3 * @brief ¥À¥ó¥¸¥ç¥ó¤Î´ðÁÃÉôʬ¼ÂÁõ(¼ç¤Ë¥Þ¥¹¤Î¼ÂÁõ) / low level dungeon routines -BEN-
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * Support for Adam Bolt's tileset, lighting and transparency effects\n
13 * by Robert Ruehlmann (rr9@angband.org)\n
15 * 2013 Deskull Doxygen¸þ¤±¤Î¥³¥á¥ó¥ÈÀ°Íý\n
21 static byte display_autopick; /*!< ¼«Æ°½¦¤¤¾õÂÖ¤ÎÀßÄê¥Õ¥é¥° */
22 static int match_autopick;
23 static object_type *autopick_obj; /*!< ³Æ¼ï¼«Æ°½¦¤¤½èÍý»þ¤Ë»È¤¦¥ª¥Ö¥¸¥§¥¯¥È¥Ý¥¤¥ó¥¿ */
24 static int feat_priority; /*!< ¥Þ¥Ã¥×½Ì¾®É½¼¨»þ¤Ëɽ¼¨¤¹¤Ù¤ÃÏ·Á¤ÎÍ¥ÀèÅÙ¤òÊݴɤ¹¤ë */
27 * @brief 2ÅÀ´Ö¤Îµ÷Î¥¤ò¥Ë¥å¡¼¥È¥ó¡¦¥é¥×¥½¥óË¡¤Ç»»½Ð¤¹¤ë / Distance between two points via Newton-Raphson technique
28 * @param y1 1ÅÀÌܤÎyºÂɸ
29 * @param x1 1ÅÀÌܤÎxºÂɸ
30 * @param y2 2ÅÀÌܤÎyºÂɸ
31 * @param x2 2ÅÀÌܤÎxºÂɸ
34 int distance (int y1, int x1, int y2, int x2)
36 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
37 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
39 /* Squared distance */
40 int target = (dy * dy) + (dx * dx);
42 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
43 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
48 if (!dy || !dx) return d;
52 /* Approximate error */
53 err = (target - d * d) / (2 * d);
55 /* No error - we are done */
66 * @brief ÃÏ·Á¤¬æ«»ý¤Á¤Ç¤¢¤ë¤«¤ÎȽÄê¤ò¹Ô¤¦¡£ / Return TRUE if the given feature is a trap
67 * @param feat ÃÏ·Á¾ðÊó¤ÎID
68 * @return æ«»ý¤Á¤ÎÃÏ·Á¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
70 bool is_trap(int feat)
72 return have_flag(f_info[feat].flags, FF_TRAP);
76 * @brief ¥Þ¥¹¤Ë´ÇÇ˺ѤߤÎ櫤¬¤¢¤ë¤«¤ÎȽÄê¤ò¹Ô¤¦¡£ / Return TRUE if the given grid is a known trap
77 * @param c_ptr ¥Þ¥¹¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
78 * @return ´ÇÇ˺ѤߤÎ櫤¬¤¢¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
80 bool is_known_trap(cave_type *c_ptr)
82 if (!c_ptr->mimic && !cave_have_flag_grid(c_ptr, FF_SECRET) &&
83 is_trap(c_ptr->feat)) return TRUE;
89 * @brief ÃÏ·Á¤¬ÊĤ¸¤¿¥É¥¢¤Ç¤¢¤ë¤«¤ÎȽÄê¤ò¹Ô¤¦¡£ / Return TRUE if the given grid is a closed door
90 * @param feat ÃÏ·Á¾ðÊó¤ÎID
91 * @return ÊĤ¸¤¿¥É¥¢¤Î¤¢¤ëÃÏ·Á¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
93 bool is_closed_door(int feat)
95 feature_type *f_ptr = &f_info[feat];
97 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
98 !have_flag(f_ptr->flags, FF_MOVE);
102 * @brief ¥Þ¥¹¤Ë±£¤µ¤ì¤¿¥É¥¢¤¬¤¢¤ë¤«¤ÎȽÄê¤ò¹Ô¤¦¡£ / Return TRUE if the given grid is a hidden closed door
103 * @param c_ptr ¥Þ¥¹¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
104 * @return ±£¤µ¤ì¤¿¥É¥¢¤¬¤¢¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
106 bool is_hidden_door(cave_type *c_ptr)
108 if ((c_ptr->mimic || cave_have_flag_grid(c_ptr, FF_SECRET)) &&
109 is_closed_door(c_ptr->feat))
116 * @brief LOS(Line Of Sight / »ëÀþ¤¬Ä̤äƤ¤¤ë¤«)¤ÎȽÄê¤ò¹Ô¤¦¡£
117 * @param c_ptr ¥Þ¥¹¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
118 * @param y1 »ÏÅÀ¤ÎyºÂɸ
119 * @param x1 »ÏÅÀ¤ÎxºÂɸ
120 * @param y2 ½ªÅÀ¤ÎyºÂɸ
121 * @param x2 ½ªÅÀ¤ÎxºÂɸ
122 * @return LOS¤¬Ä̤äƤ¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
124 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
125 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
127 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
129 * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
130 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
131 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
133 * We assume that the "mathematical corner" of a non-floor tile does not\n
134 * block line of sight.\n
136 * Because this function uses (short) ints for all calculations, overflow may\n
137 * occur if dx and dy exceed 90.\n
139 * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
140 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
141 * we can use integer arithmetic.\n
143 * We travel from start to finish along the longer axis, starting at the border\n
144 * between the first and second tiles, where the y offset = .5 * slope, taking\n
145 * into account the scale factor. See below.\n
147 * Also note that this function and the "move towards target" code do NOT\n
148 * share the same properties. Thus, you can see someone, target them, and\n
149 * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
150 * by clever choice of target locations, you can sometimes throw a "curve".\n
152 * Note that "line of sight" is not "reflexive" in all cases.\n
154 * Use the "projectable()" routine to test "spell/missile line of sight".\n
156 * Use the "update_view()" function to determine player line-of-sight.\n
158 bool los(int y1, int x1, int y2, int x2)
178 /* Slope, or 1/Slope, of LOS */
182 /* Extract the offset */
186 /* Extract the absolute offset */
191 /* Handle adjacent (or identical) grids */
192 if ((ax < 2) && (ay < 2)) return TRUE;
195 /* Paranoia -- require "safe" origin */
196 /* if (!in_bounds(y1, x1)) return FALSE; */
197 /* if (!in_bounds(y2, x2)) return FALSE; */
200 /* Directly South/North */
203 /* South -- check for walls */
206 for (ty = y1 + 1; ty < y2; ty++)
208 if (!cave_los_bold(ty, x1)) return FALSE;
212 /* North -- check for walls */
215 for (ty = y1 - 1; ty > y2; ty--)
217 if (!cave_los_bold(ty, x1)) return FALSE;
225 /* Directly East/West */
228 /* East -- check for walls */
231 for (tx = x1 + 1; tx < x2; tx++)
233 if (!cave_los_bold(y1, tx)) return FALSE;
237 /* West -- check for walls */
240 for (tx = x1 - 1; tx > x2; tx--)
242 if (!cave_los_bold(y1, tx)) return FALSE;
251 /* Extract some signs */
252 sx = (dx < 0) ? -1 : 1;
253 sy = (dy < 0) ? -1 : 1;
256 /* Vertical "knights" */
261 if (cave_los_bold(y1 + sy, x1)) return TRUE;
265 /* Horizontal "knights" */
270 if (cave_los_bold(y1, x1 + sx)) return TRUE;
275 /* Calculate scale factor div 2 */
278 /* Calculate scale factor */
282 /* Travel horizontally */
285 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
291 /* Consider the special case where slope == 1. */
302 /* Note (below) the case (qy == f2), where */
303 /* the LOS exactly meets the corner of a tile. */
306 if (!cave_los_bold(ty, tx)) return FALSE;
317 if (!cave_los_bold(ty, tx)) return FALSE;
330 /* Travel vertically */
333 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
349 /* Note (below) the case (qx == f2), where */
350 /* the LOS exactly meets the corner of a tile. */
353 if (!cave_los_bold(ty, tx)) return FALSE;
364 if (!cave_los_bold(ty, tx)) return FALSE;
381 #define COMPLEX_WALL_ILLUMINATION /*!< ¾ÈÌÀ¾õÂÖ¤òÊɤˤè¤ê±Æ¶Á¤ò¼õ¤±¤ë¡¢¤è¤êÊ£»¨¤ÊȽÄê¤ËÀÚ¤êÂؤ¨¤ë¥Þ¥¯¥í */
385 * @brief »ØÄꤵ¤ì¤¿ºÂɸ¤Î¥Þ¥¹¤¬¸½ºß¾È¤é¤µ¤ì¤Æ¤¤¤ë¤«¤òÊÖ¤¹¡£ / Check for "local" illumination
388 * @return »ØÄꤵ¤ì¤¿ºÂɸ¤Ë¾ÈÌÀ¤¬¤«¤«¤Ã¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£¡£
390 static bool check_local_illumination(int y, int x)
392 /* Hack -- move towards player */
393 int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
394 int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
396 /* Check for "local" illumination */
398 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
400 /* Check for "complex" illumination */
401 if ((feat_supports_los(get_feat_mimic(&cave[yy][xx])) &&
402 (cave[yy][xx].info & CAVE_GLOW)) ||
403 (feat_supports_los(get_feat_mimic(&cave[y][xx])) &&
404 (cave[y][xx].info & CAVE_GLOW)) ||
405 (feat_supports_los(get_feat_mimic(&cave[yy][x])) &&
406 (cave[yy][x].info & CAVE_GLOW)))
412 #else /* COMPLEX_WALL_ILLUMINATION */
414 /* Check for "simple" illumination */
415 return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
417 #endif /* COMPLEX_WALL_ILLUMINATION */
421 /*! ÂоݺÂɸ¤Î¥Þ¥¹¤Î¾ÈÌÀ¾õÂÖ¤ò¹¹¿·¤¹¤ëºÝ¤ÎÊä½õ½èÍý¥Þ¥¯¥í */
422 #define update_local_illumination_aux(Y, X) \
424 if (player_has_los_bold((Y), (X))) \
426 /* Update the monster */ \
427 if (cave[(Y)][(X)].m_idx) update_mon(cave[(Y)][(X)].m_idx, FALSE); \
429 /* Notice and redraw */ \
430 note_spot((Y), (X)); \
431 lite_spot((Y), (X)); \
436 * @brief »ØÄꤵ¤ì¤¿ºÂɸ¤Î¾ÈÌÀ¾õÂÖ¤ò¹¹¿·¤¹¤ë / Update "local" illumination
441 void update_local_illumination(int y, int x)
445 if (!in_bounds(y, x)) return;
447 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
449 if ((y != py) && (x != px))
451 yy = (y < py) ? (y - 1) : (y + 1);
452 xx = (x < px) ? (x - 1) : (x + 1);
453 update_local_illumination_aux(yy, xx);
454 update_local_illumination_aux(y, xx);
455 update_local_illumination_aux(yy, x);
457 else if (x != px) /* y == py */
459 xx = (x < px) ? (x - 1) : (x + 1);
460 for (i = -1; i <= 1; i++)
463 update_local_illumination_aux(yy, xx);
466 update_local_illumination_aux(yy, x);
468 update_local_illumination_aux(yy, x);
470 else if (y != py) /* x == px */
472 yy = (y < py) ? (y - 1) : (y + 1);
473 for (i = -1; i <= 1; i++)
476 update_local_illumination_aux(yy, xx);
479 update_local_illumination_aux(y, xx);
481 update_local_illumination_aux(y, xx);
483 else /* Player's grid */
485 for (i = 0; i < 8; i++)
489 update_local_illumination_aux(yy, xx);
493 #else /* COMPLEX_WALL_ILLUMINATION */
495 if ((y != py) && (x != px))
497 yy = (y < py) ? (y - 1) : (y + 1);
498 xx = (x < px) ? (x - 1) : (x + 1);
499 update_local_illumination_aux(yy, xx);
501 else if (x != px) /* y == py */
503 xx = (x < px) ? (x - 1) : (x + 1);
504 for (i = -1; i <= 1; i++)
507 update_local_illumination_aux(yy, xx);
510 else if (y != py) /* x == px */
512 yy = (y < py) ? (y - 1) : (y + 1);
513 for (i = -1; i <= 1; i++)
516 update_local_illumination_aux(yy, xx);
519 else /* Player's grid */
521 for (i = 0; i < 8; i++)
525 update_local_illumination_aux(yy, xx);
529 #endif /* COMPLEX_WALL_ILLUMINATION */
534 * @brief »ØÄꤵ¤ì¤¿ºÂɸ¤ò¥×¥ì¥¤¥ä¡¼¤¬»ë³Ð¤Ë¼ý¤á¤é¤ì¤ë¤«¤òÊÖ¤¹¡£ / Can the player "see" the given grid in detail?
