "view_bright_lite" option is set, and the grid
830 * is not "viewable", or is "dark", or is glowing, but not when viewed
831 * from the player's current location, we will use "slate" (gray). We
832 * will use "white" for all other cases, in particular, for correctly
833 * illuminated viewable wall grids.
835 * Note that, when "view_granite_lite" is set, we use an inline version
836 * of the "player_can_see_bold()" function to check the "viewability" of
837 * grids when the "view_bright_lite" option is set, and we do NOT use
838 * any special colors for "dark" wall grids, since this would allow the
839 * player to notice the walls of illuminated rooms from a hallway that
840 * happened to run beside the room. The alternative, by the way, would
841 * be to prevent the generation of hallways next to rooms, but this
842 * would still allow problems when digging towards a room.
844 * Note that bizarre things must be done when the "attr" and/or "char"
845 * codes have the "high-bit" set, since these values are used to encode
846 * various "special" pictures in some versions, and certain situations,
847 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
848 * to be "scrambled" in various ways.
850 * Note that eventually we may use the "&" symbol for embedded treasure,
851 * and use the "*" symbol to indicate multiple objects, though this will
852 * have to wait for Angband 2.8.0 or later. Note that currently, this
853 * is not important, since only one object or terrain feature is allowed
854 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
856 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
857 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
858 * then a whole lot of code should be changed... XXX XXX
860 #ifdef USE_TRANSPARENCY
861 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
862 #else /* USE_TRANSPARENCY */
863 void map_info(int y, int x, byte *ap, char *cp)
864 #endif /* USE_TRANSPARENCY */
870 s16b this_o_idx, next_o_idx = 0;
881 feat = c_ptr->mimic ? c_ptr->mimic : c_ptr->feat;
882 feat = (c_ptr->info & CAVE_IN_MIRROR) ? FEAT_MIRROR : feat;
885 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
887 /* Memorized (or visible) floor */
888 if ((c_ptr->info & CAVE_MARK) ||
889 (((c_ptr->info & CAVE_LITE) || (c_ptr->info & CAVE_MNLT) ||
890 ((c_ptr->info & CAVE_GLOW) &&
891 (c_ptr->info & CAVE_VIEW))) &&
895 f_ptr = &f_info[feat];
903 /* Special lighting effects */
904 if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
912 * feat_supports_lighting(feat)
913 * is always TRUE here
916 /* Use a dark tile */
921 /* Use "dark gray" */
926 /* Handle "torch-lit" grids */
927 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
930 if (view_yellow_lite && !p_ptr->wild_mode)
935 * feat_supports_lighting(feat)
936 * is always TRUE here
939 /* Use a brightly lit tile */
950 /* Handle "dark" grids */
951 else if (!(c_ptr->info & CAVE_GLOW))
956 * feat_supports_lighting(feat)
957 * is always TRUE here
960 /* Use a dark tile */
965 /* Use "dark gray" */
970 /* Handle "out-of-sight" grids */
971 else if (!(c_ptr->info & CAVE_VIEW))
974 if (view_bright_lite && !p_ptr->wild_mode)
979 * feat_supports_lighting(feat)
980 * is always TRUE here
983 /* Use a dark tile */
999 /* Unsafe cave grid -- idea borrowed from Unangband */
1000 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1001 feat = FEAT_UNDETECTD;
1005 /* Access darkness */
1006 f_ptr = &f_info[feat];
1019 /* Memorized grids */
1020 if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || new_ascii_graphics))
1022 /* Apply "mimic" field */
1024 feat = c_ptr->mimic;
1026 feat = f_info[feat].mimic;
1028 /* Access feature */
1029 f_ptr = &f_info[feat];
1037 if (new_ascii_graphics)
1039 /* Handle "blind" */
1042 if (is_ascii_graphics(c,a))
1044 /* Use darkened colour */
1045 a = lighting_colours[a][1];
1047 else if (use_graphics && feat_supports_lighting(feat))
1049 /* Use a dark tile */
1054 /* Handle "torch-lit" grids */
1055 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1058 if (view_yellow_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(c,a)))
1060 if (is_ascii_graphics(c,a))
1062 /* Use lightened colour */
1063 a = lighting_colours[a][0];
1065 else if (use_graphics &&
1066 feat_supports_lighting(c_ptr->feat))
1068 /* Use a brightly lit tile */
1074 /* Handle "view_bright_lite" */
1075 else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(c,a)))
1078 if (!(c_ptr->info & CAVE_VIEW))
1080 if (is_ascii_graphics(c,a))
1082 /* Use darkened colour */
1083 a = lighting_colours[a][1];
1085 else if (use_graphics && feat_supports_lighting(feat))
1087 /* Use a dark tile */
1093 else if (!(c_ptr->info & CAVE_GLOW))
1095 if (is_ascii_graphics(c,a))
1097 /* Use darkened colour */
1098 a = lighting_colours[a][1];
1103 /* Special lighting effects */
1104 else if (view_granite_lite && !p_ptr->wild_mode &&
1105 (((a == TERM_WHITE) && !use_graphics) ||
1106 (use_graphics && feat_supports_lighting(c_ptr->feat))))
1108 /* Handle "blind" */
1113 /* Use a dark tile */
1118 /* Use "dark gray" */
1123 /* Handle "torch-lit" grids */
1124 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1127 if (view_yellow_lite && !p_ptr->wild_mode)
1131 /* Use a brightly lit tile */
1142 /* Handle "view_bright_lite" */
1143 else if (view_bright_lite && !p_ptr->wild_mode)
1146 if (!(c_ptr->info & CAVE_VIEW))
1150 /* Use a dark tile */
1161 else if (!(c_ptr->info & CAVE_GLOW))
1165 /* Use a lit tile */
1174 /* Not glowing correctly */
1179 /* Hack -- move towards player */
1180 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1181 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1183 /* Check for "local" illumination */
1184 if (!(cave[yy][xx].info & CAVE_GLOW))
1188 /* Use a lit tile */
1201 /* "Simple Lighting" */
1204 /* Handle "blind" */
1205 if (!(c_ptr->info & CAVE_MARK))
1207 /* Unsafe cave grid -- idea borrowed from Unangband */
1208 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1209 feat = FEAT_UNDETECTD;
1214 /* Access feature */
1215 f_ptr = &f_info[feat];
1225 if (feat_priority == -1)
1230 case FEAT_UNDETECTD:
1237 case FEAT_TRAP_TRAPDOOR:
1239 case FEAT_TRAP_SPIKED_PIT:
1240 case FEAT_TRAP_POISON_PIT:
1241 case FEAT_TRAP_TY_CURSE:
1242 case FEAT_TRAP_TELEPORT:
1243 case FEAT_TRAP_FIRE:
1244 case FEAT_TRAP_ACID:
1245 case FEAT_TRAP_SLOW:
1246 case FEAT_TRAP_LOSE_STR:
1247 case FEAT_TRAP_LOSE_DEX:
1248 case FEAT_TRAP_LOSE_CON:
1249 case FEAT_TRAP_BLIND:
1250 case FEAT_TRAP_CONFUSE:
1251 case FEAT_TRAP_POISON:
1252 case FEAT_TRAP_SLEEP:
1253 case FEAT_TRAP_TRAPS:
1254 case FEAT_TRAP_ALARM:
1258 case FEAT_DEEP_GRASS:
1267 case FEAT_WALL_EXTRA:
1268 case FEAT_WALL_INNER:
1269 case FEAT_WALL_OUTER:
1270 case FEAT_WALL_SOLID:
1271 case FEAT_DEEP_WATER:
1272 case FEAT_SHAL_WATER:
1273 case FEAT_DEEP_LAVA:
1274 case FEAT_SHAL_LAVA:
1284 case FEAT_PERM_EXTRA:
1285 case FEAT_PERM_INNER:
1286 case FEAT_PERM_OUTER:
1287 case FEAT_PERM_SOLID:
1291 /* default is feat_priority = 20; (doors and stores) */
1294 case FEAT_MINOR_GLYPH:
1296 case FEAT_PATTERN_START:
1297 case FEAT_PATTERN_1:
1298 case FEAT_PATTERN_2:
1299 case FEAT_PATTERN_3:
1300 case FEAT_PATTERN_4:
1301 case FEAT_PATTERN_END:
1302 case FEAT_PATTERN_OLD:
1303 case FEAT_PATTERN_XTRA1:
1304 case FEAT_PATTERN_XTRA2:
1308 /* objects have feat_priority = 20 */
1309 /* monsters have feat_priority = 30 */
1313 case FEAT_QUEST_ENTER:
1314 case FEAT_QUEST_EXIT:
1315 case FEAT_QUEST_DOWN:
1317 case FEAT_LESS_LESS:
1318 case FEAT_MORE_MORE:
1330 #ifdef USE_TRANSPARENCY
1331 /* Save the terrain info for the transparency effects */
1334 #endif /* USE_TRANSPARENCY */
1340 /* Hack -- rare random hallucination, except on outer dungeon walls */
1341 if (p_ptr->image && (c_ptr->feat < FEAT_PERM_SOLID) && !randint0(256))
1344 image_random(ap, cp);
1348 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1352 /* Acquire object */
1353 o_ptr = &o_list[this_o_idx];
1355 /* Acquire next object */
1356 next_o_idx = o_ptr->next_o_idx;
1358 /* Memorized objects */
1361 if (display_autopick)
1365 match_autopick = is_autopick(o_ptr);
1366 if(match_autopick == -1)
1369 act = autopick_list[match_autopick].action;
1371 if ((act & DO_DISPLAY) && (act & display_autopick))
1373 autopick_obj = o_ptr;
1377 match_autopick = -1;
1382 (*cp) = object_char(o_ptr);
1385 (*ap) = object_attr(o_ptr);
1389 /* Hack -- hallucination */
1390 if (p_ptr->image) image_object(ap, cp);
1398 /* Handle monsters */
1399 if (c_ptr->m_idx && display_autopick == 0 )
1401 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1403 /* Visible monster */
1406 monster_race *r_ptr;
1407 r_ptr = &r_info[m_ptr->ap_r_idx];
1417 /* Mimics' colors vary */
1418 if (strchr("\"!=", c) && !(r_ptr->flags1 & RF1_UNIQUE))
1423 /* Use semi-random attr */
1424 (*ap) = c_ptr->m_idx % 15 + 1;
1427 /* Special attr/char codes */
1428 else if ((a & 0x80) && (c & 0x80))
1437 /* Multi-hued monster */
1438 else if (r_ptr->flags1 & (RF1_ATTR_MULTI))
1440 /* Is it a shapechanger? */
1441 if (r_ptr->flags2 & (RF2_SHAPECHANGER))
1445 if (!(streq(ANGBAND_SYS, "ibm")))
1447 (*cp) = r_info[randint1(max_r_idx-1)].x_char;
1448 (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
1452 int n = strlen(image_monster_hack_ibm);
1453 (*cp) = (image_monster_hack_ibm[randint0(n)]);
1456 (*ap) = randint1(15);
1461 (*cp) = (one_in_(25) ?