537 * @return »ë³Ð¤Ë¼ý¤á¤é¤ì¤ë¾õÂ֤ʤéTRUE¤òÊÖ¤¹
539 * He must have vision, illumination, and line of sight.\n
541 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
542 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
544 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
545 * that a wall is visible from any direction. That would be odd. Except\n
546 * under wizard light, which might make sense. Thus, for walls, we require\n
547 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
548 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
549 * in line of sight of the player.\n
551 * This extra check is expensive, but it provides a more "correct" semantics.\n
553 * Note that we should not run this check on walls which are "outer walls" of\n
554 * the dungeon, or we will induce a memory fault, but actually verifying all\n
555 * of the locations would be extremely expensive.\n
557 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
558 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
559 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
560 * and the player has more important things on his mind when he is attacking a\n
561 * monster vault. It is annoying, but an extremely important optimization.\n
563 * Note that "glowing walls" are only considered to be "illuminated" if the\n
564 * grid which is next to the wall in the direction of the player is also a\n
565 * "glowing" grid. This prevents the player from being able to "see" the\n
566 * walls of illuminated rooms from a corridor outside the room.\n
568 bool player_can_see_bold(int y, int x)
572 /* Blind players see nothing */
573 if (p_ptr->blind) return FALSE;
575 /* Access the cave grid */
578 /* Note that "torch-lite" yields "illumination" */
579 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
581 /* Require line of sight to the grid */
582 if (!player_has_los_bold(y, x)) return FALSE;
584 /* Noctovision of Ninja */
585 if (p_ptr->see_nocto) return TRUE;
587 /* Require "perma-lite" of the grid */
588 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
590 /* Feature code (applying "mimic" field) */
591 /* Floors are simple */
592 if (feat_supports_los(get_feat_mimic(c_ptr))) return TRUE;
594 /* Check for "local" illumination */
595 return check_local_illumination(y, x);
599 * @brief »ØÄꤵ¤ì¤¿ºÂɸ¤ò¥×¥ì¥¤¥ä¡¼¼ý¤á¤é¤ì¤Æ¤¤¤Ê¤¤¾õÂÖ¤«¤É¤¦¤« / Returns true if the player's grid is dark
602 * @return »ë³Ð¤Ë¼ý¤á¤é¤ì¤Æ¤¤¤Ê¤¤¤Ê¤éTRUE¤òÊÖ¤¹
603 * @details player_can_see_bold()´Ø¿ô¤ÎÊÖ¤êÃͤÎÈÝÄê¤òÊÖ¤·¤Æ¤¤¤ë¡£
607 return (!player_can_see_bold(py, px));
612 * @brief »ØÄꤵ¤ì¤¿ºÂɸ¤¬ÃϿ̤䳬ÃÊÀ¸À®¤ÎÂоݤȤʤë¥Þ¥¹¤«¤òÊÖ¤¹¡£ / Determine if a given location may be "destroyed"
615 * @return ³Æ¼ï¤ÎÊѹ¹¤¬²Äǽ¤Ê¤éTRUE¤òÊÖ¤¹¡£
617 * ¾ò·ï¤Ï±Êµ×ÃÏ·Á¤Ç¤Ê¤¯¡¢¤Ê¤ª¤«¤Ä³ºÅö¤Î¥Þ¥¹¤Ë¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬Â¸ºß¤·¤Ê¤¤¤«¡¢¤Ç¤¢¤ë¡£±Ñ¸ì¤Îµì¥³¥á¥ó¥È¤ËÈ¿¤·¤Æ¡öÇ˲õ¡ö¤ÎÍÞ»ßȽÄê¤Ë¤Ï¸½ºß»È¤ï¤ì¤Æ¤¤¤Ê¤¤¡£
619 bool cave_valid_bold(int y, int x)
621 cave_type *c_ptr = &cave[y][x];
623 s16b this_o_idx, next_o_idx = 0;
626 /* Forbid perma-grids */
627 if (cave_perma_grid(c_ptr)) return (FALSE);
630 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
635 o_ptr = &o_list[this_o_idx];
637 /* Acquire next object */
638 next_o_idx = o_ptr->next_o_idx;
640 /* Forbid artifact grids */
641 if (object_is_artifact(o_ptr)) return (FALSE);
652 * Hack -- Legal monster codes
654 static char image_monster_hack[] = \
655 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
658 * Hack -- Legal object codes
660 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
663 * Mega-Hack -- Hallucinatory monster
665 static void image_monster(byte *ap, char *cp)
667 /* Random symbol from set above */
670 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
679 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
680 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
689 * Mega-Hack -- Hallucinatory object
691 static void image_object(byte *ap, char *cp)
695 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
702 int n = sizeof(image_object_hack) - 1;
704 *cp = image_object_hack[randint0(n)];
714 * Hack -- Random hallucination
716 static void image_random(byte *ap, char *cp)
718 /* Normally, assume monsters */
719 if (randint0(100) < 75)
721 image_monster(ap, cp);
724 /* Otherwise, assume objects */
727 image_object(ap, cp);
732 * This array lists the effects of "brightness" on various "base" colours.
734 * This is used to do dynamic lighting effects in ascii :-)
735 * At the moment, only the various "floor" tiles are affected.
737 * The layout of the array is [x][0] = light and [x][1] = dark.
740 static byte lighting_colours[16][2] =
743 {TERM_L_DARK, TERM_DARK},
746 {TERM_YELLOW, TERM_SLATE},
749 {TERM_WHITE, TERM_L_DARK},
752 {TERM_L_UMBER, TERM_UMBER},
755 {TERM_RED, TERM_RED},
758 {TERM_L_GREEN, TERM_GREEN},
761 {TERM_BLUE, TERM_BLUE},
764 {TERM_L_UMBER, TERM_RED},
767 {TERM_SLATE, TERM_L_DARK},
770 {TERM_WHITE, TERM_SLATE},
773 {TERM_L_RED, TERM_BLUE},
776 {TERM_YELLOW, TERM_ORANGE},
779 {TERM_L_RED, TERM_L_RED},
782 {TERM_L_GREEN, TERM_GREEN},
785 {TERM_L_BLUE, TERM_L_BLUE},
788 {TERM_L_UMBER, TERM_UMBER}
793 * Apply "default" feature lighting effects
795 void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX])
797 byte s_attr = f_attr[F_LIT_STANDARD];
798 byte s_char = f_char[F_LIT_STANDARD];
801 if (is_ascii_graphics(s_attr)) /* For ASCII */
803 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
804 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
805 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
807 else /* For tile graphics */
809 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
810 f_char[F_LIT_LITE] = s_char + 2;
811 f_char[F_LIT_DARK] = s_char + 1;
816 /* Is this grid "darkened" by monster? */
817 #define darkened_grid(C) \
818 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
823 * Extract the attr/char to display at the given (legal) map location
825 * Basically, we "paint" the chosen attr/char in several passes, starting
826 * with any known "terrain features" (defaulting to darkness), then adding
827 * any known "objects", and finally, adding any known "monsters". This
828 * is not the fastest method but since most of the calls to this function
829 * are made for grids with no monsters or objects, it is fast enough.
831 * Note that this function, if used on the grid containing the "player",
832 * will return the attr/char of the grid underneath the player, and not
833 * the actual player attr/char itself, allowing a lot of optimization
834 * in various "display" functions.
836 * Note that the "zero" entry in the feature/object/monster arrays are
837 * used to provide "special" attr/char codes, with "monster zero" being
838 * used for the player attr/char, "object zero" being used for the "stack"
839 * attr/char, and "feature zero" being used for the "nothing" attr/char,
840 * though this function makes use of only "feature zero".
842 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
843 * which means their color changes, and "ATTR_CLEAR", which means they take
844 * the color of whatever is under them, and "CHAR_CLEAR", which means that
845 * they take the symbol of whatever is under them. Technically, the flag
846 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
847 * examined, but this flag is currently ignored.
849 * Currently, we do nothing with multi-hued objects, because there are
850 * not any. If there were, they would have to set "shimmer_objects"
851 * when they were created, and then new "shimmer" code in "dungeon.c"
852 * would have to be created handle the "shimmer" effect, and the code
853 * in "cave.c" would have to be updated to create the shimmer effect.
855 * Note the effects of hallucination. Objects always appear as random
856 * "objects", monsters as random "monsters", and normal grids occasionally
857 * appear as random "monsters" or "objects", but note that these random
858 * "monsters" and "objects" are really just "colored ascii symbols".
860 * Note that "floors" and "invisible traps" (and "zero" features) are
861 * drawn as "floors" using a special check for optimization purposes,
862 * and these are the only features which get drawn using the special
863 * lighting effects activated by "view_special_lite".
865 * Note the use of the "mimic" field in the "terrain feature" processing,
866 * which allows any feature to "pretend" to be another feature. This is
867 * used to "hide" secret doors, and to make all "doors" appear the same,
868 * and all "walls" appear the same, and "hidden" treasure stay hidden.
869 * It is possible to use this field to make a feature "look" like a floor,
870 * but the "special lighting effects" for floors will not be used.
872 * Note the use of the new "terrain feature" information. Note that the
873 * assumption that all interesting "objects" and "terrain features" are
874 * memorized allows extremely optimized processing below. Note the use
875 * of separate flags on objects to mark them as memorized allows a grid
876 * to have memorized "terrain" without granting knowledge of any object
877 * which may appear in that grid.
879 * Note the efficient code used to determine if a "floor" grid is
880 * "memorized" or "viewable" by the player, where the test for the
881 * grid being "viewable" is based on the facts that (1) the grid
882 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
883 * line of sight, and (3) the player must not be blind, and uses the
884 * assumption that all torch-lit grids are in line of sight.
886 * Note that floors (and invisible traps) are the only grids which are
887 * not memorized when seen, so only these grids need to check to see if
888 * the grid is "viewable" to the player (if it is not memorized). Since
889 * most non-memorized grids are in fact walls, this induces *massive*
890 * efficiency, at the cost of *forcing* the memorization of non-floor
891 * grids when they are first seen. Note that "invisible traps" are
892 * always treated exactly like "floors", which prevents "cheating".
894 * Note the "special lighting effects" which can be activated for floor
895 * grids using the "view_special_lite" option (for "white" floor grids),
896 * causing certain grids to be displayed using special colors. If the
897 * player is "blind", we will use "dark gray", else if the grid is lit
898 * by the torch, and the "view_yellow_lite" option is set, we will use
899 * "yellow", else if the grid is "dark", we will use "dark gray", else
900 * if the grid is not "viewable", and the "view_bright_lite" option is
901 * set, and the we will use "slate" (gray). We will use "white" for all
902 * other cases, in particular, for illuminated viewable floor grids.
904 * Note the "special lighting effects" which can be activated for wall
905 * grids using the "view_granite_lite" option (for "white" wall grids),
906 * causing certain grids to be displayed using special colors. If the
907 * player is "blind", we will use "dark gray", else if the grid is lit
908 * by the torch, and the "view_yellow_lite" option is set, we will use
909 * "yellow", else if the "view_bright_lite" option is set, and the grid
910 * is not "viewable", or is "dark", or is glowing, but not when viewed
911 * from the player's current location, we will use "slate" (gray). We
912 * will use "white" for all other cases, in particular, for correctly
913 * illuminated viewable wall grids.
915 * Note that, when "view_granite_lite" is set, we use an inline version
916 * of the "player_can_see_bold()" function to check the "viewability" of
917 * grids when the "view_bright_lite" option is set, and we do NOT use
918 * any special colors for "dark" wall grids, since this would allow the
919 * player to notice the walls of illuminated rooms from a hallway that
920 * happened to run beside the room. The alternative, by the way, would
921 * be to prevent the generation of hallways next to rooms, but this
922 * would still allow problems when digging towards a room.
924 * Note that bizarre things must be done when the "attr" and/or "char"
925 * codes have the "high-bit" set, since these values are used to encode
926 * various "special" pictures in some versions, and certain situations,
927 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
928 * to be "scrambled" in various ways.