1462 image_object_hack[randint0(strlen(image_object_hack))] :
1463 image_monster_hack[randint0(strlen(image_monster_hack))]);
1469 /* Multi-hued attr */
1470 if (r_ptr->flags2 & RF2_ATTR_ANY)
1471 (*ap) = randint1(15);
1472 else switch (randint1(7))
1484 (*ap) = TERM_L_GREEN;
1490 (*ap) = TERM_L_DARK;
1498 /* Normal monster (not "clear" in any way) */
1499 else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR)))
1508 /* Hack -- Bizarre grid under monster */
1509 else if ((*ap & 0x80) || (*cp & 0x80))
1521 /* Normal (non-clear char) monster */
1522 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR)))
1528 /* Normal (non-clear attr) monster */
1529 else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR)))
1536 /* Hack -- hallucination */
1539 /* Hallucinatory monster */
1540 image_monster(ap, cp);
1545 /* Handle "player" */
1546 if ((y == py) && (x == px))
1548 monster_race *r_ptr = &r_info[0];
1552 /* Get the "player" attr */
1555 /* Get the "player" char */
1558 #ifdef VARIABLE_PLAYER_GRAPH
1560 if (!streq(ANGBAND_GRAF, "new"))
1562 if (streq(ANGBAND_SYS,"ibm"))
1564 if (use_graphics && player_symbols)
1566 if (p_ptr->psex == SEX_FEMALE) c = (char)242;
1567 switch (p_ptr->pclass)
1570 if (p_ptr->lev < 20)
1576 case CLASS_WARRIOR_MAGE:
1577 case CLASS_RED_MAGE:
1578 if (p_ptr->lev < 20)
1583 case CLASS_CHAOS_WARRIOR:
1588 while (a == TERM_DARK);
1591 case CLASS_HIGH_MAGE:
1592 case CLASS_SORCERER:
1593 case CLASS_MAGIC_EATER:
1594 case CLASS_BLUE_MAGE:
1595 if (p_ptr->lev < 20)
1603 if (p_ptr->lev < 20)
1611 if (p_ptr->lev < 20)
1618 if (p_ptr->lev < 20)
1625 case CLASS_BERSERKER:
1627 if (p_ptr->lev < 20)
1633 case CLASS_MINDCRAFTER:
1634 case CLASS_FORCETRAINER:
1635 case CLASS_MIRROR_MASTER:
1636 if (p_ptr->lev < 20)
1642 default: /* Unknown */
1646 switch (p_ptr->prace)
1658 case RACE_HALF_TROLL:
1668 case RACE_HALF_OGRE:
1671 case RACE_HALF_GIANT:
1672 case RACE_HALF_TITAN:
1691 case RACE_DRACONIAN:
1692 if (p_ptr->lev < 20)
1694 else if (p_ptr->lev < 40)
1699 case RACE_MIND_FLAYER:
1710 if (p_ptr->pclass == CLASS_MAGE ||
1711 p_ptr->pclass == CLASS_PRIEST ||
1712 p_ptr->pclass == CLASS_HIGH_MAGE ||
1713 p_ptr->pclass == CLASS_SORCERER ||
1714 p_ptr->pclass == CLASS_MONK ||
1715 p_ptr->pclass == CLASS_FORCETRAINER ||
1716 p_ptr->pclass == CLASS_BLUE_MAGE ||
1717 p_ptr->pclass == CLASS_MIRROR_MASTER ||
1718 p_ptr->pclass == CLASS_MINDCRAFTER)
1752 #endif /* VARIABLE_PLAYER_GRAPH */
1760 * Table of Ascii-to-Zenkaku
1761 * ¡Ö¢£¡×¤ÏÆóÇÜÉýƦÉå¤ÎÆâÉô¥³¡¼¥É¤Ë»ÈÍÑ¡£
1763 static char ascii_to_zenkaku[2*128+1] = "\
1764 ¡¡¡ª¡É¡ô¡ð¡ó¡õ¡Ç¡Ê¡Ë¡ö¡Ü¡¤¡Ý¡¥¡¿\
1765 £°£±£²£³£´£µ£¶£·£¸£¹¡§¡¨¡ã¡á¡ä¡©\
1766 ¡÷£Á£Â£Ã£Ä£Å£Æ£Ç£È£É£Ê£Ë£Ì£Í£Î£Ï\
1767 £Ð£Ñ£Ò£Ó£Ô£Õ£Ö£×£Ø£Ù£Ú¡Î¡À¡Ï¡°¡²\
1768 ¡Æ£á£â£ã£ä£å£æ£ç£è£é£ê£ë£ì£í£î£ï\
1769 £ð£ñ£ò£ó£ô£õ£ö£÷£ø£ù£ú¡Ð¡Ã¡Ñ¡Á¢£";
1773 * Prepare Bigtile or 2-bytes character attr/char pairs
1775 static void bigtile_attr(char *cp, byte *ap, char *cp2, byte *ap2)
1785 if (isprint(*cp) || *cp == 127)
1787 *ap2 = (*ap) | 0xf0;
1788 *cp2 = ascii_to_zenkaku[2*(*cp-' ') + 1];
1789 *cp = ascii_to_zenkaku[2*(*cp-' ')];
1800 * Calculate panel colum of a location in the map
1802 static int panel_col_of(int col)
1804 col -= panel_col_min;
1805 if (use_bigtile) col *= 2;
1811 * Moves the cursor to a given MAP (y,x) location
1813 void move_cursor_relative(int row, int col)
1815 /* Real co-ords convert to screen positions */
1816 row -= panel_row_prt;
1819 Term_gotoxy(panel_col_of(col), row);
1825 * Place an attr/char pair at the given map coordinate, if legal.
1827 void print_rel(char c, byte a, int y, int x)
1832 /* Only do "legal" locations */
1833 if (panel_contains(y, x))
1835 /* Hack -- fake monochrome */
1836 if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
1838 if (world_monster) a = TERM_DARK;
1839 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
1840 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
1841 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1844 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
1846 /* Draw the char using the attr */
1847 Term_draw(panel_col_of(x), y-panel_row_prt, a, c);
1849 Term_draw(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
1858 * Memorize interesting viewable object/features in the given grid
1860 * This function should only be called on "legal" grids.
1862 * This function will memorize the object and/or feature in the given
1863 * grid, if they are (1) viewable and (2) interesting. Note that all
1864 * objects are interesting, all terrain features except floors (and
1865 * invisible traps) are interesting, and floors (and invisible traps)
1866 * are interesting sometimes (depending on various options involving
1867 * the illumination of floor grids).
1869 * The automatic memorization of all objects and non-floor terrain
1870 * features as soon as they are displayed allows incredible amounts
1871 * of optimization in various places, especially "map_info()".
1873 * Note that the memorization of objects is completely separate from
1874 * the memorization of terrain features, preventing annoying floor
1875 * memorization when a detected object is picked up from a dark floor,
1876 * and object memorization when an object is dropped into a floor grid
1877 * which is memorized but out-of-sight.
1879 * This function should be called every time the "memorization" of
1880 * a grid (or the object in a grid) is called into question, such
1881 * as when an object is created in a grid, when a terrain feature
1882 * "changes" from "floor" to "non-floor", when any grid becomes
1883 * "illuminated" or "viewable", and when a "floor" grid becomes
1886 * Note the relatively efficient use of this function by the various
1887 * "update_view()" and "update_lite()" calls, to allow objects and
1888 * terrain features to be memorized (and drawn) whenever they become
1889 * viewable or illuminated in any way, but not when they "maintain"
1890 * or "lose" their previous viewability or illumination.
1892 * Note the butchered "internal" version of "player_can_see_bold()",
1893 * optimized primarily for the most common cases, that is, for the
1894 * non-marked floor grids.
1896 void note_spot(int y, int x)
1898 cave_type *c_ptr = &cave[y][x];
1900 s16b this_o_idx, next_o_idx = 0;
1903 /* Blind players see nothing */
1904 if (p_ptr->blind) return;
1906 /* Analyze non-torch-lit grids */
1907 if (!(c_ptr->info & (CAVE_LITE)))
1909 /* Require line of sight to the grid */
1910 if (!(c_ptr->info & (CAVE_VIEW))) return;
1912 if (p_ptr->pclass != CLASS_NINJA)
1914 /* Require "perma-lite" of the grid */
1915 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return;
1920 /* Hack -- memorize objects */
1921 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1923 object_type *o_ptr = &o_list[this_o_idx];
1925 /* Acquire next object */
1926 next_o_idx = o_ptr->next_o_idx;
1928 /* Memorize objects */
1929 o_ptr->marked |= OM_FOUND;
1933 /* Hack -- memorize grids */
1934 if (!(c_ptr->info & (CAVE_MARK)))
1936 if (p_ptr->pclass == CLASS_NINJA)
1938 c_ptr->info |= (CAVE_MARK);
1940 /* Handle floor grids first */
1941 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
1943 /* Option -- memorize all torch-lit floors */
1944 if (view_torch_grids && (c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1947 c_ptr->info |= (CAVE_MARK);
1950 /* Option -- memorize all perma-lit floors */
1951 else if (view_perma_grids && (c_ptr->info & (CAVE_GLOW)))
1954 c_ptr->info |= (CAVE_MARK);
1958 /* Memorize normal grids */
1959 else if (cave_floor_grid(c_ptr))
1962 c_ptr->info |= (CAVE_MARK);
1965 /* Memorize torch-lit walls */
1966 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1969 c_ptr->info |= (CAVE_MARK);
1972 /* Memorize certain non-torch-lit wall grids */
1977 /* Hack -- move one grid towards player */
1978 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1979 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1981 /* Check for "local" illumination */
1982 if (cave[yy][xx].info & (CAVE_GLOW))
1985 c_ptr->info |= (CAVE_MARK);
1992 void display_dungeon(void)
1998 #ifdef USE_TRANSPARENCY
2001 #endif /* USE_TRANSPARENCY */
2003 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
2005 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
2007 if (in_bounds2(y, x))
2010 #ifdef USE_TRANSPARENCY
2011 /* Examine the grid */
2012 map_info(y, x, &a, &c, &ta, &tc);
2013 #else /* USE_TRANSPARENCY */
2014 /* Examine the grid */
2015 map_info(y, x, &a, &c);
2016 #endif /* USE_TRANSPARENCY */
2018 /* Hack -- fake monochrome */
2019 if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
2021 if (world_monster) a = TERM_DARK;
2022 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2023 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2024 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2027 #ifdef USE_TRANSPARENCY
2028 /* Hack -- Queue it */
2029 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
2030 #else /* USE_TRANSPARENCY */
2031 /* Hack -- Queue it */
2032 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
2033 #endif /* USE_TRANSPARENCY */
2038 /* Clear out-of-bound tiles */
2040 /* Access darkness */
2041 feature_type *f_ptr = &f_info[FEAT_NONE];
2049 #ifdef USE_TRANSPARENCY
2050 /* Hack -- Queue it */
2051 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
2052 #else /* USE_TRANSPARENCY */
2053 /* Hack -- Queue it */
2054 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
2055 #endif /* USE_TRANSPARENCY */
2063 * Redraw (on the screen) a given MAP location
2065 * This function should only be called on "legal" grids
2067 void lite_spot(int y, int x)
2069 /* Redraw if on screen */
2070 if (panel_contains(y, x) && in_bounds2(y, x))
2075 #ifdef USE_TRANSPARENCY
2079 /* Examine the grid */
2080 map_info(y, x, &a, &c, &ta, &tc);
2081 #else /* USE_TRANSPARENCY */
2082 /* Examine the grid */
2083 map_info(y, x, &a, &c);
2084 #endif /* USE_TRANSPARENCY */
2086 /* Hack -- fake monochrome */
2087 if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
2089 if (world_monster) a = TERM_DARK;
2090 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2091 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2092 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2096 if (use_bigtile && !(a & 0x80) && (isprint(c) || c == 127))
2098 /* Term_queue_chars ¤ÏÁ´³ÑASCIIÃÏ·Á¤òÀµ¤·¤¯update¤¹¤ë¡£ */
2099 Term_queue_chars(panel_col_of(x), y-panel_row_prt, 2, a, &ascii_to_zenkaku[2*(c-' ')]);
2104 #ifdef USE_TRANSPARENCY
2105 /* Hack -- Queue it */
2106 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
2108 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1, 0, 0);
2109 #else /* USE_TRANSPARENCY */
2110 /* Hack -- Queue it */
2111 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
2113 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1);
2114 #endif /* USE_TRANSPARENCY */
2120 * Prints the map of the dungeon
2122 * Note that, for efficiency, we contain an "optimized" version
2123 * of both "lite_spot()" and "print_rel()", and that we use the
2124 * "lite_spot()" function to display the player grid, if needed.