930 * Note that eventually we may use the "&" symbol for embedded treasure,
931 * and use the "*" symbol to indicate multiple objects, though this will
932 * have to wait for Angband 2.8.0 or later. Note that currently, this
933 * is not important, since only one object or terrain feature is allowed
934 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
936 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
937 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
938 * then a whole lot of code should be changed... XXX XXX
940 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
943 cave_type *c_ptr = &cave[y][x];
945 s16b this_o_idx, next_o_idx = 0;
947 /* Feature code (applying "mimic" field) */
948 s16b feat = get_feat_mimic(c_ptr);
951 feature_type *f_ptr = &f_info[feat];
956 /* Boring grids (floors, etc) */
957 if (!have_flag(f_ptr->flags, FF_REMEMBER))
960 * Handle Memorized or visible floor
962 * No visual when blinded.
963 * (to prevent strange effects on darkness breath)
965 * - Can see grids with CAVE_MARK.
966 * - Can see grids with CAVE_LITE or CAVE_MNLT.
967 * (Such grids also have CAVE_VIEW)
968 * - Can see grids with CAVE_VIEW unless darkened by monsters.
971 ((c_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
972 ((c_ptr->info & CAVE_VIEW) && (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
974 /* Normal attr/char */
975 a = f_ptr->x_attr[F_LIT_STANDARD];
976 c = f_ptr->x_char[F_LIT_STANDARD];
978 if (p_ptr->wild_mode)
980 /* Special lighting effects */
982 if (view_special_lite && !is_daytime())
984 /* Use a darkened colour/tile */
985 a = f_ptr->x_attr[F_LIT_DARK];
986 c = f_ptr->x_char[F_LIT_DARK];
990 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
991 else if (darkened_grid(c_ptr))
993 /* Unsafe cave grid -- idea borrowed from Unangband */
994 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
996 /* Access darkness */
997 f_ptr = &f_info[feat];
999 /* Char and attr of darkness */
1000 a = f_ptr->x_attr[F_LIT_STANDARD];
1001 c = f_ptr->x_char[F_LIT_STANDARD];
1004 /* Special lighting effects */
1005 else if (view_special_lite)
1007 /* Handle "torch-lit" grids */
1008 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1011 if (view_yellow_lite)
1013 /* Use a brightly lit colour/tile */
1014 a = f_ptr->x_attr[F_LIT_LITE];
1015 c = f_ptr->x_char[F_LIT_LITE];
1019 /* Handle "dark" grids */
1020 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1022 /* Use a darkened colour/tile */
1023 a = f_ptr->x_attr[F_LIT_DARK];
1024 c = f_ptr->x_char[F_LIT_DARK];
1027 /* Handle "out-of-sight" grids */
1028 else if (!(c_ptr->info & CAVE_VIEW))
1031 if (view_bright_lite)
1033 /* Use a darkened colour/tile */
1034 a = f_ptr->x_attr[F_LIT_DARK];
1035 c = f_ptr->x_char[F_LIT_DARK];
1044 /* Unsafe cave grid -- idea borrowed from Unangband */
1045 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1047 /* Access darkness */
1048 f_ptr = &f_info[feat];
1050 /* Normal attr/char */
1051 a = f_ptr->x_attr[F_LIT_STANDARD];
1052 c = f_ptr->x_char[F_LIT_STANDARD];
1056 /* Interesting grids (non-floors) */
1059 /* Memorized grids */
1060 if (c_ptr->info & CAVE_MARK)
1062 /* Normal attr/char */
1063 a = f_ptr->x_attr[F_LIT_STANDARD];
1064 c = f_ptr->x_char[F_LIT_STANDARD];
1066 if (p_ptr->wild_mode)
1068 /* Special lighting effects */
1069 /* Handle "blind" or "night" */
1070 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
1072 /* Use a darkened colour/tile */
1073 a = f_ptr->x_attr[F_LIT_DARK];
1074 c = f_ptr->x_char[F_LIT_DARK];
1078 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
1079 else if (darkened_grid(c_ptr) && !p_ptr->blind)
1081 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
1083 /* Unsafe cave grid -- idea borrowed from Unangband */
1084 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1086 /* Access darkness */
1087 f_ptr = &f_info[feat];
1089 /* Char and attr of darkness */
1090 a = f_ptr->x_attr[F_LIT_STANDARD];
1091 c = f_ptr->x_char[F_LIT_STANDARD];
1093 else if (view_granite_lite && view_bright_lite)
1095 /* Use a darkened colour/tile */
1096 a = f_ptr->x_attr[F_LIT_DARK];
1097 c = f_ptr->x_char[F_LIT_DARK];
1101 /* Special lighting effects */
1102 else if (view_granite_lite)
1104 /* Handle "blind" */
1107 /* Use a darkened colour/tile */
1108 a = f_ptr->x_attr[F_LIT_DARK];
1109 c = f_ptr->x_char[F_LIT_DARK];
1112 /* Handle "torch-lit" grids */
1113 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1116 if (view_yellow_lite)
1118 /* Use a brightly lit colour/tile */
1119 a = f_ptr->x_attr[F_LIT_LITE];
1120 c = f_ptr->x_char[F_LIT_LITE];
1124 /* Handle "view_bright_lite" */
1125 else if (view_bright_lite)
1128 if (!(c_ptr->info & CAVE_VIEW))
1130 /* Use a darkened colour/tile */
1131 a = f_ptr->x_attr[F_LIT_DARK];
1132 c = f_ptr->x_char[F_LIT_DARK];
1136 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1138 /* Use a darkened colour/tile */
1139 a = f_ptr->x_attr[F_LIT_DARK];
1140 c = f_ptr->x_char[F_LIT_DARK];
1143 /* Not glowing correctly */
1144 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
1146 /* Use a darkened colour/tile */
1147 a = f_ptr->x_attr[F_LIT_DARK];
1148 c = f_ptr->x_char[F_LIT_DARK];
1157 /* Unsafe cave grid -- idea borrowed from Unangband */
1158 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1160 /* Access feature */
1161 f_ptr = &f_info[feat];
1163 /* Normal attr/char */
1164 a = f_ptr->x_attr[F_LIT_STANDARD];
1165 c = f_ptr->x_char[F_LIT_STANDARD];
1169 if (feat_priority == -1) feat_priority = f_ptr->priority;
1171 /* Save the terrain info for the transparency effects */
1179 /* Hack -- rare random hallucination, except on outer dungeon walls */
1185 image_random(ap, cp);
1190 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1194 /* Acquire object */
1195 o_ptr = &o_list[this_o_idx];
1197 /* Acquire next object */
1198 next_o_idx = o_ptr->next_o_idx;
1200 /* Memorized objects */
1201 if (o_ptr->marked & OM_FOUND)
1203 if (display_autopick)
1207 match_autopick = is_autopick(o_ptr);
1208 if(match_autopick == -1)
1211 act = autopick_list[match_autopick].action;
1213 if ((act & DO_DISPLAY) && (act & display_autopick))
1215 autopick_obj = o_ptr;
1219 match_autopick = -1;
1224 (*cp) = object_char(o_ptr);
1227 (*ap) = object_attr(o_ptr);
1231 /* Hack -- hallucination */
1232 if (p_ptr->image) image_object(ap, cp);
1240 /* Handle monsters */
1241 if (c_ptr->m_idx && display_autopick == 0 )
1243 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1245 /* Visible monster */
1248 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1256 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1257 * flags are always unseen.
1259 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1265 /* Hallucinatory monster */
1266 image_monster(ap, cp);
1271 /* Monster attr/char */
1275 /* Normal monsters */
1276 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1277 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1279 /* Desired monster attr/char */
1285 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1286 * flags are always unseen.
1288 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1295 /*** Monster's attr ***/
1296 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1301 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1303 /* Multi-hued attr */
1304 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1305 else switch (randint1(7))
1307 case 1: *ap = TERM_RED; break;
1308 case 2: *ap = TERM_L_RED; break;
1309 case 3: *ap = TERM_WHITE; break;
1310 case 4: *ap = TERM_L_GREEN; break;
1311 case 5: *ap = TERM_BLUE; break;
1312 case 6: *ap = TERM_L_DARK; break;
1313 case 7: *ap = TERM_GREEN; break;
1316 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1318 /* Use semi-random attr (usually mimics' colors vary) */
1319 *ap = c_ptr->m_idx % 15 + 1;
1327 /*** Monster's char ***/
1328 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1333 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1337 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1338 *cp = tmp_r_ptr->x_char;
1339 *ap = tmp_r_ptr->x_attr;
1343 *cp = (one_in_(25) ?
1344 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1345 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1358 /* Handle "player" */
1359 if (player_bold(y, x))
1361 monster_race *r_ptr = &r_info[0];
1363 /* Get the "player" attr */
1364 *ap = r_ptr->x_attr;
1366 /* Get the "player" char */
1367 *cp = r_ptr->x_char;
1375 * Calculate panel colum of a location in the map
1377 static int panel_col_of(int col)
1379 col -= panel_col_min;
1380 if (use_bigtile) col *= 2;
1386 * Moves the cursor to a given MAP (y,x) location
1388 void move_cursor_relative(int row, int col)
1390 /* Real co-ords convert to screen positions */
1391 row -= panel_row_prt;
1394 Term_gotoxy(panel_col_of(col), row);
1400 * Place an attr/char pair at the given map coordinate, if legal.
1402 void print_rel(char c, byte a, int y, int x)
1404 /* Only do "legal" locations */
1405 if (panel_contains(y, x))
1407 /* Hack -- fake monochrome */
1410 if (world_monster) a = TERM_DARK;
1411 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1412 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1415 /* Draw the char using the attr */
1416 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1425 * Memorize interesting viewable object/features in the given grid
1427 * This function should only be called on "legal" grids.
1429 * This function will memorize the object and/or feature in the given
1430 * grid, if they are (1) viewable and (2) interesting. Note that all
1431 * objects are interesting, all terrain features except floors (and
1432 * invisible traps) are interesting, and floors (and invisible traps)
1433 * are interesting sometimes (depending on various options involving
1434 * the illumination of floor grids).
1436 * The automatic memorization of all objects and non-floor terrain
1437 * features as soon as they are displayed allows incredible amounts
1438 * of optimization in various places, especially "map_info()".
1440 * Note that the memorization of objects is completely separate from
1441 * the memorization of terrain features, preventing annoying floor
1442 * memorization when a detected object is picked up from a dark floor,
1443 * and object memorization when an object is dropped into a floor grid
1444 * which is memorized but out-of-sight.
1446 * This function should be called every time the "memorization" of
1447 * a grid (or the object in a grid) is called into question, such
1448 * as when an object is created in a grid, when a terrain feature
1449 * "changes" from "floor" to "non-floor", when any grid becomes
1450 * "illuminated" or "viewable", and when a "floor" grid becomes
1453 * Note the relatively efficient use of this function by the various
1454 * "update_view()" and "update_lite()" calls, to allow objects and
1455 * terrain features to be memorized (and drawn) whenever they become
1456 * viewable or illuminated in any way, but not when they "maintain"
1457 * or "lose" their previous viewability or illumination.
1459 * Note the butchered "internal" version of "player_can_see_bold()",
1460 * optimized primarily for the most common cases, that is, for the
1461 * non-marked floor grids.