2132 s16b xmin, xmax, ymin, ymax;
2136 bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
2139 Term_get_size(&wid, &hgt);
2141 /* Remove map offset */
2145 /* Access the cursor state */
2146 (void)Term_get_cursor(&v);
2148 /* Hide the cursor */
2149 (void)Term_set_cursor(0);
2152 xmin = (0 < panel_col_min) ? panel_col_min : 0;
2153 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
2154 ymin = (0 < panel_row_min) ? panel_row_min : 0;
2155 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
2157 /* Bottom section of screen */
2158 for (y = 1; y <= ymin - panel_row_prt; y++)
2160 /* Erase the section */
2161 Term_erase(COL_MAP, y, wid);
2164 /* Top section of screen */
2165 for (y = ymax - panel_row_prt; y <= hgt; y++)
2167 /* Erase the section */
2168 Term_erase(COL_MAP, y, wid);
2172 for (y = ymin; y <= ymax; y++)
2174 /* Scan the columns of row "y" */
2175 for (x = xmin; x <= xmax; x++)
2180 #ifdef USE_TRANSPARENCY
2184 /* Determine what is there */
2185 map_info(y, x, &a, &c, &ta, &tc);
2187 /* Determine what is there */
2188 map_info(y, x, &a, &c);
2191 /* Hack -- fake monochrome */
2192 if (fake_monochrome)
2194 if (world_monster) a = TERM_DARK;
2195 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2196 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2197 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2200 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
2202 /* Efficiency -- Redraw that grid of the map */
2203 #ifdef USE_TRANSPARENCY
2204 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
2205 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2, 0, 0);
2207 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
2208 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
2213 /* Display player */
2216 /* Restore the cursor */
2217 (void)Term_set_cursor(v);
2223 * print project path
2225 void prt_path(int y, int x)
2230 int default_color = TERM_SLATE;
2231 bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
2233 if (!display_path) return;
2234 if (-1 == project_length)
2237 /* Get projection path */
2238 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
2241 p_ptr->redraw |= (PR_MAP);
2247 for (i = 0; i < path_n; i++)
2249 int ny = GRID_Y(path_g[i]);
2250 int nx = GRID_X(path_g[i]);
2252 if (panel_contains(ny, nx))
2254 byte a2, a = default_color;
2257 #ifdef USE_TRANSPARENCY
2262 if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
2264 /* Determine what is there */
2265 #ifdef USE_TRANSPARENCY
2266 map_info(ny, nx, &a, &c, &ta, &tc);
2268 map_info(ny, nx, &a, &c);
2272 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
2274 else if (a == default_color)
2278 if (fake_monochrome)
2280 if (world_monster) a = TERM_DARK;
2281 else if (p_ptr->invuln || world_player) a = TERM_WHITE;
2282 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
2283 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2287 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
2289 /* Hack -- Queue it */
2290 #ifdef USE_TRANSPARENCY
2291 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
2292 if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2, 0, 0);
2294 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c);
2295 if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2);
2300 if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
2303 if (nx == x && ny == y) default_color = TERM_L_DARK;
2308 static cptr simplify_list[][2] =
2315 {"^Amulet of ", "\""},
2316 {"^Scroll of ", "?"},
2317 {"^Scroll titled ", "?"},
2318 {"^Wand of " , "-"},
2320 {"^Staff of " , "_"},
2321 {"^Potion of ", "!"},
2333 static void display_shortened_item_name(object_type *o_ptr, int y)
2340 object_desc(buf, o_ptr, FALSE, 0);
2341 attr = tval_to_attr[o_ptr->tval % 128];
2347 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
2349 strcpy(buf, "something strange");
2353 for (c = buf; *c; c++)
2356 for (i = 0; simplify_list[i][1]; i++)
2358 cptr org_w = simplify_list[i][0];
2368 if (!strncmp(c, org_w, strlen(org_w)))
2371 cptr tmp = simplify_list[i][1];
2374 tmp = c + strlen(org_w);
2384 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
2390 if(len + 2 > 12) break;
2397 if(len + 1 > 12) break;
2403 Term_putstr(0, y, 12, attr, buf);
2407 * Display a "small-scale" map of the dungeon in the active Term
2409 void display_map(int *cy, int *cx)
2426 /* Save lighting effects */
2427 bool old_view_special_lite = view_special_lite;
2428 bool old_view_granite_lite = view_granite_lite;
2430 bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
2432 int hgt, wid, yrat, xrat;
2434 int **match_autopick_yx;
2435 object_type ***object_autopick_yx;
2438 Term_get_size(&wid, &hgt);
2441 if (use_bigtile) wid /= 2;
2443 yrat = (cur_hgt + hgt - 1) / hgt;
2444 xrat = (cur_wid + wid - 1) / wid;
2446 /* Disable lighting effects */
2447 view_special_lite = FALSE;
2448 view_granite_lite = FALSE;
2450 /* Allocate the maps */
2451 C_MAKE(ma, (hgt + 2), byte_ptr);
2452 C_MAKE(mc, (hgt + 2), char_ptr);
2453 C_MAKE(mp, (hgt + 2), byte_ptr);
2454 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
2455 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
2457 /* Allocate and wipe each line map */
2458 for (y = 0; y < (hgt + 2); y++)
2460 /* Allocate one row each array */
2461 C_MAKE(ma[y], (wid + 2), byte);
2462 C_MAKE(mc[y], (wid + 2), char);
2463 C_MAKE(mp[y], (wid + 2), byte);
2464 C_MAKE(match_autopick_yx[y], (wid + 2), int);
2465 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
2467 for (x = 0; x < wid + 2; ++x)
2469 match_autopick_yx[y][x] = -1;
2470 object_autopick_yx[y][x] = NULL;
2473 ma[y][x] = TERM_WHITE;
2481 /* Allocate the maps */
2482 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
2483 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
2484 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
2486 /* Allocate and wipe each line map */
2487 for (y = 0; y < (cur_hgt + 2); y++)
2489 /* Allocate one row each array */
2490 C_MAKE(bigma[y], (cur_wid + 2), byte);
2491 C_MAKE(bigmc[y], (cur_wid + 2), char);
2492 C_MAKE(bigmp[y], (cur_wid + 2), byte);
2494 for (x = 0; x < cur_wid + 2; ++x)
2497 bigma[y][x] = TERM_WHITE;
2505 /* Fill in the map */
2506 for (i = 0; i < cur_wid; ++i)
2508 for (j = 0; j < cur_hgt; ++j)
2518 /* Extract the current attr/char at that map location */
2519 #ifdef USE_TRANSPARENCY
2520 map_info(j, i, &ta, &tc, &ta, &tc);
2521 #else /* USE_TRANSPARENCY */
2522 map_info(j, i, &ta, &tc);
2523 #endif /* USE_TRANSPARENCY */
2525 /* Extract the priority */
2528 if(match_autopick!=-1
2529 && (match_autopick_yx[y][x] == -1
2530 || match_autopick_yx[y][x] > match_autopick))
2532 match_autopick_yx[y][x] = match_autopick;
2533 object_autopick_yx[y][x] = autopick_obj;
2537 /* Save the char, attr and priority */
2538 bigmc[j+1][i+1] = tc;
2539 bigma[j+1][i+1] = ta;
2540 bigmp[j+1][i+1] = tp;
2544 for (j = 0; j < cur_hgt; ++j)
2546 for (i = 0; i < cur_wid; ++i)
2552 tc = bigmc[j+1][i+1];
2553 ta = bigma[j+1][i+1];
2554 tp = bigmp[j+1][i+1];
2556 /* rare feature has more priority */
2562 for (t = 0; t < 8; t++)
2564 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2565 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2575 /* Save the char, attr and priority */
2588 /* Draw the corners */
2589 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2591 /* Draw the horizontal edges */
2592 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2594 /* Draw the vertical edges */
2595 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2598 /* Display each map line in order */
2599 for (y = 0; y < hgt + 2; ++y)
2601 /* Start a new line */
2602 Term_gotoxy(COL_MAP, y);
2604 /* Display the line */
2605 for (x = 0; x < wid + 2; ++x)
2610 /* Hack -- fake monochrome */
2611 if (fake_monochrome)
2613 if (world_monster) ta = TERM_DARK;
2614 else if (p_ptr->invuln || world_player) ta = TERM_WHITE;
2615 else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) ta = TERM_WHITE;
2616 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2619 if (use_bigtile) bigtile_attr(&tc, &ta, &c2, &a2);
2621 /* Add the character */
2623 if (use_bigtile) Term_addch(a2, c2);
2628 for (y = 1; y < hgt + 1; ++y)
2630 match_autopick = -1;
2631 for (x = 1; x <= wid; x++){
2632 if (match_autopick_yx[y][x] != -1 &&
2633 (match_autopick > match_autopick_yx[y][x] ||
2634 match_autopick == -1)){
2635 match_autopick = match_autopick_yx[y][x];
2636 autopick_obj = object_autopick_yx[y][x];
2640 /* Clear old display */
2641 Term_putstr(0, y, 12, 0, " ");
2643 if (match_autopick != -1)
2645 display_shortened_item_name(autopick_obj, y);
2648 char buf[13] = "\0";
2649 strncpy(buf,autopick_list[match_autopick].name,12);
2657 /* Player location */
2658 (*cy) = py / yrat + 1 + ROW_MAP;
2660 (*cx) = px / xrat + 1 + COL_MAP;
2662 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2664 /* Restore lighting effects */
2665 view_special_lite = old_view_special_lite;
2666 view_granite_lite = old_view_granite_lite;
2668 /* Free each line map */
2669 for (y = 0; y < (hgt + 2); y++)
2671 /* Free one row each array */
2672 C_FREE(ma[y], (wid + 2), byte);
2673 C_FREE(mc[y], (wid + 2), char);
2674 C_FREE(mp[y], (wid + 2), byte);
2675 C_FREE(match_autopick_yx[y], (wid + 2), int);
2676 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2679 /* Free each line map */
2680 C_FREE(ma, (hgt + 2), byte_ptr);
2681 C_FREE(mc, (hgt + 2), char_ptr);
2682 C_FREE(mp, (hgt + 2), byte_ptr);
2683 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2684 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2686 /* Free each line map */
2687 for (y = 0; y < (cur_hgt + 2); y++)
2689 /* Free one row each array */
2690 C_FREE(bigma[y], (cur_wid + 2), byte);
2691 C_FREE(bigmc[y], (cur_wid + 2), char);
2692 C_FREE(bigmp[y], (cur_wid + 2), byte);
2695 /* Free each line map */
2696 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2697 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2698 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2703 * Display a "small-scale" map of the dungeon for the player
2705 * Currently, the "player" is displayed on the map. XXX XXX XXX
2707 void do_cmd_view_map(void)
2712 /* Save the screen */
2717 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2719 prt("Please wait...", 0, 0);
2725 /* Clear the screen */
2728 display_autopick = 0;
2730 /* Display the map */
2731 display_map(&cy, &cx);
2734 if(max_autopick && !p_ptr->wild_mode)
2736 display_autopick = ITEM_DISPLAY;
2743 int wid, hgt, row_message;
2745 Term_get_size(&wid, &hgt);
2746 row_message = hgt - 1;
2749 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2751 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2754 /* Hilite the player */
2755 move_cursor(cy, cx);
2760 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2762 flag = DONT_AUTOPICK;
2764 flag = DO_AUTODESTROY;
2766 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2772 if (~display_autopick & flag)
2773 display_autopick |= flag;
2775 display_autopick &= ~flag;
2776 /* Display the map */
2777 display_map(&cy, &cx);
2780 display_autopick = 0;
2786 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2788 put_str("Hit any key to continue", 23, 30);
2789 #endif /* Hilite the player */
2790 move_cursor(cy, cx);
2795 /* Restore the screen */
2804 * Some comments on the cave grid flags. -BEN-
2807 * One of the major bottlenecks in previous versions of Angband was in
2808 * the calculation of "line of sight" from the player to various grids,
2809 * such as monsters. This was such a nasty bottleneck that a lot of
2810 * silly things were done to reduce the dependancy on "line of sight",
2811 * for example, you could not "see" any grids in a lit room until you
2812 * actually entered the room, and there were all kinds of bizarre grid
2813 * flags to enable this behavior. This is also why the "call light"
2814 * spells always lit an entire room.
2816 * The code below provides functions to calculate the "field of view"
2817 * for the player, which, once calculated, provides extremely fast
2818 * calculation of "line of sight from the player", and to calculate
2819 * the "field of torch lite", which, again, once calculated, provides
2820 * extremely fast calculation of "which grids are lit by the player's
2821 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2822 * "GRID_LITE", as appropriate, these functions maintain an array for
2823 * each of these two flags, each array containing the locations of all
2824 * of the grids marked with the appropriate flag, which can be used to
2825 * very quickly scan through all of the grids in a given set.
2827 * To allow more "semantically valid" field of view semantics, whenever
2828 * the field of view (or the set of torch lit grids) changes, all of the
2829 * grids in the field of view (or the set of torch lit grids) are "drawn"
2830 * so that changes in the world will become apparent as soon as possible.
2831 * This has been optimized so that only grids which actually "change" are
2832 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2833 * of the grids which are entering or leaving the relevent set of grids.
2835 * These new methods are so efficient that the old nasty code was removed.
2837 * Note that there is no reason to "update" the "viewable space" unless
2838 * the player "moves", or walls/doors are created/destroyed, and there
2839 * is no reason to "update" the "torch lit grids" unless the field of
2840 * view changes, or the "light radius" changes. This means that when
2841 * the player is resting, or digging, or doing anything that does not
2842 * involve movement or changing the state of the dungeon, there is no
2843 * need to update the "view" or the "lite" regions, which is nice.
2845 * Note that the calls to the nasty "los()" function have been reduced
2846 * to a bare minimum by the use of the new "field of view" calculations.
2848 * I wouldn't be surprised if slight modifications to the "update_view()"
2849 * function would allow us to determine "reverse line-of-sight" as well
2850 * as "normal line-of-sight", which would allow monsters to use a more
2851 * "correct" calculation to determine if they can "see" the player. For
2852 * now, monsters simply "cheat" somewhat and assume that if the player
2853 * has "line of sight" to the monster, then the monster can "pretend"
2854 * that it has "line of sight" to the player.
2857 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2858 * grid and maintains an array of all "CAVE_LITE" grids.
2860 * This set of grids is the complete set of all grids which are lit by
2861 * the players light source, which allows the "player_can_see_bold()"
2862 * function to work very quickly.
2864 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2865 * fact, the player (unless blind) can always "see" all grids which are
2866 * marked as "CAVE_LITE", unless they are "off screen".
2869 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2870 * grid and maintains an array of all "CAVE_VIEW" grids.
2872 * This set of grids is the complete set of all grids within line of sight
2873 * of the player, allowing the "player_has_los_bold()" macro to work very
2877 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2878 * temporary internal flag to mark those grids which are not only in view,
2879 * but which are also "easily" in line of sight of the player. This flag
2880 * is always cleared when we are done.
2883 * The current "update_lite()" and "update_view()" algorithms use the
2884 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2885 * to keep track of which grids were previously marked as "CAVE_LITE" or
2886 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2888 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2889 * for various other purposes, such as spreading lite or darkness during
2890 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2893 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2894 * in some way permanently lit. However, for the player to "see" anything
2895 * in the grid, as determined by "player_can_see()", the player must not be
2896 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2897 * grids, even if marked as "perma lit", are only illuminated if they touch
2898 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2901 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2902 * that even if the player cannot "see" the grid, he "knows" the terrain in
2903 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2904 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2905 * or when one of the "memorize floor grids" options induces memorization.
2907 * Objects are "memorized" in a different way, using a special "marked" flag
2908 * on the object itself, which is set when an object is observed or detected.
2911 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2912 * and should be illuminated by "lite room" and "darkness" spells.
2915 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2916 * and should be unavailable for "teleportation" destinations.
2919 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2920 * which is observed, and the "view_torch_grids" allows the player to memorize
2921 * every torch-lit grid. The player will always memorize important walls,
2922 * doors, stairs, and other terrain features, as well as any "detected" grids.
2924 * Note that the new "update_view()" method allows, among other things, a room
2925 * to be "partially" seen as the player approaches it, with a growing cone of
2926 * floor appearing as the player gets closer to the door. Also, by not turning
2927 * on the "memorize perma-lit grids" option, the player will only "see" those
2928 * floor grids which are actually in line of sight.
2930 * And my favorite "plus" is that you can now use a special option to draw the
2931 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2932 * grids dimly), providing a "pretty" effect as the player runs around, and
2933 * to efficiently display the "torch lite" in a special color.
2936 * Some comments on the "update_view()" algorithm...
2938 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2939 * and only has to call "los()" on the borderline cases. The major axes/diags
2940 * even terminate early when they hit walls. I need to find a quick way
2941 * to "terminate" the other scans.
2943 * Note that in the worst case (a big empty area with say 5% scattered walls),
2944 * each of the 1500 or so nearby grids is checked once, most of them getting
2945 * an "instant" rating, and only a small portion requiring a call to "los()".
2947 * The only time that the algorithm appears to be "noticeably" too slow is
2948 * when running, and this is usually only important in town, since the town
2949 * provides about the worst scenario possible, with large open regions and
2950 * a few scattered obstructions. There is a special "efficiency" option to
2951 * allow the player to reduce his field of view in town, if needed.
2953 * In the "best" case (say, a normal stretch of corridor), the algorithm
2954 * makes one check for each viewable grid, and makes no calls to "los()".
2955 * So running in corridors is very fast, and if a lot of monsters are
2956 * nearby, it is much faster than the old methods.
2958 * Note that resting, most normal commands, and several forms of running,
2959 * plus all commands executed near large groups of monsters, are strictly
2960 * more efficient with "update_view()" that with the old "compute los() on
2961 * demand" method, primarily because once the "field of view" has been
2962 * calculated, it does not have to be recalculated until the player moves
2963 * (or a wall or door is created or destroyed).
2965 * Note that we no longer have to do as many "los()" checks, since once the
2966 * "view" region has been built, very few things cause it to be "changed"
2967 * (player movement, and the opening/closing of doors, changes in wall status).
2968 * Note that door/wall changes are only relevant when the door/wall itself is
2969 * in the "view" region.
2971 * The algorithm seems to only call "los()" from zero to ten times, usually
2972 * only when coming down a corridor into a room, or standing in a room, just
2973 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2974 * we will be reducing the calls to "los()".
2976 * I am thinking in terms of an algorithm that "walks" from the central point
2977 * out to the maximal "distance", at each point, determining the "view" code
2978 * (above). For each grid not on a major axis or diagonal, the "view" code
2979 * depends on the "cave_floor_bold()" and "view" of exactly two other grids
2980 * (the one along the nearest diagonal, and the one next to that one, see
2981 * "update_view_aux()"...).
2983 * We "memorize" the viewable space array, so that at the cost of under 3000
2984 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2985 * each grid actually in the "viewable space". And for another 3000 bytes,
2986 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2987 * are also used by other routines, thus reducing the cost to almost nothing.
2989 * A similar thing is done for "forget_lite()" in which case the savings are
2990 * much less, but save us from doing bizarre maintenance checking.
2992 * In the worst "normal" case (in the middle of the town), the reachable space
2993 * actually reaches to more than half of the largest possible "circle" of view,
2994 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2995 * where all the walls have been removed), the reachable space actually reaches
2996 * the theoretical maximum size of just under 1500 grids.
2998 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2999 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
3000 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
3001 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
3002 * entire possible space (including initialization) in one step per grid. If
3003 * we do the "clearing" as a separate step (and use an array of "view" grids),
3004 * then the clearing will take as many steps as grids that were viewed, and the
3005 * algorithm will be able to "stop" scanning at various points.