1463 void note_spot(int y, int x)
1465 cave_type *c_ptr = &cave[y][x];
1467 s16b this_o_idx, next_o_idx = 0;
1470 /* Blind players see nothing */
1471 if (p_ptr->blind) return;
1473 /* Analyze non-torch-lit grids */
1474 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1476 /* Require line of sight to the grid */
1477 if (!(c_ptr->info & (CAVE_VIEW))) return;
1479 /* Require "perma-lite" of the grid */
1480 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1483 if (!p_ptr->see_nocto) return;
1488 /* Hack -- memorize objects */
1489 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1491 object_type *o_ptr = &o_list[this_o_idx];
1493 /* Acquire next object */
1494 next_o_idx = o_ptr->next_o_idx;
1496 /* Memorize objects */
1497 o_ptr->marked |= OM_FOUND;
1501 /* Hack -- memorize grids */
1502 if (!(c_ptr->info & (CAVE_MARK)))
1504 /* Feature code (applying "mimic" field) */
1505 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
1507 /* Memorize some "boring" grids */
1508 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1510 /* Option -- memorize all torch-lit floors */
1511 if (view_torch_grids &&
1512 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1515 c_ptr->info |= (CAVE_MARK);
1518 /* Option -- memorize all perma-lit floors */
1519 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1522 c_ptr->info |= (CAVE_MARK);
1526 /* Memorize normal grids */
1527 else if (have_flag(f_ptr->flags, FF_LOS))
1530 c_ptr->info |= (CAVE_MARK);
1533 /* Memorize torch-lit walls */
1534 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1537 c_ptr->info |= (CAVE_MARK);
1540 /* Memorize walls seen by noctovision of Ninja */
1541 else if (p_ptr->see_nocto)
1544 c_ptr->info |= (CAVE_MARK);
1547 /* Memorize certain non-torch-lit wall grids */
1548 else if (check_local_illumination(y, x))
1551 c_ptr->info |= (CAVE_MARK);
1555 /* Memorize terrain of the grid */
1556 c_ptr->info |= (CAVE_KNOWN);
1560 void display_dungeon(void)
1569 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1571 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1573 if (in_bounds2(y, x))
1576 /* Examine the grid */
1577 map_info(y, x, &a, &c, &ta, &tc);
1579 /* Hack -- fake monochrome */
1582 if (world_monster) a = TERM_DARK;
1583 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1584 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1587 /* Hack -- Queue it */
1588 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1592 /* Clear out-of-bound tiles */
1594 /* Access darkness */
1595 feature_type *f_ptr = &f_info[feat_none];
1598 a = f_ptr->x_attr[F_LIT_STANDARD];
1601 c = f_ptr->x_char[F_LIT_STANDARD];
1603 /* Hack -- Queue it */
1604 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1612 * Redraw (on the screen) a given MAP location
1614 * This function should only be called on "legal" grids
1616 void lite_spot(int y, int x)
1618 /* Redraw if on screen */
1619 if (panel_contains(y, x) && in_bounds2(y, x))
1627 /* Examine the grid */
1628 map_info(y, x, &a, &c, &ta, &tc);
1630 /* Hack -- fake monochrome */
1633 if (world_monster) a = TERM_DARK;
1634 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1635 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1638 /* Hack -- Queue it */
1639 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1641 /* Update sub-windows */
1642 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1648 * Prints the map of the dungeon
1650 * Note that, for efficiency, we contain an "optimized" version
1651 * of both "lite_spot()" and "print_rel()", and that we use the
1652 * "lite_spot()" function to display the player grid, if needed.
1660 s16b xmin, xmax, ymin, ymax;
1665 Term_get_size(&wid, &hgt);
1667 /* Remove map offset */
1671 /* Access the cursor state */
1672 (void)Term_get_cursor(&v);
1674 /* Hide the cursor */
1675 (void)Term_set_cursor(0);
1678 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1679 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1680 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1681 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1683 /* Bottom section of screen */
1684 for (y = 1; y <= ymin - panel_row_prt; y++)
1686 /* Erase the section */
1687 Term_erase(COL_MAP, y, wid);
1690 /* Top section of screen */
1691 for (y = ymax - panel_row_prt; y <= hgt; y++)
1693 /* Erase the section */
1694 Term_erase(COL_MAP, y, wid);
1698 for (y = ymin; y <= ymax; y++)
1700 /* Scan the columns of row "y" */
1701 for (x = xmin; x <= xmax; x++)
1709 /* Determine what is there */
1710 map_info(y, x, &a, &c, &ta, &tc);
1712 /* Hack -- fake monochrome */
1715 if (world_monster) a = TERM_DARK;
1716 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1717 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1720 /* Efficiency -- Redraw that grid of the map */
1721 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1725 /* Display player */
1728 /* Restore the cursor */
1729 (void)Term_set_cursor(v);
1735 * print project path
1737 void prt_path(int y, int x)
1742 int default_color = TERM_SLATE;
1744 if (!display_path) return;
1745 if (-1 == project_length)
1748 /* Get projection path */
1749 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1752 p_ptr->redraw |= (PR_MAP);
1758 for (i = 0; i < path_n; i++)
1760 int ny = GRID_Y(path_g[i]);
1761 int nx = GRID_X(path_g[i]);
1762 cave_type *c_ptr = &cave[ny][nx];
1764 if (panel_contains(ny, nx))
1766 byte a = default_color;
1772 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1774 /* Determine what is there */
1775 map_info(ny, nx, &a, &c, &ta, &tc);
1777 if (!is_ascii_graphics(a))
1779 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1781 else if (a == default_color)
1787 if (world_monster) a = TERM_DARK;
1788 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1789 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1794 /* Hack -- Queue it */
1795 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1799 if ((c_ptr->info & CAVE_MARK) && !cave_have_flag_grid(c_ptr, FF_PROJECT)) break;
1802 if (nx == x && ny == y) default_color = TERM_L_DARK;
1807 static cptr simplify_list[][2] =
1814 {"^Amulet of ", "\""},
1815 {"^Scroll of ", "?"},
1816 {"^Scroll titled ", "?"},
1817 {"^Wand of " , "-"},
1819 {"^Staff of " , "_"},
1820 {"^Potion of ", "!"},
1832 static void display_shortened_item_name(object_type *o_ptr, int y)
1839 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1840 attr = tval_to_attr[o_ptr->tval % 128];
1846 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
1848 strcpy(buf, "something strange");
1852 for (c = buf; *c; c++)
1855 for (i = 0; simplify_list[i][1]; i++)
1857 cptr org_w = simplify_list[i][0];
1867 if (!strncmp(c, org_w, strlen(org_w)))
1870 cptr tmp = simplify_list[i][1];
1873 tmp = c + strlen(org_w);
1883 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
1889 if(len + 2 > 12) break;
1896 if(len + 1 > 12) break;
1902 Term_putstr(0, y, 12, attr, buf);
1906 * Display a "small-scale" map of the dungeon in the active Term
1908 void display_map(int *cy, int *cx)
1925 /* Save lighting effects */
1926 bool old_view_special_lite = view_special_lite;
1927 bool old_view_granite_lite = view_granite_lite;
1929 int hgt, wid, yrat, xrat;
1931 int **match_autopick_yx;
1932 object_type ***object_autopick_yx;
1935 Term_get_size(&wid, &hgt);
1938 if (use_bigtile) wid /= 2;
1940 yrat = (cur_hgt + hgt - 1) / hgt;
1941 xrat = (cur_wid + wid - 1) / wid;
1943 /* Disable lighting effects */
1944 view_special_lite = FALSE;
1945 view_granite_lite = FALSE;
1947 /* Allocate the maps */
1948 C_MAKE(ma, (hgt + 2), byte_ptr);
1949 C_MAKE(mc, (hgt + 2), char_ptr);
1950 C_MAKE(mp, (hgt + 2), byte_ptr);
1951 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1952 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1954 /* Allocate and wipe each line map */
1955 for (y = 0; y < (hgt + 2); y++)
1957 /* Allocate one row each array */
1958 C_MAKE(ma[y], (wid + 2), byte);
1959 C_MAKE(mc[y], (wid + 2), char);
1960 C_MAKE(mp[y], (wid + 2), byte);
1961 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1962 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1964 for (x = 0; x < wid + 2; ++x)
1966 match_autopick_yx[y][x] = -1;
1967 object_autopick_yx[y][x] = NULL;
1970 ma[y][x] = TERM_WHITE;
1978 /* Allocate the maps */
1979 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1980 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1981 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1983 /* Allocate and wipe each line map */
1984 for (y = 0; y < (cur_hgt + 2); y++)
1986 /* Allocate one row each array */
1987 C_MAKE(bigma[y], (cur_wid + 2), byte);
1988 C_MAKE(bigmc[y], (cur_wid + 2), char);
1989 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1991 for (x = 0; x < cur_wid + 2; ++x)
1994 bigma[y][x] = TERM_WHITE;
2002 /* Fill in the map */
2003 for (i = 0; i < cur_wid; ++i)
2005 for (j = 0; j < cur_hgt; ++j)
2015 /* Extract the current attr/char at that map location */
2016 map_info(j, i, &ta, &tc, &ta, &tc);
2018 /* Extract the priority */
2021 if(match_autopick!=-1
2022 && (match_autopick_yx[y][x] == -1
2023 || match_autopick_yx[y][x] > match_autopick))
2025 match_autopick_yx[y][x] = match_autopick;
2026 object_autopick_yx[y][x] = autopick_obj;
2030 /* Save the char, attr and priority */
2031 bigmc[j+1][i+1] = tc;
2032 bigma[j+1][i+1] = ta;
2033 bigmp[j+1][i+1] = tp;
2037 for (j = 0; j < cur_hgt; ++j)
2039 for (i = 0; i < cur_wid; ++i)
2045 tc = bigmc[j+1][i+1];
2046 ta = bigma[j+1][i+1];
2047 tp = bigmp[j+1][i+1];
2049 /* rare feature has more priority */
2055 for (t = 0; t < 8; t++)
2057 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2058 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2068 /* Save the char, attr and priority */
2081 /* Draw the corners */
2082 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2084 /* Draw the horizontal edges */
2085 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2087 /* Draw the vertical edges */
2088 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2091 /* Display each map line in order */
2092 for (y = 0; y < hgt + 2; ++y)
2094 /* Start a new line */
2095 Term_gotoxy(COL_MAP, y);
2097 /* Display the line */
2098 for (x = 0; x < wid + 2; ++x)
2103 /* Hack -- fake monochrome */
2106 if (world_monster) ta = TERM_DARK;
2107 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2108 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2111 /* Add the character */
2112 Term_add_bigch(ta, tc);
2117 for (y = 1; y < hgt + 1; ++y)
2119 match_autopick = -1;
2120 for (x = 1; x <= wid; x++){
2121 if (match_autopick_yx[y][x] != -1 &&
2122 (match_autopick > match_autopick_yx[y][x] ||
2123 match_autopick == -1)){
2124 match_autopick = match_autopick_yx[y][x];
2125 autopick_obj = object_autopick_yx[y][x];
2129 /* Clear old display */
2130 Term_putstr(0, y, 12, 0, " ");
2132 if (match_autopick != -1)
2134 display_shortened_item_name(autopick_obj, y);
2137 char buf[13] = "\0";
2138 strncpy(buf,autopick_list[match_autopick].name,12);
2146 /* Player location */
2147 (*cy) = py / yrat + 1 + ROW_MAP;
2149 (*cx) = px / xrat + 1 + COL_MAP;
2151 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2153 /* Restore lighting effects */
2154 view_special_lite = old_view_special_lite;
2155 view_granite_lite = old_view_granite_lite;
2157 /* Free each line map */
2158 for (y = 0; y < (hgt + 2); y++)
2160 /* Free one row each array */
2161 C_KILL(ma[y], (wid + 2), byte);
2162 C_KILL(mc[y], (wid + 2), char);
2163 C_KILL(mp[y], (wid + 2), byte);
2164 C_KILL(match_autopick_yx[y], (wid + 2), int);
2165 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
2168 /* Free each line map */
2169 C_KILL(ma, (hgt + 2), byte_ptr);
2170 C_KILL(mc, (hgt + 2), char_ptr);
2171 C_KILL(mp, (hgt + 2), byte_ptr);
2172 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
2173 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
2175 /* Free each line map */
2176 for (y = 0; y < (cur_hgt + 2); y++)
2178 /* Free one row each array */
2179 C_KILL(bigma[y], (cur_wid + 2), byte);
2180 C_KILL(bigmc[y], (cur_wid + 2), char);
2181 C_KILL(bigmp[y], (cur_wid + 2), byte);
2184 /* Free each line map */
2185 C_KILL(bigma, (cur_hgt + 2), byte_ptr);
2186 C_KILL(bigmc, (cur_hgt + 2), char_ptr);
2187 C_KILL(bigmp, (cur_hgt + 2), byte_ptr);
2192 * Display a "small-scale" map of the dungeon for the player
2194 * Currently, the "player" is displayed on the map. XXX XXX XXX
2196 void do_cmd_view_map(void)
2201 /* Save the screen */
2206 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2208 prt("Please wait...", 0, 0);
2214 /* Clear the screen */
2217 display_autopick = 0;
2219 /* Display the map */
2220 display_map(&cy, &cx);
2223 if(max_autopick && !p_ptr->wild_mode)
2225 display_autopick = ITEM_DISPLAY;
2232 int wid, hgt, row_message;
2234 Term_get_size(&wid, &hgt);
2235 row_message = hgt - 1;
2238 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2240 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2243 /* Hilite the player */
2244 move_cursor(cy, cx);
2249 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2251 flag = DONT_AUTOPICK;
2253 flag = DO_AUTODESTROY;
2255 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2261 if (~display_autopick & flag)
2262 display_autopick |= flag;
2264 display_autopick &= ~flag;
2265 /* Display the map */
2266 display_map(&cy, &cx);
2269 display_autopick = 0;
2275 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2277 put_str("Hit any key to continue", 23, 30);
2278 #endif /* Hilite the player */
2279 move_cursor(cy, cx);
2284 /* Restore the screen */
2293 * Some comments on the cave grid flags. -BEN-
2296 * One of the major bottlenecks in previous versions of Angband was in
2297 * the calculation of "line of sight" from the player to various grids,
2298 * such as monsters. This was such a nasty bottleneck that a lot of
2299 * silly things were done to reduce the dependancy on "line of sight",
2300 * for example, you could not "see" any grids in a lit room until you
2301 * actually entered the room, and there were all kinds of bizarre grid
2302 * flags to enable this behavior. This is also why the "call light"
2303 * spells always lit an entire room.