3006 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
3017 * Actually erase the entire "lite" array, redrawing every grid
3019 void forget_lite(void)
3023 /* None to forget */
3024 if (!lite_n) return;
3026 /* Clear them all */
3027 for (i = 0; i < lite_n; i++)
3032 /* Forget "LITE" flag */
3033 cave[y][x].info &= ~(CAVE_LITE);
3047 * This macro allows us to efficiently add a grid to the "lite" array,
3048 * note that we are never called for illegal grids, or for grids which
3049 * have already been placed into the "lite" array, and we are never
3050 * called when the "lite" array is full.
3052 #define cave_lite_hack(Y,X) \
3054 if (!(cave[Y][X].info & (CAVE_LITE))) { \
3055 cave[Y][X].info |= (CAVE_LITE); \
3056 lite_y[lite_n] = (Y); \
3057 lite_x[lite_n] = (X); \
3063 * Update the set of grids "illuminated" by the player's lite.
3065 * This routine needs to use the results of "update_view()"
3067 * Note that "blindness" does NOT affect "torch lite". Be careful!
3069 * We optimize most lites (all non-artifact lites) by using "obvious"
3070 * facts about the results of "small" lite radius, and we attempt to
3071 * list the "nearby" grids before the more "distant" ones in the
3072 * array of torch-lit grids.
3074 * We assume that "radius zero" lite is in fact no lite at all.
3076 * Torch Lantern Artifacts
3086 void update_lite(void)
3088 int i, x, y, min_x, max_x, min_y, max_y;
3089 int p = p_ptr->cur_lite;
3091 /*** Special case ***/
3093 /* Hack -- Player has no lite */
3096 /* Forget the old lite */
3099 /* Draw the player */
3104 /*** Save the old "lite" grids for later ***/
3106 /* Clear them all */
3107 for (i = 0; i < lite_n; i++)
3112 /* Mark the grid as not "lite" */
3113 cave[y][x].info &= ~(CAVE_LITE);
3115 /* Mark the grid as "seen" */
3116 cave[y][x].info |= (CAVE_TEMP);
3118 /* Add it to the "seen" set */
3128 /*** Collect the new "lite" grids ***/
3130 /* Radius 1 -- torch radius */
3134 cave_lite_hack(py, px);
3137 cave_lite_hack(py+1, px);
3138 cave_lite_hack(py-1, px);
3139 cave_lite_hack(py, px+1);
3140 cave_lite_hack(py, px-1);
3142 /* Diagonal grids */
3143 cave_lite_hack(py+1, px+1);
3144 cave_lite_hack(py+1, px-1);
3145 cave_lite_hack(py-1, px+1);
3146 cave_lite_hack(py-1, px-1);
3149 /* Radius 2 -- lantern radius */
3152 /* South of the player */
3153 if (cave_floor_bold(py+1, px))
3155 cave_lite_hack(py+2, px);
3156 cave_lite_hack(py+2, px+1);
3157 cave_lite_hack(py+2, px-1);
3160 /* North of the player */
3161 if (cave_floor_bold(py-1, px))
3163 cave_lite_hack(py-2, px);
3164 cave_lite_hack(py-2, px+1);
3165 cave_lite_hack(py-2, px-1);
3168 /* East of the player */
3169 if (cave_floor_bold(py, px+1))
3171 cave_lite_hack(py, px+2);
3172 cave_lite_hack(py+1, px+2);
3173 cave_lite_hack(py-1, px+2);
3176 /* West of the player */
3177 if (cave_floor_bold(py, px-1))
3179 cave_lite_hack(py, px-2);
3180 cave_lite_hack(py+1, px-2);
3181 cave_lite_hack(py-1, px-2);
3185 /* Radius 3+ -- artifact radius */
3190 /* Paranoia -- see "LITE_MAX" */
3193 /* South-East of the player */
3194 if (cave_floor_bold(py+1, px+1))
3196 cave_lite_hack(py+2, px+2);
3199 /* South-West of the player */
3200 if (cave_floor_bold(py+1, px-1))
3202 cave_lite_hack(py+2, px-2);
3205 /* North-East of the player */
3206 if (cave_floor_bold(py-1, px+1))
3208 cave_lite_hack(py-2, px+2);
3211 /* North-West of the player */
3212 if (cave_floor_bold(py-1, px-1))
3214 cave_lite_hack(py-2, px-2);
3219 if (min_y < 0) min_y = 0;
3223 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
3227 if (min_x < 0) min_x = 0;
3231 if (max_x > cur_wid-1) max_x = cur_wid-1;
3233 /* Scan the maximal box */
3234 for (y = min_y; y <= max_y; y++)
3236 for (x = min_x; x <= max_x; x++)
3238 int dy = (py > y) ? (py - y) : (y - py);
3239 int dx = (px > x) ? (px - x) : (x - px);
3241 /* Skip the "central" grids (above) */
3242 if ((dy <= 2) && (dx <= 2)) continue;
3244 /* Hack -- approximate the distance */
3245 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
3247 /* Skip distant grids */
3248 if (d > p) continue;
3250 /* Viewable, nearby, grids get "torch lit" */
3251 if (player_has_los_bold(y, x))
3253 /* This grid is "torch lit" */
3254 cave_lite_hack(y, x);
3261 /*** Complete the algorithm ***/
3263 /* Draw the new grids */
3264 for (i = 0; i < lite_n; i++)
3269 /* Update fresh grids */
3270 if (cave[y][x].info & (CAVE_TEMP)) continue;
3279 /* Clear them all */
3280 for (i = 0; i < temp_n; i++)
3285 /* No longer in the array */
3286 cave[y][x].info &= ~(CAVE_TEMP);
3288 /* Update stale grids */
3289 if (cave[y][x].info & (CAVE_LITE)) continue;
3300 static bool mon_invis;
3303 * Add a square to the changes array
3305 static void mon_lite_hack(int y, int x)
3310 if (!in_bounds2(y, x)) return;
3312 c_ptr = &cave[y][x];
3314 /* Want a unlit square in view of the player */
3315 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
3317 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
3318 if (!cave_floor_grid(c_ptr) && mon_invis) return;
3320 /* Save this square */
3321 if (temp_n < TEMP_MAX)
3329 c_ptr->info |= CAVE_MNLT;
3336 * Update squares illuminated by monsters.
3338 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
3339 * denote squares illuminated by monsters.
3341 * The CAVE_TEMP flag is used to store the state during the
3342 * updating. Only squares in view of the player, whos state
3343 * changes are drawn via lite_spot().
3345 void update_mon_lite(void)
3354 /* Clear all monster lit squares */
3355 for (i = 0; i < mon_lite_n; i++)
3358 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3361 c_ptr->info |= (CAVE_TEMP);
3363 /* Clear monster illumination flag */
3364 c_ptr->info &= ~(CAVE_MNLT);
3367 /* Empty temp list of new squares to lite up */
3370 /* Loop through monsters, adding newly lit squares to changes list */
3371 for (i = 1; i < m_max; i++)
3373 monster_type *m_ptr = &m_list[i];
3374 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3376 /* Skip dead monsters */
3377 if (!m_ptr->r_idx) continue;
3379 /* Is it too far away? */
3380 if (m_ptr->cdis > ((d_info[dungeon_type].flags1 & DF1_DARKNESS) ? MAX_SIGHT / 2 + 1 : MAX_SIGHT + 3)) continue;
3382 /* Get lite radius */
3385 /* Note the radii are cumulative */
3386 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3387 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3389 /* Exit if has no light */
3391 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3393 if (world_monster) continue;
3395 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3397 /* Access the location */
3401 /* Is the monster visible? */
3402 mon_invis = !(cave[fy][fx].info & CAVE_VIEW);
3404 /* The square it is on */
3405 mon_lite_hack(fy, fx);
3407 /* Adjacent squares */
3408 mon_lite_hack(fy + 1, fx);
3409 mon_lite_hack(fy - 1, fx);
3410 mon_lite_hack(fy, fx + 1);
3411 mon_lite_hack(fy, fx - 1);
3412 mon_lite_hack(fy + 1, fx + 1);
3413 mon_lite_hack(fy + 1, fx - 1);
3414 mon_lite_hack(fy - 1, fx + 1);
3415 mon_lite_hack(fy - 1, fx - 1);
3420 /* South of the monster */
3421 if (cave_floor_bold(fy + 1, fx))
3423 mon_lite_hack(fy + 2, fx + 1);
3424 mon_lite_hack(fy + 2, fx);
3425 mon_lite_hack(fy + 2, fx - 1);
3427 c_ptr = &cave[fy + 2][fx];
3430 if ((rad == 3) && cave_floor_grid(c_ptr))
3432 mon_lite_hack(fy + 3, fx + 1);
3433 mon_lite_hack(fy + 3, fx);
3434 mon_lite_hack(fy + 3, fx - 1);
3438 /* North of the monster */
3439 if (cave_floor_bold(fy - 1, fx))
3441 mon_lite_hack(fy - 2, fx + 1);
3442 mon_lite_hack(fy - 2, fx);
3443 mon_lite_hack(fy - 2, fx - 1);
3445 c_ptr = &cave[fy - 2][fx];
3448 if ((rad == 3) && cave_floor_grid(c_ptr))
3450 mon_lite_hack(fy - 3, fx + 1);
3451 mon_lite_hack(fy - 3, fx);
3452 mon_lite_hack(fy - 3, fx - 1);
3456 /* East of the monster */
3457 if (cave_floor_bold(fy, fx + 1))
3459 mon_lite_hack(fy + 1, fx + 2);
3460 mon_lite_hack(fy, fx + 2);
3461 mon_lite_hack(fy - 1, fx + 2);
3463 c_ptr = &cave[fy][fx + 2];
3466 if ((rad == 3) && cave_floor_grid(c_ptr))
3468 mon_lite_hack(fy + 1, fx + 3);
3469 mon_lite_hack(fy, fx + 3);
3470 mon_lite_hack(fy - 1, fx + 3);
3474 /* West of the monster */
3475 if (cave_floor_bold(fy, fx - 1))
3477 mon_lite_hack(fy + 1, fx - 2);
3478 mon_lite_hack(fy, fx - 2);
3479 mon_lite_hack(fy - 1, fx - 2);
3481 c_ptr = &cave[fy][fx - 2];
3484 if ((rad == 3) && cave_floor_grid(c_ptr))
3486 mon_lite_hack(fy + 1, fx - 3);
3487 mon_lite_hack(fy, fx - 3);
3488 mon_lite_hack(fy - 1, fx - 3);
3496 /* South-East of the monster */
3497 if (cave_floor_bold(fy + 1, fx + 1))
3499 mon_lite_hack(fy + 2, fx + 2);
3502 /* South-West of the monster */
3503 if (cave_floor_bold(fy + 1, fx - 1))
3505 mon_lite_hack(fy + 2, fx - 2);
3508 /* North-East of the monster */
3509 if (cave_floor_bold(fy - 1, fx + 1))
3511 mon_lite_hack(fy - 2, fx + 2);
3514 /* North-West of the monster */
3515 if (cave_floor_bold(fy - 1, fx - 1))
3517 mon_lite_hack(fy - 2, fx - 2);
3522 /* Save end of list of new squares */
3526 * Look at old set flags to see if there are any changes.