2305 * The code below provides functions to calculate the "field of view"
2306 * for the player, which, once calculated, provides extremely fast
2307 * calculation of "line of sight from the player", and to calculate
2308 * the "field of torch lite", which, again, once calculated, provides
2309 * extremely fast calculation of "which grids are lit by the player's
2310 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2311 * "GRID_LITE", as appropriate, these functions maintain an array for
2312 * each of these two flags, each array containing the locations of all
2313 * of the grids marked with the appropriate flag, which can be used to
2314 * very quickly scan through all of the grids in a given set.
2316 * To allow more "semantically valid" field of view semantics, whenever
2317 * the field of view (or the set of torch lit grids) changes, all of the
2318 * grids in the field of view (or the set of torch lit grids) are "drawn"
2319 * so that changes in the world will become apparent as soon as possible.
2320 * This has been optimized so that only grids which actually "change" are
2321 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2322 * of the grids which are entering or leaving the relevent set of grids.
2324 * These new methods are so efficient that the old nasty code was removed.
2326 * Note that there is no reason to "update" the "viewable space" unless
2327 * the player "moves", or walls/doors are created/destroyed, and there
2328 * is no reason to "update" the "torch lit grids" unless the field of
2329 * view changes, or the "light radius" changes. This means that when
2330 * the player is resting, or digging, or doing anything that does not
2331 * involve movement or changing the state of the dungeon, there is no
2332 * need to update the "view" or the "lite" regions, which is nice.
2334 * Note that the calls to the nasty "los()" function have been reduced
2335 * to a bare minimum by the use of the new "field of view" calculations.
2337 * I wouldn't be surprised if slight modifications to the "update_view()"
2338 * function would allow us to determine "reverse line-of-sight" as well
2339 * as "normal line-of-sight", which would allow monsters to use a more
2340 * "correct" calculation to determine if they can "see" the player. For
2341 * now, monsters simply "cheat" somewhat and assume that if the player
2342 * has "line of sight" to the monster, then the monster can "pretend"
2343 * that it has "line of sight" to the player.
2346 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2347 * grid and maintains an array of all "CAVE_LITE" grids.
2349 * This set of grids is the complete set of all grids which are lit by
2350 * the players light source, which allows the "player_can_see_bold()"
2351 * function to work very quickly.
2353 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2354 * fact, the player (unless blind) can always "see" all grids which are
2355 * marked as "CAVE_LITE", unless they are "off screen".
2358 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2359 * grid and maintains an array of all "CAVE_VIEW" grids.
2361 * This set of grids is the complete set of all grids within line of sight
2362 * of the player, allowing the "player_has_los_bold()" macro to work very
2366 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2367 * temporary internal flag to mark those grids which are not only in view,
2368 * but which are also "easily" in line of sight of the player. This flag
2369 * is always cleared when we are done.
2372 * The current "update_lite()" and "update_view()" algorithms use the
2373 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2374 * to keep track of which grids were previously marked as "CAVE_LITE" or
2375 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2377 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2378 * for various other purposes, such as spreading lite or darkness during
2379 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2382 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2383 * in some way permanently lit. However, for the player to "see" anything
2384 * in the grid, as determined by "player_can_see()", the player must not be
2385 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2386 * grids, even if marked as "perma lit", are only illuminated if they touch
2387 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2390 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2391 * that even if the player cannot "see" the grid, he "knows" the terrain in
2392 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2393 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2394 * or when one of the "memorize floor grids" options induces memorization.
2396 * Objects are "memorized" in a different way, using a special "marked" flag
2397 * on the object itself, which is set when an object is observed or detected.
2400 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2401 * and should be illuminated by "lite room" and "darkness" spells.
2404 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2405 * and should be unavailable for "teleportation" destinations.
2408 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2409 * which is observed, and the "view_torch_grids" allows the player to memorize
2410 * every torch-lit grid. The player will always memorize important walls,
2411 * doors, stairs, and other terrain features, as well as any "detected" grids.
2413 * Note that the new "update_view()" method allows, among other things, a room
2414 * to be "partially" seen as the player approaches it, with a growing cone of
2415 * floor appearing as the player gets closer to the door. Also, by not turning
2416 * on the "memorize perma-lit grids" option, the player will only "see" those
2417 * floor grids which are actually in line of sight.
2419 * And my favorite "plus" is that you can now use a special option to draw the
2420 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2421 * grids dimly), providing a "pretty" effect as the player runs around, and
2422 * to efficiently display the "torch lite" in a special color.
2425 * Some comments on the "update_view()" algorithm...
2427 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2428 * and only has to call "los()" on the borderline cases. The major axes/diags
2429 * even terminate early when they hit walls. I need to find a quick way
2430 * to "terminate" the other scans.
2432 * Note that in the worst case (a big empty area with say 5% scattered walls),
2433 * each of the 1500 or so nearby grids is checked once, most of them getting
2434 * an "instant" rating, and only a small portion requiring a call to "los()".
2436 * The only time that the algorithm appears to be "noticeably" too slow is
2437 * when running, and this is usually only important in town, since the town
2438 * provides about the worst scenario possible, with large open regions and
2439 * a few scattered obstructions. There is a special "efficiency" option to
2440 * allow the player to reduce his field of view in town, if needed.
2442 * In the "best" case (say, a normal stretch of corridor), the algorithm
2443 * makes one check for each viewable grid, and makes no calls to "los()".
2444 * So running in corridors is very fast, and if a lot of monsters are
2445 * nearby, it is much faster than the old methods.
2447 * Note that resting, most normal commands, and several forms of running,
2448 * plus all commands executed near large groups of monsters, are strictly
2449 * more efficient with "update_view()" that with the old "compute los() on
2450 * demand" method, primarily because once the "field of view" has been
2451 * calculated, it does not have to be recalculated until the player moves
2452 * (or a wall or door is created or destroyed).
2454 * Note that we no longer have to do as many "los()" checks, since once the
2455 * "view" region has been built, very few things cause it to be "changed"
2456 * (player movement, and the opening/closing of doors, changes in wall status).
2457 * Note that door/wall changes are only relevant when the door/wall itself is
2458 * in the "view" region.
2460 * The algorithm seems to only call "los()" from zero to ten times, usually
2461 * only when coming down a corridor into a room, or standing in a room, just
2462 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2463 * we will be reducing the calls to "los()".
2465 * I am thinking in terms of an algorithm that "walks" from the central point
2466 * out to the maximal "distance", at each point, determining the "view" code
2467 * (above). For each grid not on a major axis or diagonal, the "view" code
2468 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2469 * (the one along the nearest diagonal, and the one next to that one, see
2470 * "update_view_aux()"...).
2472 * We "memorize" the viewable space array, so that at the cost of under 3000
2473 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2474 * each grid actually in the "viewable space". And for another 3000 bytes,
2475 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2476 * are also used by other routines, thus reducing the cost to almost nothing.
2478 * A similar thing is done for "forget_lite()" in which case the savings are
2479 * much less, but save us from doing bizarre maintenance checking.
2481 * In the worst "normal" case (in the middle of the town), the reachable space
2482 * actually reaches to more than half of the largest possible "circle" of view,
2483 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2484 * where all the walls have been removed), the reachable space actually reaches
2485 * the theoretical maximum size of just under 1500 grids.
2487 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2488 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2489 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2490 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2491 * entire possible space (including initialization) in one step per grid. If
2492 * we do the "clearing" as a separate step (and use an array of "view" grids),
2493 * then the clearing will take as many steps as grids that were viewed, and the
2494 * algorithm will be able to "stop" scanning at various points.
2495 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2506 * Actually erase the entire "lite" array, redrawing every grid
2508 void forget_lite(void)
2512 /* None to forget */
2513 if (!lite_n) return;
2515 /* Clear them all */
2516 for (i = 0; i < lite_n; i++)
2521 /* Forget "LITE" flag */
2522 cave[y][x].info &= ~(CAVE_LITE);
2525 /* lite_spot(y, x); Perhaps don't need? */
2534 * For delayed visual update
2536 #define cave_note_and_redraw_later(C,Y,X) \
2538 (C)->info |= CAVE_NOTE; \
2539 cave_redraw_later((C), (Y), (X)); \
2544 * For delayed visual update
2546 #define cave_redraw_later(C,Y,X) \
2548 if (!((C)->info & CAVE_REDRAW)) \
2550 (C)->info |= CAVE_REDRAW; \
2551 redraw_y[redraw_n] = (Y); \
2552 redraw_x[redraw_n++] = (X); \
2560 * This macro allows us to efficiently add a grid to the "lite" array,
2561 * note that we are never called for illegal grids, or for grids which
2562 * have already been placed into the "lite" array, and we are never
2563 * called when the "lite" array is full.
2565 #define cave_lite_hack(Y,X) \
2567 if (!(cave[Y][X].info & (CAVE_LITE))) \
2569 cave[Y][X].info |= (CAVE_LITE); \
2570 lite_y[lite_n] = (Y); \
2571 lite_x[lite_n++] = (X); \
2577 * Update the set of grids "illuminated" by the player's lite.
2579 * This routine needs to use the results of "update_view()"
2581 * Note that "blindness" does NOT affect "torch lite". Be careful!
2583 * We optimize most lites (all non-artifact lites) by using "obvious"
2584 * facts about the results of "small" lite radius, and we attempt to
2585 * list the "nearby" grids before the more "distant" ones in the
2586 * array of torch-lit grids.
2588 * We assume that "radius zero" lite is in fact no lite at all.
2590 * Torch Lantern Artifacts
2600 void update_lite(void)
2602 int i, x, y, min_x, max_x, min_y, max_y;
2603 int p = p_ptr->cur_lite;
2606 /*** Special case ***/
2609 /* Hack -- Player has no lite */
2612 /* Forget the old lite */
2613 /* forget_lite(); Perhaps don't need? */
2615 /* Add it to later visual update */
2616 cave_redraw_later(&cave[py][px], py, px);
2620 /*** Save the old "lite" grids for later ***/
2622 /* Clear them all */
2623 for (i = 0; i < lite_n; i++)
2628 /* Mark the grid as not "lite" */
2629 cave[y][x].info &= ~(CAVE_LITE);
2631 /* Mark the grid as "seen" */
2632 cave[y][x].info |= (CAVE_TEMP);
2634 /* Add it to the "seen" set */
2644 /*** Collect the new "lite" grids ***/
2646 /* Radius 1 -- torch radius */
2650 cave_lite_hack(py, px);
2653 cave_lite_hack(py+1, px);
2654 cave_lite_hack(py-1, px);
2655 cave_lite_hack(py, px+1);
2656 cave_lite_hack(py, px-1);
2658 /* Diagonal grids */
2659 cave_lite_hack(py+1, px+1);
2660 cave_lite_hack(py+1, px-1);
2661 cave_lite_hack(py-1, px+1);
2662 cave_lite_hack(py-1, px-1);
2665 /* Radius 2 -- lantern radius */
2668 /* South of the player */
2669 if (cave_los_bold(py + 1, px))
2671 cave_lite_hack(py+2, px);
2672 cave_lite_hack(py+2, px+1);
2673 cave_lite_hack(py+2, px-1);
2676 /* North of the player */
2677 if (cave_los_bold(py - 1, px))
2679 cave_lite_hack(py-2, px);
2680 cave_lite_hack(py-2, px+1);
2681 cave_lite_hack(py-2, px-1);
2684 /* East of the player */
2685 if (cave_los_bold(py, px + 1))
2687 cave_lite_hack(py, px+2);
2688 cave_lite_hack(py+1, px+2);
2689 cave_lite_hack(py-1, px+2);
2692 /* West of the player */
2693 if (cave_los_bold(py, px - 1))
2695 cave_lite_hack(py, px-2);
2696 cave_lite_hack(py+1, px-2);
2697 cave_lite_hack(py-1, px-2);
2701 /* Radius 3+ -- artifact radius */
2706 /* Paranoia -- see "LITE_MAX" */
2709 /* South-East of the player */
2710 if (cave_los_bold(py + 1, px + 1))
2712 cave_lite_hack(py+2, px+2);
2715 /* South-West of the player */
2716 if (cave_los_bold(py + 1, px - 1))
2718 cave_lite_hack(py+2, px-2);
2721 /* North-East of the player */
2722 if (cave_los_bold(py - 1, px + 1))
2724 cave_lite_hack(py-2, px+2);
2727 /* North-West of the player */
2728 if (cave_los_bold(py - 1, px - 1))
2730 cave_lite_hack(py-2, px-2);
2735 if (min_y < 0) min_y = 0;
2739 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2743 if (min_x < 0) min_x = 0;
2747 if (max_x > cur_wid-1) max_x = cur_wid-1;
2749 /* Scan the maximal box */
2750 for (y = min_y; y <= max_y; y++)
2752 for (x = min_x; x <= max_x; x++)
2754 int dy = (py > y) ? (py - y) : (y - py);
2755 int dx = (px > x) ? (px - x) : (x - px);
2757 /* Skip the "central" grids (above) */
2758 if ((dy <= 2) && (dx <= 2)) continue;
2760 /* Hack -- approximate the distance */
2761 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2763 /* Skip distant grids */
2764 if (d > p) continue;
2766 /* Viewable, nearby, grids get "torch lit" */
2767 if (cave[y][x].info & CAVE_VIEW)
2769 /* This grid is "torch lit" */
2770 cave_lite_hack(y, x);
2777 /*** Complete the algorithm ***/
2779 /* Draw the new grids */
2780 for (i = 0; i < lite_n; i++)
2785 c_ptr = &cave[y][x];
2787 /* Update fresh grids */
2788 if (c_ptr->info & (CAVE_TEMP)) continue;
2790 /* Add it to later visual update */
2791 cave_note_and_redraw_later(c_ptr, y, x);
2794 /* Clear them all */
2795 for (i = 0; i < temp_n; i++)
2800 c_ptr = &cave[y][x];
2802 /* No longer in the array */
2803 c_ptr->info &= ~(CAVE_TEMP);
2805 /* Update stale grids */
2806 if (c_ptr->info & (CAVE_LITE)) continue;
2808 /* Add it to later visual update */
2809 cave_redraw_later(c_ptr, y, x);
2815 /* Mega-Hack -- Visual update later */
2816 p_ptr->update |= (PU_DELAY_VIS);
2820 static bool mon_invis;
2821 static s16b mon_fy, mon_fx;
2824 * Add a square to the changes array
2826 static void mon_lite_hack(int y, int x)
2829 int midpoint, dpf, d;
2831 /* We trust this grid is in bounds */
2832 /* if (!in_bounds2(y, x)) return; */
2834 c_ptr = &cave[y][x];
2836 /* Want a unlit square in view of the player */
2837 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2839 if (!cave_los_grid(c_ptr))
2841 /* Hack -- Prevent monster lite leakage in walls */
2843 /* Horizontal walls between player and a monster */
2844 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2848 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2850 /* Only first wall viewed from mid-x is lit */
2853 if (!cave_los_bold(y, x + 1)) return;
2855 else if (x > midpoint)
2857 if (!cave_los_bold(y, x - 1)) return;
2860 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2861 else if (mon_invis) return;
2864 /* Vertical walls between player and a monster */
2865 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2869 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2871 /* Only first wall viewed from mid-y is lit */
2874 if (!cave_los_bold(y + 1, x)) return;
2876 else if (y > midpoint)
2878 if (!cave_los_bold(y - 1, x)) return;
2881 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2882 else if (mon_invis) return;
2886 /* We trust temp_n does not exceed TEMP_MAX */
2889 if (!(c_ptr->info & CAVE_MNDK))
2891 /* Save this square */
2900 /* No longer dark */
2901 c_ptr->info &= ~(CAVE_MNDK);
2905 c_ptr->info |= CAVE_MNLT;
2910 * Add a square to the changes array
2912 static void mon_dark_hack(int y, int x)
2915 int midpoint, dpf, d;
2917 /* We trust this grid is in bounds */
2918 /* if (!in_bounds2(y, x)) return; */
2920 c_ptr = &cave[y][x];
2922 /* Want a unlit and undarkened square in view of the player */
2923 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2925 if (!cave_los_grid(c_ptr) && !cave_have_flag_grid(c_ptr, FF_PROJECT))
2927 /* Hack -- Prevent monster dark lite leakage in walls */
2929 /* Horizontal walls between player and a monster */
2930 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2934 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2936 /* Only first wall viewed from mid-x is lit */
2939 if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
2941 else if (x > midpoint)
2943 if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
2946 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2947 else if (mon_invis) return;
2950 /* Vertical walls between player and a monster */
2951 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2955 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2957 /* Only first wall viewed from mid-y is lit */
2960 if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
2962 else if (y > midpoint)
2964 if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
2967 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2968 else if (mon_invis) return;
2972 /* We trust temp_n does not exceed TEMP_MAX */
2974 /* Save this square */
2980 c_ptr->info |= CAVE_MNDK;
2985 * Update squares illuminated or darkened by monsters.
2987 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2988 * denote squares illuminated by monsters.
2990 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2991 * updating. Only squares in view of the player, whos state
2992 * changes are drawn via lite_spot().
2994 void update_mon_lite(void)
3000 void (*add_mon_lite)(int, int);
3005 /* Non-Ninja player in the darkness */
3006 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
3007 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
3009 /* Clear all monster lit squares */
3010 for (i = 0; i < mon_lite_n; i++)
3013 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3015 /* Set temp or xtra flag */
3016 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
3018 /* Clear monster illumination flag */
3019 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3022 /* Empty temp list of new squares to lite up */
3025 /* If a monster stops time, don't process */
3028 monster_type *m_ptr;
3029 monster_race *r_ptr;
3031 /* Loop through monsters, adding newly lit squares to changes list */
3032 for (i = 1; i < m_max; i++)
3035 r_ptr = &r_info[m_ptr->r_idx];
3037 /* Skip dead monsters */
3038 if (!m_ptr->r_idx) continue;
3040 /* Is it too far away? */
3041 if (m_ptr->cdis > dis_lim) continue;
3043 /* Get lite radius */
3046 /* Note the radii are cumulative */
3047 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3048 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3049 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
3050 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
3052 /* Exit if has no light */
3056 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3057 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3058 add_mon_lite = mon_lite_hack;
3063 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && !is_daytime()))) continue;
3064 add_mon_lite = mon_dark_hack;
3065 f_flag = FF_PROJECT;
3066 rad = -rad; /* Use absolute value */
3069 /* Access the location */
3073 /* Is the monster visible? */
3074 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
3076 /* The square it is on */
3077 add_mon_lite(mon_fy, mon_fx);
3079 /* Adjacent squares */
3080 add_mon_lite(mon_fy + 1, mon_fx);
3081 add_mon_lite(mon_fy - 1, mon_fx);
3082 add_mon_lite(mon_fy, mon_fx + 1);
3083 add_mon_lite(mon_fy, mon_fx - 1);
3084 add_mon_lite(mon_fy + 1, mon_fx + 1);
3085 add_mon_lite(mon_fy + 1, mon_fx - 1);
3086 add_mon_lite(mon_fy - 1, mon_fx + 1);
3087 add_mon_lite(mon_fy - 1, mon_fx - 1);
3092 /* South of the monster */
3093 if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
3095 add_mon_lite(mon_fy + 2, mon_fx + 1);
3096 add_mon_lite(mon_fy + 2, mon_fx);
3097 add_mon_lite(mon_fy + 2, mon_fx - 1);
3099 c_ptr = &cave[mon_fy + 2][mon_fx];
3102 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3104 add_mon_lite(mon_fy + 3, mon_fx + 1);
3105 add_mon_lite(mon_fy + 3, mon_fx);
3106 add_mon_lite(mon_fy + 3, mon_fx - 1);
3110 /* North of the monster */
3111 if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
3113 add_mon_lite(mon_fy - 2, mon_fx + 1);
3114 add_mon_lite(mon_fy - 2, mon_fx);
3115 add_mon_lite(mon_fy - 2, mon_fx - 1);
3117 c_ptr = &cave[mon_fy - 2][mon_fx];
3120 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3122 add_mon_lite(mon_fy - 3, mon_fx + 1);
3123 add_mon_lite(mon_fy - 3, mon_fx);
3124 add_mon_lite(mon_fy - 3, mon_fx - 1);
3128 /* East of the monster */
3129 if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
3131 add_mon_lite(mon_fy + 1, mon_fx + 2);
3132 add_mon_lite(mon_fy, mon_fx + 2);
3133 add_mon_lite(mon_fy - 1, mon_fx + 2);
3135 c_ptr = &cave[mon_fy][mon_fx + 2];
3138 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3140 add_mon_lite(mon_fy + 1, mon_fx + 3);
3141 add_mon_lite(mon_fy, mon_fx + 3);
3142 add_mon_lite(mon_fy - 1, mon_fx + 3);
3146 /* West of the monster */
3147 if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
3149 add_mon_lite(mon_fy + 1, mon_fx - 2);
3150 add_mon_lite(mon_fy, mon_fx - 2);
3151 add_mon_lite(mon_fy - 1, mon_fx - 2);
3153 c_ptr = &cave[mon_fy][mon_fx - 2];
3156 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3158 add_mon_lite(mon_fy + 1, mon_fx - 3);
3159 add_mon_lite(mon_fy, mon_fx - 3);
3160 add_mon_lite(mon_fy - 1, mon_fx - 3);
3168 /* South-East of the monster */
3169 if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
3171 add_mon_lite(mon_fy + 2, mon_fx + 2);
3174 /* South-West of the monster */
3175 if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
3177 add_mon_lite(mon_fy + 2, mon_fx - 2);
3180 /* North-East of the monster */
3181 if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
3183 add_mon_lite(mon_fy - 2, mon_fx + 2);
3186 /* North-West of the monster */
3187 if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
3189 add_mon_lite(mon_fy - 2, mon_fx - 2);
3195 /* Save end of list of new squares */
3199 * Look at old set flags to see if there are any changes.
3201 for (i = 0; i < mon_lite_n; i++)
3206 /* We trust this grid is in bounds */
3209 c_ptr = &cave[fy][fx];
3211 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3213 /* It it no longer lit? */
3214 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3216 /* It is now unlit */
3217 /* Add it to later visual update */
3218 cave_note_and_redraw_later(c_ptr, fy, fx);
3221 else /* Pervious darkened */
3223 /* It it no longer darken? */
3224 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3226 /* It is now undarken */
3227 /* Add it to later visual update */
3228 cave_note_and_redraw_later(c_ptr, fy, fx);
3232 /* Add to end of temp array */
3233 temp_x[temp_n] = (byte)fx;
3234 temp_y[temp_n] = (byte)fy;
3238 /* Clear the lite array */
3241 /* Copy the temp array into the lit array lighting the new squares. */
3242 for (i = 0; i < end_temp; i++)
3247 /* We trust this grid is in bounds */
3250 c_ptr = &cave[fy][fx];
3252 if (c_ptr->info & CAVE_MNLT) /* Lit */
3254 /* The is the square newly lit and visible? */
3255 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3258 /* Add it to later visual update */
3259 cave_note_and_redraw_later(c_ptr, fy, fx);
3264 /* The is the square newly darkened and visible? */
3265 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3267 /* It is now darkened */
3268 /* Add it to later visual update */
3269 cave_note_and_redraw_later(c_ptr, fy, fx);
3273 /* Save in the monster lit or darkened array */
3274 mon_lite_x[mon_lite_n] = fx;
3275 mon_lite_y[mon_lite_n] = fy;
3279 /* Clear the temp flag for the old lit or darken grids */
3280 for (i = end_temp; i < temp_n; i++)
3282 /* We trust this grid is in bounds */
3284 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3287 /* Finished with temp_n */
3290 /* Mega-Hack -- Visual update later */
3291 p_ptr->update |= (PU_DELAY_VIS);
3293 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3295 if (p_ptr->special_defense & NINJA_S_STEALTH)
3297 if (p_ptr->old_monlite != p_ptr->monlite)
3302 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3304 msg_print("Your mantle of shadow become thin.");
3310 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3312 msg_print("Your mantle of shadow restored its original darkness.");
3317 p_ptr->old_monlite = p_ptr->monlite;
3320 void clear_mon_lite(void)
3325 /* Clear all monster lit squares */
3326 for (i = 0; i < mon_lite_n; i++)
3329 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3331 /* Clear monster illumination flag */
3332 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3335 /* Empty the array */
3342 * Clear the viewable space
3344 void forget_view(void)
3350 /* None to forget */
3351 if (!view_n) return;
3353 /* Clear them all */
3354 for (i = 0; i < view_n; i++)
3359 /* Access the grid */
3360 c_ptr = &cave[y][x];
3362 /* Forget that the grid is viewable */
3363 c_ptr->info &= ~(CAVE_VIEW);
3365 /* if (!panel_contains(y, x)) continue; */
3367 /* Update the screen */
3368 /* lite_spot(y, x); Perhaps don't need? */
3378 * This macro allows us to efficiently add a grid to the "view" array,
3379 * note that we are never called for illegal grids, or for grids which
3380 * have already been placed into the "view" array, and we are never
3381 * called when the "view" array is full.