3528 for (i = 0; i < mon_lite_n; i++)
3533 if (!in_bounds2(fy, fx)) continue;
3536 c_ptr = &cave[fy][fx];
3538 /* It it no longer lit? */
3539 if (!(c_ptr->info & CAVE_MNLT) && player_has_los_grid(c_ptr))
3541 /* It is now unlit */
3546 /* Add to end of temp array */
3547 temp_x[temp_n] = (byte)fx;
3548 temp_y[temp_n] = (byte)fy;
3552 /* Clear the lite array */
3555 /* Copy the temp array into the lit array lighting the new squares. */
3556 for (i = 0; i < temp_n; i++)
3561 if (!in_bounds2(fy, fx)) continue;
3564 c_ptr = &cave[fy][fx];
3568 /* Clear the temp flag for the old lit grids */
3569 c_ptr->info &= ~(CAVE_TEMP);
3573 /* The is the square newly lit and visible? */
3574 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3581 /* Save in the monster lit array */
3582 mon_lite_x[mon_lite_n] = fx;
3583 mon_lite_y[mon_lite_n] = fy;
3588 /* Finished with temp_n */
3591 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3593 if (p_ptr->special_defense & NINJA_S_STEALTH)
3595 if (p_ptr->old_monlite != p_ptr->monlite)
3600 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3602 msg_print("Your mantle of shadow become thin.");
3608 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3610 msg_print("Your mantle of shadow restored its original darkness.");
3615 p_ptr->old_monlite = p_ptr->monlite;
3618 void clear_mon_lite(void)
3623 /* Clear all monster lit squares */
3624 for (i = 0; i < mon_lite_n; i++)
3627 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3629 /* Clear monster illumination flag */
3630 c_ptr->info &= ~(CAVE_MNLT);
3633 /* Empty the array */
3640 * Clear the viewable space
3642 void forget_view(void)
3648 /* None to forget */
3649 if (!view_n) return;
3651 /* Clear them all */
3652 for (i = 0; i < view_n; i++)
3657 /* Access the grid */
3658 c_ptr = &cave[y][x];
3660 /* Forget that the grid is viewable */
3661 c_ptr->info &= ~(CAVE_VIEW);
3663 if (!panel_contains(y, x)) continue;
3665 /* Update the screen */
3676 * This macro allows us to efficiently add a grid to the "view" array,
3677 * note that we are never called for illegal grids, or for grids which
3678 * have already been placed into the "view" array, and we are never
3679 * called when the "view" array is full.
3681 #define cave_view_hack(C,Y,X) \
3683 if (!((C)->info & (CAVE_VIEW))){\
3684 (C)->info |= (CAVE_VIEW); \
3685 view_y[view_n] = (Y); \
3686 view_x[view_n] = (X); \
3693 * Helper function for "update_view()" below
3695 * We are checking the "viewability" of grid (y,x) by the player.
3697 * This function assumes that (y,x) is legal (i.e. on the map).
3699 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3700 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3702 * Note that we are using the "CAVE_XTRA" field for marking grids as
3703 * "easily viewable". This bit is cleared at the end of "update_view()".
3705 * This function adds (y,x) to the "viewable set" if necessary.
3707 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3709 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3711 bool f1, f2, v1, v2, z1, z2, wall;
3715 cave_type *g1_c_ptr;
3716 cave_type *g2_c_ptr;
3718 /* Access the grids */
3719 g1_c_ptr = &cave[y1][x1];
3720 g2_c_ptr = &cave[y2][x2];
3723 /* Check for walls */
3724 f1 = (cave_floor_grid(g1_c_ptr));
3725 f2 = (cave_floor_grid(g2_c_ptr));
3727 /* Totally blocked by physical walls */
3728 if (!f1 && !f2) return (TRUE);
3731 /* Check for visibility */
3732 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3733 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3735 /* Totally blocked by "unviewable neighbors" */
3736 if (!v1 && !v2) return (TRUE);
3739 /* Access the grid */
3740 c_ptr = &cave[y][x];
3743 /* Check for walls */
3744 wall = (!cave_floor_grid(c_ptr));
3747 /* Check the "ease" of visibility */
3748 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3749 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3751 /* Hack -- "easy" plus "easy" yields "easy" */
3754 c_ptr->info |= (CAVE_XTRA);
3756 cave_view_hack(c_ptr, y, x);
3761 /* Hack -- primary "easy" yields "viewed" */
3764 cave_view_hack(c_ptr, y, x);
3769 /* Hack -- "view" plus "view" yields "view" */
3772 /* c_ptr->info |= (CAVE_XTRA); */
3774 cave_view_hack(c_ptr, y, x);
3780 /* Mega-Hack -- the "los()" function works poorly on walls */
3783 cave_view_hack(c_ptr, y, x);
3789 /* Hack -- check line of sight */
3790 if (los(py, px, y, x))
3792 cave_view_hack(c_ptr, y, x);
3798 /* Assume no line of sight. */
3805 * Calculate the viewable space
3807 * 1: Process the player
3808 * 1a: The player is always (easily) viewable
3809 * 2: Process the diagonals
3810 * 2a: The diagonals are (easily) viewable up to the first wall
3811 * 2b: But never go more than 2/3 of the "full" distance
3812 * 3: Process the main axes
3813 * 3a: The main axes are (easily) viewable up to the first wall
3814 * 3b: But never go more than the "full" distance
3815 * 4: Process sequential "strips" in each of the eight octants
3816 * 4a: Each strip runs along the previous strip
3817 * 4b: The main axes are "previous" to the first strip
3818 * 4c: Process both "sides" of each "direction" of each strip
3819 * 4c1: Each side aborts as soon as possible
3820 * 4c2: Each side tells the next strip how far it has to check
3822 * Note that the octant processing involves some pretty interesting
3823 * observations involving when a grid might possibly be viewable from
3824 * a given grid, and on the order in which the strips are processed.
3826 * Note the use of the mathematical facts shown below, which derive
3827 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3828 * hypotenuse of a right triangle is primarily determined by the length
3829 * of the longest side, when one side is small, and is strictly less
3830 * than one-and-a-half times as long as the longest side when both of
3831 * the sides are large.
3833 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3834 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3836 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3838 * These observations are important because the calculation of the actual
3839 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3840 * while for small values (up to about 20 or so), the approximations above
3841 * are correct to within an error of at most one grid or so.
3843 * Observe the use of "full" and "over" in the code below, and the use of
3844 * the specialized calculation involving "limit", all of which derive from
3845 * the observations given above. Basically, we note that the "circle" of
3846 * view is completely contained in an "octagon" whose bounds are easy to
3847 * determine, and that only a few steps are needed to derive the actual
3848 * bounds of the circle given the bounds of the octagon.
3850 * Note that by skipping all the grids in the corners of the octagon, we
3851 * place an upper limit on the number of grids in the field of view, given
3852 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3853 * view, only about 1475 of these are in the "octagon" of view, and even
3854 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3855 * entries to completely contain the actual field of view.
3857 * Note also the care taken to prevent "running off the map". The use of
3858 * explicit checks on the "validity" of the "diagonal", and the fact that
3859 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3860 * use the optimized "cave_floor_bold()" macro, and to avoid the overhead
3861 * of multiple checks on the validity of grids.
3863 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3864 * "ws","wn" variables. They work like this: While travelling down the
3865 * south-bound strip just to the east of the main south axis, as soon as
3866 * we get to a grid which does not "transmit" viewing, if all of the strips
3867 * preceding us (in this case, just the main axis) had terminated at or before
3868 * the same point, then we can stop, and reset the "max distance" to ourself.
3869 * So, each strip (named by major axis plus offset, thus "se" in this case)
3870 * maintains a "blockage" variable, initialized during the main axis step,
3871 * and checks it whenever a blockage is observed. After processing each
3872 * strip as far as the previous strip told us to process, the next strip is
3873 * told not to go farther than the current strip's farthest viewable grid,
3874 * unless open space is still available. This uses the "k" variable.
3876 * Note the use of "inline" macros for efficiency. The "cave_floor_grid()"
3877 * macro is a replacement for "cave_floor_bold()" which takes a pointer to
3878 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3879 * chunk of code which adds the given location to the "view" array if it
3880 * is not already there, using both the actual location and a pointer to
3881 * the cave grid. See above.
3883 * By the way, the purpose of this code is to reduce the dependancy on the
3884 * "los()" function which is slow, and, in some cases, not very accurate.
3886 * It is very possible that I am the only person who fully understands this
3887 * function, and for that I am truly sorry, but efficiency was very important
3888 * and the "simple" version of this function was just not fast enough. I am
3889 * more than willing to replace this function with a simpler one, if it is
3890 * equally efficient, and especially willing if the new function happens to
3891 * derive "reverse-line-of-sight" at the same time, since currently monsters
3892 * just use an optimized hack of "you see me, so I see you", and then use the
3893 * actual "projectable()" function to check spell attacks.