3383 #define cave_view_hack(C,Y,X) \
3385 if (!((C)->info & (CAVE_VIEW))){\
3386 (C)->info |= (CAVE_VIEW); \
3387 view_y[view_n] = (Y); \
3388 view_x[view_n] = (X); \
3395 * Helper function for "update_view()" below
3397 * We are checking the "viewability" of grid (y,x) by the player.
3399 * This function assumes that (y,x) is legal (i.e. on the map).
3401 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3402 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3404 * Note that we are using the "CAVE_XTRA" field for marking grids as
3405 * "easily viewable". This bit is cleared at the end of "update_view()".
3407 * This function adds (y,x) to the "viewable set" if necessary.
3409 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3411 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3413 bool f1, f2, v1, v2, z1, z2, wall;
3417 cave_type *g1_c_ptr;
3418 cave_type *g2_c_ptr;
3420 /* Access the grids */
3421 g1_c_ptr = &cave[y1][x1];
3422 g2_c_ptr = &cave[y2][x2];
3425 /* Check for walls */
3426 f1 = (cave_los_grid(g1_c_ptr));
3427 f2 = (cave_los_grid(g2_c_ptr));
3429 /* Totally blocked by physical walls */
3430 if (!f1 && !f2) return (TRUE);
3433 /* Check for visibility */
3434 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3435 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3437 /* Totally blocked by "unviewable neighbors" */
3438 if (!v1 && !v2) return (TRUE);
3441 /* Access the grid */
3442 c_ptr = &cave[y][x];
3445 /* Check for walls */
3446 wall = (!cave_los_grid(c_ptr));
3449 /* Check the "ease" of visibility */
3450 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3451 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3453 /* Hack -- "easy" plus "easy" yields "easy" */
3456 c_ptr->info |= (CAVE_XTRA);
3458 cave_view_hack(c_ptr, y, x);
3463 /* Hack -- primary "easy" yields "viewed" */
3466 cave_view_hack(c_ptr, y, x);
3471 /* Hack -- "view" plus "view" yields "view" */
3474 /* c_ptr->info |= (CAVE_XTRA); */
3476 cave_view_hack(c_ptr, y, x);
3482 /* Mega-Hack -- the "los()" function works poorly on walls */
3485 cave_view_hack(c_ptr, y, x);
3491 /* Hack -- check line of sight */
3492 if (los(py, px, y, x))
3494 cave_view_hack(c_ptr, y, x);
3500 /* Assume no line of sight. */
3507 * Calculate the viewable space
3509 * 1: Process the player
3510 * 1a: The player is always (easily) viewable
3511 * 2: Process the diagonals
3512 * 2a: The diagonals are (easily) viewable up to the first wall
3513 * 2b: But never go more than 2/3 of the "full" distance
3514 * 3: Process the main axes
3515 * 3a: The main axes are (easily) viewable up to the first wall
3516 * 3b: But never go more than the "full" distance
3517 * 4: Process sequential "strips" in each of the eight octants
3518 * 4a: Each strip runs along the previous strip
3519 * 4b: The main axes are "previous" to the first strip
3520 * 4c: Process both "sides" of each "direction" of each strip
3521 * 4c1: Each side aborts as soon as possible
3522 * 4c2: Each side tells the next strip how far it has to check
3524 * Note that the octant processing involves some pretty interesting
3525 * observations involving when a grid might possibly be viewable from
3526 * a given grid, and on the order in which the strips are processed.
3528 * Note the use of the mathematical facts shown below, which derive
3529 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3530 * hypotenuse of a right triangle is primarily determined by the length
3531 * of the longest side, when one side is small, and is strictly less
3532 * than one-and-a-half times as long as the longest side when both of
3533 * the sides are large.
3535 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3536 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3538 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3540 * These observations are important because the calculation of the actual
3541 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3542 * while for small values (up to about 20 or so), the approximations above
3543 * are correct to within an error of at most one grid or so.
3545 * Observe the use of "full" and "over" in the code below, and the use of
3546 * the specialized calculation involving "limit", all of which derive from
3547 * the observations given above. Basically, we note that the "circle" of
3548 * view is completely contained in an "octagon" whose bounds are easy to
3549 * determine, and that only a few steps are needed to derive the actual
3550 * bounds of the circle given the bounds of the octagon.
3552 * Note that by skipping all the grids in the corners of the octagon, we
3553 * place an upper limit on the number of grids in the field of view, given
3554 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3555 * view, only about 1475 of these are in the "octagon" of view, and even
3556 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3557 * entries to completely contain the actual field of view.
3559 * Note also the care taken to prevent "running off the map". The use of
3560 * explicit checks on the "validity" of the "diagonal", and the fact that
3561 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3562 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3563 * of multiple checks on the validity of grids.
3565 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3566 * "ws","wn" variables. They work like this: While travelling down the
3567 * south-bound strip just to the east of the main south axis, as soon as
3568 * we get to a grid which does not "transmit" viewing, if all of the strips
3569 * preceding us (in this case, just the main axis) had terminated at or before
3570 * the same point, then we can stop, and reset the "max distance" to ourself.
3571 * So, each strip (named by major axis plus offset, thus "se" in this case)
3572 * maintains a "blockage" variable, initialized during the main axis step,
3573 * and checks it whenever a blockage is observed. After processing each
3574 * strip as far as the previous strip told us to process, the next strip is
3575 * told not to go farther than the current strip's farthest viewable grid,
3576 * unless open space is still available. This uses the "k" variable.
3578 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3579 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3580 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3581 * chunk of code which adds the given location to the "view" array if it
3582 * is not already there, using both the actual location and a pointer to
3583 * the cave grid. See above.
3585 * By the way, the purpose of this code is to reduce the dependancy on the
3586 * "los()" function which is slow, and, in some cases, not very accurate.
3588 * It is very possible that I am the only person who fully understands this
3589 * function, and for that I am truly sorry, but efficiency was very important
3590 * and the "simple" version of this function was just not fast enough. I am
3591 * more than willing to replace this function with a simpler one, if it is
3592 * equally efficient, and especially willing if the new function happens to
3593 * derive "reverse-line-of-sight" at the same time, since currently monsters
3594 * just use an optimized hack of "you see me, so I see you", and then use the
3595 * actual "projectable()" function to check spell attacks.
3597 void update_view(void)
3599 int n, m, d, k, y, x, z;
3601 int se, sw, ne, nw, es, en, ws, wn;
3605 int y_max = cur_hgt - 1;
3606 int x_max = cur_wid - 1;
3610 /*** Initialize ***/
3613 if (view_reduce_view && !dun_level)
3615 /* Full radius (10) */
3616 full = MAX_SIGHT / 2;
3618 /* Octagon factor (15) */
3619 over = MAX_SIGHT * 3 / 4;
3625 /* Full radius (20) */
3628 /* Octagon factor (30) */
3629 over = MAX_SIGHT * 3 / 2;
3633 /*** Step 0 -- Begin ***/
3635 /* Save the old "view" grids for later */
3636 for (n = 0; n < view_n; n++)
3641 /* Access the grid */
3642 c_ptr = &cave[y][x];
3644 /* Mark the grid as not in "view" */
3645 c_ptr->info &= ~(CAVE_VIEW);
3647 /* Mark the grid as "seen" */
3648 c_ptr->info |= (CAVE_TEMP);
3650 /* Add it to the "seen" set */
3656 /* Start over with the "view" array */
3659 /*** Step 1 -- adjacent grids ***/
3661 /* Now start on the player */
3665 /* Access the grid */
3666 c_ptr = &cave[y][x];
3668 /* Assume the player grid is easily viewable */
3669 c_ptr->info |= (CAVE_XTRA);
3671 /* Assume the player grid is viewable */
3672 cave_view_hack(c_ptr, y, x);
3675 /*** Step 2 -- Major Diagonals ***/
3680 /* Scan south-east */
3681 for (d = 1; d <= z; d++)
3683 c_ptr = &cave[y+d][x+d];
3684 c_ptr->info |= (CAVE_XTRA);
3685 cave_view_hack(c_ptr, y+d, x+d);
3686 if (!cave_los_grid(c_ptr)) break;
3689 /* Scan south-west */
3690 for (d = 1; d <= z; d++)
3692 c_ptr = &cave[y+d][x-d];
3693 c_ptr->info |= (CAVE_XTRA);
3694 cave_view_hack(c_ptr, y+d, x-d);
3695 if (!cave_los_grid(c_ptr)) break;
3698 /* Scan north-east */
3699 for (d = 1; d <= z; d++)
3701 c_ptr = &cave[y-d][x+d];
3702 c_ptr->info |= (CAVE_XTRA);
3703 cave_view_hack(c_ptr, y-d, x+d);
3704 if (!cave_los_grid(c_ptr)) break;
3707 /* Scan north-west */
3708 for (d = 1; d <= z; d++)
3710 c_ptr = &cave[y-d][x-d];
3711 c_ptr->info |= (CAVE_XTRA);
3712 cave_view_hack(c_ptr, y-d, x-d);
3713 if (!cave_los_grid(c_ptr)) break;
3717 /*** Step 3 -- major axes ***/
3720 for (d = 1; d <= full; d++)
3722 c_ptr = &cave[y+d][x];
3723 c_ptr->info |= (CAVE_XTRA);
3724 cave_view_hack(c_ptr, y+d, x);
3725 if (!cave_los_grid(c_ptr)) break;
3728 /* Initialize the "south strips" */
3732 for (d = 1; d <= full; d++)
3734 c_ptr = &cave[y-d][x];
3735 c_ptr->info |= (CAVE_XTRA);
3736 cave_view_hack(c_ptr, y-d, x);
3737 if (!cave_los_grid(c_ptr)) break;
3740 /* Initialize the "north strips" */
3744 for (d = 1; d <= full; d++)
3746 c_ptr = &cave[y][x+d];
3747 c_ptr->info |= (CAVE_XTRA);
3748 cave_view_hack(c_ptr, y, x+d);
3749 if (!cave_los_grid(c_ptr)) break;
3752 /* Initialize the "east strips" */
3756 for (d = 1; d <= full; d++)
3758 c_ptr = &cave[y][x-d];
3759 c_ptr->info |= (CAVE_XTRA);
3760 cave_view_hack(c_ptr, y, x-d);
3761 if (!cave_los_grid(c_ptr)) break;
3764 /* Initialize the "west strips" */
3768 /*** Step 4 -- Divide each "octant" into "strips" ***/
3770 /* Now check each "diagonal" (in parallel) */
3771 for (n = 1; n <= over / 2; n++)
3773 int ypn, ymn, xpn, xmn;
3776 /* Acquire the "bounds" of the maximal circle */
3778 if (z > full - n) z = full - n;
3779 while ((z + n + (n>>1)) > full) z--;
3782 /* Access the four diagonal grids */
3792 /* Maximum distance */
3793 m = MIN(z, y_max - ypn);
3796 if ((xpn <= x_max) && (n < se))
3799 for (k = n, d = 1; d <= m; d++)
3801 /* Check grid "d" in strip "n", notice "blockage" */
3802 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3804 if (n + d >= se) break;
3807 /* Track most distant "non-blockage" */
3814 /* Limit the next strip */
3819 if ((xmn >= 0) && (n < sw))
3822 for (k = n, d = 1; d <= m; d++)
3824 /* Check grid "d" in strip "n", notice "blockage" */
3825 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3827 if (n + d >= sw) break;
3830 /* Track most distant "non-blockage" */
3837 /* Limit the next strip */
3846 /* Maximum distance */
3850 if ((xpn <= x_max) && (n < ne))
3853 for (k = n, d = 1; d <= m; d++)
3855 /* Check grid "d" in strip "n", notice "blockage" */
3856 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3858 if (n + d >= ne) break;
3861 /* Track most distant "non-blockage" */