3895 void update_view(void)
3897 int n, m, d, k, y, x, z;
3899 int se, sw, ne, nw, es, en, ws, wn;
3903 int y_max = cur_hgt - 1;
3904 int x_max = cur_wid - 1;
3908 /*** Initialize ***/
3911 if (view_reduce_view && !dun_level)
3913 /* Full radius (10) */
3914 full = MAX_SIGHT / 2;
3916 /* Octagon factor (15) */
3917 over = MAX_SIGHT * 3 / 4;
3923 /* Full radius (20) */
3926 /* Octagon factor (30) */
3927 over = MAX_SIGHT * 3 / 2;
3931 /*** Step 0 -- Begin ***/
3933 /* Save the old "view" grids for later */
3934 for (n = 0; n < view_n; n++)
3939 /* Access the grid */
3940 c_ptr = &cave[y][x];
3942 /* Mark the grid as not in "view" */
3943 c_ptr->info &= ~(CAVE_VIEW);
3945 /* Mark the grid as "seen" */
3946 c_ptr->info |= (CAVE_TEMP);
3948 /* Add it to the "seen" set */
3954 /* Start over with the "view" array */
3957 /*** Step 1 -- adjacent grids ***/
3959 /* Now start on the player */
3963 /* Access the grid */
3964 c_ptr = &cave[y][x];
3966 /* Assume the player grid is easily viewable */
3967 c_ptr->info |= (CAVE_XTRA);
3969 /* Assume the player grid is viewable */
3970 cave_view_hack(c_ptr, y, x);
3973 /*** Step 2 -- Major Diagonals ***/
3978 /* Scan south-east */
3979 for (d = 1; d <= z; d++)
3981 c_ptr = &cave[y+d][x+d];
3982 c_ptr->info |= (CAVE_XTRA);
3983 cave_view_hack(c_ptr, y+d, x+d);
3984 if (!cave_floor_grid(c_ptr)) break;
3987 /* Scan south-west */
3988 for (d = 1; d <= z; d++)
3990 c_ptr = &cave[y+d][x-d];
3991 c_ptr->info |= (CAVE_XTRA);
3992 cave_view_hack(c_ptr, y+d, x-d);
3993 if (!cave_floor_grid(c_ptr)) break;
3996 /* Scan north-east */
3997 for (d = 1; d <= z; d++)
3999 c_ptr = &cave[y-d][x+d];
4000 c_ptr->info |= (CAVE_XTRA);
4001 cave_view_hack(c_ptr, y-d, x+d);
4002 if (!cave_floor_grid(c_ptr)) break;
4005 /* Scan north-west */
4006 for (d = 1; d <= z; d++)
4008 c_ptr = &cave[y-d][x-d];
4009 c_ptr->info |= (CAVE_XTRA);
4010 cave_view_hack(c_ptr, y-d, x-d);
4011 if (!cave_floor_grid(c_ptr)) break;
4015 /*** Step 3 -- major axes ***/
4018 for (d = 1; d <= full; d++)
4020 c_ptr = &cave[y+d][x];
4021 c_ptr->info |= (CAVE_XTRA);
4022 cave_view_hack(c_ptr, y+d, x);
4023 if (!cave_floor_grid(c_ptr)) break;
4026 /* Initialize the "south strips" */
4030 for (d = 1; d <= full; d++)
4032 c_ptr = &cave[y-d][x];
4033 c_ptr->info |= (CAVE_XTRA);
4034 cave_view_hack(c_ptr, y-d, x);
4035 if (!cave_floor_grid(c_ptr)) break;
4038 /* Initialize the "north strips" */
4042 for (d = 1; d <= full; d++)
4044 c_ptr = &cave[y][x+d];
4045 c_ptr->info |= (CAVE_XTRA);
4046 cave_view_hack(c_ptr, y, x+d);
4047 if (!cave_floor_grid(c_ptr)) break;
4050 /* Initialize the "east strips" */
4054 for (d = 1; d <= full; d++)
4056 c_ptr = &cave[y][x-d];
4057 c_ptr->info |= (CAVE_XTRA);
4058 cave_view_hack(c_ptr, y, x-d);
4059 if (!cave_floor_grid(c_ptr)) break;
4062 /* Initialize the "west strips" */
4066 /*** Step 4 -- Divide each "octant" into "strips" ***/
4068 /* Now check each "diagonal" (in parallel) */
4069 for (n = 1; n <= over / 2; n++)
4071 int ypn, ymn, xpn, xmn;
4074 /* Acquire the "bounds" of the maximal circle */
4076 if (z > full - n) z = full - n;
4077 while ((z + n + (n>>1)) > full) z--;
4080 /* Access the four diagonal grids */
4090 /* Maximum distance */
4091 m = MIN(z, y_max - ypn);
4094 if ((xpn <= x_max) && (n < se))
4097 for (k = n, d = 1; d <= m; d++)
4099 /* Check grid "d" in strip "n", notice "blockage" */
4100 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
4102 if (n + d >= se) break;
4105 /* Track most distant "non-blockage" */
4112 /* Limit the next strip */
4117 if ((xmn >= 0) && (n < sw))
4120 for (k = n, d = 1; d <= m; d++)
4122 /* Check grid "d" in strip "n", notice "blockage" */
4123 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
4125 if (n + d >= sw) break;
4128 /* Track most distant "non-blockage" */
4135 /* Limit the next strip */
4144 /* Maximum distance */
4148 if ((xpn <= x_max) && (n < ne))
4151 for (k = n, d = 1; d <= m; d++)
4153 /* Check grid "d" in strip "n", notice "blockage" */
4154 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
4156 if (n + d >= ne) break;
4159 /* Track most distant "non-blockage" */
4166 /* Limit the next strip */
4171 if ((xmn >= 0) && (n < nw))
4174 for (k = n, d = 1; d <= m; d++)
4176 /* Check grid "d" in strip "n", notice "blockage" */
4177 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
4179 if (n + d >= nw) break;
4182 /* Track most distant "non-blockage" */
4189 /* Limit the next strip */
4198 /* Maximum distance */
4199 m = MIN(z, x_max - xpn);
4202 if ((ypn <= x_max) && (n < es))
4205 for (k = n, d = 1; d <= m; d++)
4207 /* Check grid "d" in strip "n", notice "blockage" */
4208 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
4210 if (n + d >= es) break;
4213 /* Track most distant "non-blockage" */
4220 /* Limit the next strip */
4225 if ((ymn >= 0) && (n < en))
4228 for (k = n, d = 1; d <= m; d++)
4230 /* Check grid "d" in strip "n", notice "blockage" */
4231 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
4233 if (n + d >= en) break;
4236 /* Track most distant "non-blockage" */
4243 /* Limit the next strip */
4252 /* Maximum distance */
4256 if ((ypn <= y_max) && (n < ws))
4259 for (k = n, d = 1; d <= m; d++)
4261 /* Check grid "d" in strip "n", notice "blockage" */
4262 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
4264 if (n + d >= ws) break;
4267 /* Track most distant "non-blockage" */
4274 /* Limit the next strip */
4279 if ((ymn >= 0) && (n < wn))
4282 for (k = n, d = 1; d <= m; d++)
4284 /* Check grid "d" in strip "n", notice "blockage" */
4285 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
4287 if (n + d >= wn) break;
4290 /* Track most distant "non-blockage" */
4297 /* Limit the next strip */
4304 /*** Step 5 -- Complete the algorithm ***/
4306 /* Update all the new grids */
4307 for (n = 0; n < view_n; n++)
4312 /* Access the grid */
4313 c_ptr = &cave[y][x];
4315 /* Clear the "CAVE_XTRA" flag */
4316 c_ptr->info &= ~(CAVE_XTRA);
4318 /* Update only newly viewed grids */
4319 if (c_ptr->info & (CAVE_TEMP)) continue;
4328 /* Wipe the old grids, update as needed */
4329 for (n = 0; n < temp_n; n++)
4334 /* Access the grid */
4335 c_ptr = &cave[y][x];
4337 /* No longer in the array */
4338 c_ptr->info &= ~(CAVE_TEMP);
4340 /* Update only non-viewable grids */
4341 if (c_ptr->info & (CAVE_VIEW)) continue;
4357 * Hack -- provide some "speed" for the "flow" code
4358 * This entry is the "current index" for the "when" field
4359 * Note that a "when" value of "zero" means "not used".
4361 * Note that the "cost" indexes from 1 to 127 are for
4362 * "old" data, and from 128 to 255 are for "new" data.
4364 * This means that as long as the player does not "teleport",
4365 * then any monster up to 128 + MONSTER_FLOW_DEPTH will be
4366 * able to track down the player, and in general, will be
4367 * able to track down either the player or a position recently
4368 * occupied by the player.
4370 static int flow_n = 0;
4374 * Hack -- forget the "flow" information
4376 void forget_flow(void)
4380 /* Nothing to forget */
4381 if (!flow_n) return;
4383 /* Check the entire dungeon */
4384 for (y = 0; y < cur_hgt; y++)
4386 for (x = 0; x < cur_wid; x++)
4388 /* Forget the old data */
4389 cave[y][x].dist = 0;
4390 cave[y][x].cost = 0;
4391 cave[y][x].when = 0;
4401 * Hack - speed up the update_flow algorithm by only doing
4402 * it everytime the player moves out of LOS of the last
4405 static u16b flow_x = 0;
4406 static u16b flow_y = 0;
4411 * Hack -- fill in the "cost" field of every grid that the player
4412 * can "reach" with the number of steps needed to reach that grid.
4413 * This also yields the "distance" of the player from every grid.
4415 * In addition, mark the "when" of the grids that can reach
4416 * the player with the incremented value of "flow_n".
4418 * Hack -- use the "seen" array as a "circular queue".
4420 * We do not need a priority queue because the cost from grid
4421 * to grid is always "one" and we process them in order.
4423 void update_flow(void)
4429 /* Hack -- disabled */
4430 if (stupid_monsters) return;
4432 /* Paranoia -- make sure the array is empty */
4435 /* The last way-point is on the map */
4436 if (running && in_bounds(flow_y, flow_x))
4438 /* The way point is in sight - do not update. (Speedup) */
4439 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4442 /* Erase all of the current flow information */
4443 for (y = 0; y < cur_hgt; y++)
4445 for (x = 0; x < cur_wid; x++)
4447 cave[y][x].cost = 0;
4448 cave[y][x].dist = 0;
4452 /* Save player position */
4456 /* Add the player's grid to the queue */
4460 /* Now process the queue */
4461 while (flow_head != flow_tail)
4465 /* Extract the next entry */
4466 ty = temp_y[flow_tail];
4467 tx = temp_x[flow_tail];
4469 /* Forget that entry */
4470 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4472 /* Add the "children" */
4473 for (d = 0; d < 8; d++)
4475 int old_head = flow_head;
4476 int m = cave[ty][tx].cost + 1;
4477 int n = cave[ty][tx].dist + 1;
4480 /* Child location */
4481 y = ty + ddy_ddd[d];
4482 x = tx + ddx_ddd[d];
4484 /* Ignore player's grid */
4485 if (x == px && y == py) continue;
4487 c_ptr = &cave[y][x];
4489 if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_SECRET)) m += 3;
4491 /* Ignore "pre-stamped" entries */
4492 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4494 /* Ignore "walls" and "rubble" */
4495 if ((c_ptr->feat > FEAT_SECRET) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4497 /* Save the flow cost */
4498 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4499 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4501 /* Hack -- limit flow depth */
4502 if (n == MONSTER_FLOW_DEPTH) continue;
4504 /* Enqueue that entry */
4505 temp_y[flow_head] = y;
4506 temp_x[flow_head] = x;
4508 /* Advance the queue */
4509 if (++flow_head == TEMP_MAX) flow_head = 0;
4511 /* Hack -- notice overflow by forgetting new entry */
4512 if (flow_head == flow_tail) flow_head = old_head;
4518 static int scent_when = 0;
4521 * Characters leave scent trails for perceptive monsters to track.
4523 * Smell is rather more limited than sound. Many creatures cannot use
4524 * it at all, it doesn't extend very far outwards from the character's
4525 * current position, and monsters can use it to home in the character,
4526 * but not to run away from him.
4528 * Smell is valued according to age. When a character takes his turn,
4529 * scent is aged by one, and new scent of the current age is laid down.
4530 * Speedy characters leave more scent, true, but it also ages faster,
4531 * which makes it harder to hunt them down.
4533 * Whenever the age count loops, most of the scent trail is erased and
4534 * the age of the remainder is recalculated.
4536 void update_smell(void)
4541 /* Create a table that controls the spread of scent */
4542 const int scent_adjust[5][5] =
4551 /* Loop the age and adjust scent values when necessary */
4552 if (++scent_when == 254)
4554 /* Scan the entire dungeon */
4555 for (y = 0; y < cur_hgt; y++)
4557 for (x = 0; x < cur_wid; x++)
4559 int w = cave[y][x].when;
4560 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4569 /* Lay down new scent */
4570 for (i = 0; i < 5; i++)
4572 for (j = 0; j < 5; j++)
4576 /* Translate table to map grids */
4581 if (!in_bounds(y, x)) continue;
4583 c_ptr = &cave[y][x];
4585 /* Walls, water, and lava cannot hold scent. */
4586 if ((c_ptr->feat > FEAT_SECRET) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4588 /* Grid must not be blocked by walls from the character */
4589 if (!player_has_los_bold(y, x)) continue;
4591 /* Note grids that are too far away */
4592 if (scent_adjust[i][j] == -1) continue;
4594 /* Mark the grid with new scent */
4595 c_ptr->when = scent_when + scent_adjust[i][j];
4602 * Hack -- map the current panel (plus some) ala "magic mapping"
4604 void map_area(int range)
4610 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4612 /* Scan that area */
4613 for (y = 1; y < cur_hgt - 1; y++)
4615 for (x = 1; x < cur_wid - 1; x++)
4617 if (distance(py, px, y, x) > range) continue;
4619 c_ptr = &cave[y][x];
4621 /* All non-walls are "checked" */
4622 if ((c_ptr->feat < FEAT_SECRET) ||
4623 (c_ptr->feat == FEAT_RUBBLE) ||
4624 ((c_ptr->feat >= FEAT_MINOR_GLYPH) &&
4625 (c_ptr->feat <= FEAT_TREES)) ||
4626 (c_ptr->feat >= FEAT_TOWN))
4628 /* Memorize normal features */
4629 if ((c_ptr->feat > FEAT_INVIS) && (c_ptr->feat != FEAT_DIRT) && (c_ptr->feat != FEAT_GRASS))
4631 /* Memorize the object */
4632 c_ptr->info |= (CAVE_MARK);
4635 /* Memorize known walls */
4636 for (i = 0; i < 8; i++)
4638 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4640 /* Memorize walls (etc) */
4641 if ((c_ptr->feat >= FEAT_SECRET) && (c_ptr->feat != FEAT_DIRT) && (c_ptr->feat != FEAT_GRASS))
4643 /* Memorize the walls */
4644 c_ptr->info |= (CAVE_MARK);
4652 p_ptr->redraw |= (PR_MAP);
4655 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4661 * Light up the dungeon using "clairvoyance"
4663 * This function "illuminates" every grid in the dungeon, memorizes all
4664 * "objects", memorizes all grids as with magic mapping, and, under the
4665 * standard option settings (view_perma_grids but not view_torch_grids)
4666 * memorizes all floor grids too.
4668 * Note that if "view_perma_grids" is not set, we do not memorize floor
4669 * grids, since this would defeat the purpose of "view_perma_grids", not
4670 * that anyone seems to play without this option.
4672 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4673 * since this would prevent the use of "view_torch_grids" as a method to
4674 * keep track of what grids have been observed directly.
4676 void wiz_lite(bool wizard, bool ninja)
4680 /* Memorize objects */
4681 for (i = 1; i < o_max; i++)
4683 object_type *o_ptr = &o_list[i];
4685 /* Skip dead objects */
4686 if (!o_ptr->k_idx) continue;
4688 /* Skip held objects */
4689 if (o_ptr->held_m_idx) continue;
4692 /* Skip objects in vaults, if not a wizard. -LM- */
4693 if ((wizard == FALSE) &&
4694 (cave[o_ptr->iy][o_ptr->ix].info & (CAVE_ICKY))) continue;
4698 o_ptr->marked |= OM_FOUND;
4701 /* Scan all normal grids */
4702 for (y = 1; y < cur_hgt - 1; y++)
4704 /* Scan all normal grids */
4705 for (x = 1; x < cur_wid - 1; x++)
4707 cave_type *c_ptr = &cave[y][x];
4709 /* Process all non-walls */
4710 if (cave_floor_bold(y, x) || (c_ptr->feat == FEAT_RUBBLE) || (c_ptr->feat == FEAT_TREES) || (c_ptr->feat == FEAT_MOUNTAIN))
4712 /* Scan all neighbors */
4713 for (i = 0; i < 9; i++)
4715 int yy = y + ddy_ddd[i];
4716 int xx = x + ddx_ddd[i];
4719 c_ptr = &cave[yy][xx];
4721 /* Memorize normal features */
4724 /* Memorize the grid */
4725 c_ptr->info |= (CAVE_MARK);
4729 if ((c_ptr->feat > FEAT_INVIS))
4731 /* Memorize the grid */
4732 c_ptr->info |= (CAVE_MARK);
4735 /* Perma-lite the grid */
4736 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4738 c_ptr->info |= (CAVE_GLOW);
4740 /* Normally, memorize floors (see above) */
4741 if (view_perma_grids && !view_torch_grids)
4743 /* Memorize the grid */
4744 c_ptr->info |= (CAVE_MARK);
4753 /* Update the monsters */
4754 p_ptr->update |= (PU_MONSTERS);
4757 p_ptr->redraw |= (PR_MAP);
4760 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4765 * Forget the dungeon map (ala "Thinking of Maud...").
4772 /* Forget every grid */
4773 for (y = 0; y < cur_hgt; y++)
4775 for (x = 0; x < cur_wid; x++)
4777 cave_type *c_ptr = &cave[y][x];
4779 /* Process the grid */
4780 c_ptr->info &= ~(CAVE_MARK);
4784 /* Forget all objects */
4785 for (i = 1; i < o_max; i++)
4787 object_type *o_ptr = &o_list[i];
4789 /* Skip dead objects */
4790 if (!o_ptr->k_idx) continue;
4792 /* Skip held objects */
4793 if (o_ptr->held_m_idx) continue;
4795 /* Forget the object */
4799 /* Mega-Hack -- Forget the view and lite */
4800 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4802 /* Update the view and lite */
4803 p_ptr->update |= (PU_VIEW | PU_LITE);
4805 /* Update the monsters */
4806 p_ptr->update |= (PU_MONSTERS);
4809 p_ptr->redraw |= (PR_MAP);
4812 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4820 * Change the "feat" flag for a grid, and notice/redraw the grid
4822 void cave_set_feat(int y, int x, int feat)
4824 cave_type *c_ptr = &cave[y][x];
4826 /* Change the feature */
4836 /* Remove a mirror */
4837 void remove_mirror(int y, int x)
4839 /* Remove the mirror */
4840 cave[y][x].info &= ~(CAVE_IN_MIRROR);
4842 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4844 cave[y][x].info &= ~(CAVE_GLOW);
4845 if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
4855 * Calculate "incremental motion". Used by project() and shoot().
4856 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4858 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4860 int dy, dx, dist, shift;
4862 /* Extract the distance travelled */
4863 dy = (*y < y1) ? y1 - *y : *y - y1;
4864 dx = (*x < x1) ? x1 - *x : *x - x1;
4866 /* Number of steps */
4867 dist = (dy > dx) ? dy : dx;
4869 /* We are calculating the next location */
4873 /* Calculate the total distance along each axis */
4874 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4875 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4877 /* Paranoia -- Hack -- no motion */
4878 if (!dy && !dx) return;
4881 /* Move mostly vertically */
4884 /* Extract a shift factor */
4885 shift = (dist * dx + (dy - 1) / 2) / dy;
4887 /* Sometimes move along the minor axis */
4888 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4890 /* Always move along major axis */
4891 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4894 /* Move mostly horizontally */
4897 /* Extract a shift factor */
4898 shift = (dist * dy + (dx - 1) / 2) / dx;
4900 /* Sometimes move along the minor axis */
4901 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4903 /* Always move along major axis */
4904 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4911 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4912 * at the final destination, assuming no monster gets in the way.
4914 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4916 bool projectable(int y1, int x1, int y2, int x2)
4923 /* Check the projection path */
4924 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4926 /* No grid is ever projectable from itself */
4927 if (!grid_n) return (FALSE);
4930 y = GRID_Y(grid_g[grid_n - 1]);
4931 x = GRID_X(grid_g[grid_n - 1]);
4933 /* May not end in an unrequested grid */
4934 if ((y != y2) || (x != x2)) return (FALSE);
4942 * Standard "find me a location" function
4944 * Obtains a legal location within the given distance of the initial
4945 * location, and with "los()" from the source to destination location.
4947 * This function is often called from inside a loop which searches for
4948 * locations while increasing the "d" distance.
4950 * Currently the "m" parameter is unused.
4952 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4959 /* Pick a location */
4962 /* Pick a new location */
4963 ny = rand_spread(y, d);
4964 nx = rand_spread(x, d);
4966 /* Ignore annoying locations */
4967 if (!in_bounds(ny, nx)) continue;
4969 /* Ignore "excessively distant" locations */
4970 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4972 /* Require "line of sight" */
4973 if (los(y, x, ny, nx)) break;
4976 /* Save the location */
4985 * Track a new monster
4987 void health_track(int m_idx)
4989 /* Track a new guy */
4990 p_ptr->health_who = m_idx;
4992 /* Redraw (later) */
4993 p_ptr->redraw |= (PR_HEALTH);
4999 * Hack -- track the given monster race
5001 void monster_race_track(int r_idx)
5003 /* Save this monster ID */
5004 p_ptr->monster_race_idx = r_idx;
5007 p_ptr->window |= (PW_MONSTER);
5013 * Hack -- track the given object kind
5015 void object_kind_track(int k_idx)
5017 /* Save this monster ID */
5018 p_ptr->object_kind_idx = k_idx;
5021 p_ptr->window |= (PW_OBJECT);
5027 * Something has happened to disturb the player.
5029 * The first arg indicates a major disturbance, which affects search.
5031 * The second arg is currently unused, but could induce output flush.
5033 * All disturbance cancels repeated commands, resting, and running.
5035 void disturb(int stop_search, int unused_flag)
5038 unused_flag = unused_flag;
5040 /* Cancel auto-commands */
5041 /* command_new = 0; */
5043 /* Cancel repeated commands */
5049 /* Redraw the state (later) */
5050 p_ptr->redraw |= (PR_STATE);
5053 /* Cancel Resting */
5054 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
5057 set_action(ACTION_NONE);
5060 /* Cancel running */
5066 /* Check for new panel if appropriate */
5067 if (center_player && !center_running) verify_panel();
5069 /* Calculate torch radius */
5070 p_ptr->update |= (PU_TORCH);
5072 /* Update monster flow */
5073 p_ptr->update |= (PU_FLOW);
5076 /* Flush the input if requested */
5077 if (flush_disturb) flush();