3868 /* Limit the next strip */
3873 if ((xmn >= 0) && (n < nw))
3876 for (k = n, d = 1; d <= m; d++)
3878 /* Check grid "d" in strip "n", notice "blockage" */
3879 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3881 if (n + d >= nw) break;
3884 /* Track most distant "non-blockage" */
3891 /* Limit the next strip */
3900 /* Maximum distance */
3901 m = MIN(z, x_max - xpn);
3904 if ((ypn <= x_max) && (n < es))
3907 for (k = n, d = 1; d <= m; d++)
3909 /* Check grid "d" in strip "n", notice "blockage" */
3910 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3912 if (n + d >= es) break;
3915 /* Track most distant "non-blockage" */
3922 /* Limit the next strip */
3927 if ((ymn >= 0) && (n < en))
3930 for (k = n, d = 1; d <= m; d++)
3932 /* Check grid "d" in strip "n", notice "blockage" */
3933 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3935 if (n + d >= en) break;
3938 /* Track most distant "non-blockage" */
3945 /* Limit the next strip */
3954 /* Maximum distance */
3958 if ((ypn <= y_max) && (n < ws))
3961 for (k = n, d = 1; d <= m; d++)
3963 /* Check grid "d" in strip "n", notice "blockage" */
3964 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3966 if (n + d >= ws) break;
3969 /* Track most distant "non-blockage" */
3976 /* Limit the next strip */
3981 if ((ymn >= 0) && (n < wn))
3984 for (k = n, d = 1; d <= m; d++)
3986 /* Check grid "d" in strip "n", notice "blockage" */
3987 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3989 if (n + d >= wn) break;
3992 /* Track most distant "non-blockage" */
3999 /* Limit the next strip */
4006 /*** Step 5 -- Complete the algorithm ***/
4008 /* Update all the new grids */
4009 for (n = 0; n < view_n; n++)
4014 /* Access the grid */
4015 c_ptr = &cave[y][x];
4017 /* Clear the "CAVE_XTRA" flag */
4018 c_ptr->info &= ~(CAVE_XTRA);
4020 /* Update only newly viewed grids */
4021 if (c_ptr->info & (CAVE_TEMP)) continue;
4023 /* Add it to later visual update */
4024 cave_note_and_redraw_later(c_ptr, y, x);
4027 /* Wipe the old grids, update as needed */
4028 for (n = 0; n < temp_n; n++)
4033 /* Access the grid */
4034 c_ptr = &cave[y][x];
4036 /* No longer in the array */
4037 c_ptr->info &= ~(CAVE_TEMP);
4039 /* Update only non-viewable grids */
4040 if (c_ptr->info & (CAVE_VIEW)) continue;
4042 /* Add it to later visual update */
4043 cave_redraw_later(c_ptr, y, x);
4049 /* Mega-Hack -- Visual update later */
4050 p_ptr->update |= (PU_DELAY_VIS);
4055 * Mega-Hack -- Delayed visual update
4056 * Only used if update_view(), update_lite() or update_mon_lite() was called
4058 void delayed_visual_update(void)
4063 /* Update needed grids */
4064 for (i = 0; i < redraw_n; i++)
4069 /* Access the grid */
4070 c_ptr = &cave[y][x];
4072 /* Update only needed grids (prevent multiple updating) */
4073 if (!(c_ptr->info & CAVE_REDRAW)) continue;
4075 /* If required, note */
4076 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
4081 /* Hack -- Visual update of monster on this grid */
4082 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4084 /* No longer in the array */
4085 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
4094 * Hack -- forget the "flow" information
4096 void forget_flow(void)
4100 /* Check the entire dungeon */
4101 for (y = 0; y < cur_hgt; y++)
4103 for (x = 0; x < cur_wid; x++)
4105 /* Forget the old data */
4106 cave[y][x].dist = 0;
4107 cave[y][x].cost = 0;
4108 cave[y][x].when = 0;
4115 * Hack - speed up the update_flow algorithm by only doing
4116 * it everytime the player moves out of LOS of the last
4119 static u16b flow_x = 0;
4120 static u16b flow_y = 0;
4125 * Hack -- fill in the "cost" field of every grid that the player
4126 * can "reach" with the number of steps needed to reach that grid.
4127 * This also yields the "distance" of the player from every grid.
4129 * In addition, mark the "when" of the grids that can reach
4130 * the player with the incremented value of "flow_n".
4132 * Hack -- use the "seen" array as a "circular queue".
4134 * We do not need a priority queue because the cost from grid
4135 * to grid is always "one" and we process them in order.
4137 void update_flow(void)
4143 /* Paranoia -- make sure the array is empty */
4146 /* The last way-point is on the map */
4147 if (running && in_bounds(flow_y, flow_x))
4149 /* The way point is in sight - do not update. (Speedup) */
4150 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4153 /* Erase all of the current flow information */
4154 for (y = 0; y < cur_hgt; y++)
4156 for (x = 0; x < cur_wid; x++)
4158 cave[y][x].cost = 0;
4159 cave[y][x].dist = 0;
4163 /* Save player position */
4167 /* Add the player's grid to the queue */
4171 /* Now process the queue */
4172 while (flow_head != flow_tail)
4176 /* Extract the next entry */
4177 ty = temp_y[flow_tail];
4178 tx = temp_x[flow_tail];
4180 /* Forget that entry */
4181 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4183 /* Add the "children" */
4184 for (d = 0; d < 8; d++)
4186 int old_head = flow_head;
4187 int m = cave[ty][tx].cost + 1;
4188 int n = cave[ty][tx].dist + 1;
4191 /* Child location */
4192 y = ty + ddy_ddd[d];
4193 x = tx + ddx_ddd[d];
4195 /* Ignore player's grid */
4196 if (player_bold(y, x)) continue;
4198 c_ptr = &cave[y][x];
4200 if (is_closed_door(c_ptr->feat)) m += 3;
4202 /* Ignore "pre-stamped" entries */
4203 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4205 /* Ignore "walls" and "rubble" */
4206 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4208 /* Save the flow cost */
4209 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4210 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4212 /* Hack -- limit flow depth */
4213 if (n == MONSTER_FLOW_DEPTH) continue;
4215 /* Enqueue that entry */
4216 temp_y[flow_head] = y;
4217 temp_x[flow_head] = x;
4219 /* Advance the queue */
4220 if (++flow_head == TEMP_MAX) flow_head = 0;
4222 /* Hack -- notice overflow by forgetting new entry */
4223 if (flow_head == flow_tail) flow_head = old_head;
4229 static int scent_when = 0;
4232 * Characters leave scent trails for perceptive monsters to track.
4234 * Smell is rather more limited than sound. Many creatures cannot use
4235 * it at all, it doesn't extend very far outwards from the character's
4236 * current position, and monsters can use it to home in the character,
4237 * but not to run away from him.
4239 * Smell is valued according to age. When a character takes his turn,
4240 * scent is aged by one, and new scent of the current age is laid down.
4241 * Speedy characters leave more scent, true, but it also ages faster,
4242 * which makes it harder to hunt them down.
4244 * Whenever the age count loops, most of the scent trail is erased and
4245 * the age of the remainder is recalculated.
4247 void update_smell(void)
4252 /* Create a table that controls the spread of scent */
4253 const int scent_adjust[5][5] =
4262 /* Loop the age and adjust scent values when necessary */
4263 if (++scent_when == 254)
4265 /* Scan the entire dungeon */
4266 for (y = 0; y < cur_hgt; y++)
4268 for (x = 0; x < cur_wid; x++)
4270 int w = cave[y][x].when;
4271 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4280 /* Lay down new scent */
4281 for (i = 0; i < 5; i++)
4283 for (j = 0; j < 5; j++)
4287 /* Translate table to map grids */
4292 if (!in_bounds(y, x)) continue;
4294 c_ptr = &cave[y][x];
4296 /* Walls, water, and lava cannot hold scent. */
4297 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4299 /* Grid must not be blocked by walls from the character */
4300 if (!player_has_los_bold(y, x)) continue;
4302 /* Note grids that are too far away */
4303 if (scent_adjust[i][j] == -1) continue;
4305 /* Mark the grid with new scent */
4306 c_ptr->when = scent_when + scent_adjust[i][j];
4313 * Hack -- map the current panel (plus some) ala "magic mapping"
4315 void map_area(int range)
4320 feature_type *f_ptr;
4322 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4324 /* Scan that area */
4325 for (y = 1; y < cur_hgt - 1; y++)
4327 for (x = 1; x < cur_wid - 1; x++)
4329 if (distance(py, px, y, x) > range) continue;
4331 c_ptr = &cave[y][x];
4333 /* Memorize terrain of the grid */
4334 c_ptr->info |= (CAVE_KNOWN);
4336 /* Feature code (applying "mimic" field) */
4337 feat = get_feat_mimic(c_ptr);
4338 f_ptr = &f_info[feat];
4340 /* All non-walls are "checked" */
4341 if (!have_flag(f_ptr->flags, FF_WALL))
4343 /* Memorize normal features */
4344 if (have_flag(f_ptr->flags, FF_REMEMBER))
4346 /* Memorize the object */
4347 c_ptr->info |= (CAVE_MARK);
4350 /* Memorize known walls */
4351 for (i = 0; i < 8; i++)
4353 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4355 /* Feature code (applying "mimic" field) */
4356 feat = get_feat_mimic(c_ptr);
4357 f_ptr = &f_info[feat];
4359 /* Memorize walls (etc) */
4360 if (have_flag(f_ptr->flags, FF_REMEMBER))
4362 /* Memorize the walls */
4363 c_ptr->info |= (CAVE_MARK);
4371 p_ptr->redraw |= (PR_MAP);
4374 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4380 * Light up the dungeon using "clairvoyance"
4382 * This function "illuminates" every grid in the dungeon, memorizes all
4383 * "objects", memorizes all grids as with magic mapping, and, under the
4384 * standard option settings (view_perma_grids but not view_torch_grids)
4385 * memorizes all floor grids too.
4387 * Note that if "view_perma_grids" is not set, we do not memorize floor
4388 * grids, since this would defeat the purpose of "view_perma_grids", not
4389 * that anyone seems to play without this option.
4391 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4392 * since this would prevent the use of "view_torch_grids" as a method to
4393 * keep track of what grids have been observed directly.
4395 void wiz_lite(bool ninja)
4399 feature_type *f_ptr;
4401 /* Memorize objects */
4402 for (i = 1; i < o_max; i++)
4404 object_type *o_ptr = &o_list[i];
4406 /* Skip dead objects */
4407 if (!o_ptr->k_idx) continue;
4409 /* Skip held objects */
4410 if (o_ptr->held_m_idx) continue;
4413 o_ptr->marked |= OM_FOUND;
4416 /* Scan all normal grids */
4417 for (y = 1; y < cur_hgt - 1; y++)
4419 /* Scan all normal grids */
4420 for (x = 1; x < cur_wid - 1; x++)
4422 cave_type *c_ptr = &cave[y][x];
4424 /* Memorize terrain of the grid */
4425 c_ptr->info |= (CAVE_KNOWN);
4427 /* Feature code (applying "mimic" field) */
4428 feat = get_feat_mimic(c_ptr);
4429 f_ptr = &f_info[feat];
4431 /* Process all non-walls */
4432 if (!have_flag(f_ptr->flags, FF_WALL))
4434 /* Scan all neighbors */
4435 for (i = 0; i < 9; i++)
4437 int yy = y + ddy_ddd[i];
4438 int xx = x + ddx_ddd[i];
4441 c_ptr = &cave[yy][xx];
4443 /* Feature code (applying "mimic" field) */
4444 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4446 /* Perma-lite the grid */
4447 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4449 c_ptr->info |= (CAVE_GLOW);
4452 /* Memorize normal features */
4453 if (have_flag(f_ptr->flags, FF_REMEMBER))
4455 /* Memorize the grid */
4456 c_ptr->info |= (CAVE_MARK);
4459 /* Perma-lit grids (newly and previously) */
4460 else if (c_ptr->info & CAVE_GLOW)
4462 /* Normally, memorize floors (see above) */
4463 if (view_perma_grids && !view_torch_grids)
4465 /* Memorize the grid */
4466 c_ptr->info |= (CAVE_MARK);
4474 /* Update the monsters */
4475 p_ptr->update |= (PU_MONSTERS);
4478 p_ptr->redraw |= (PR_MAP);
4481 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4483 if (p_ptr->special_defense & NINJA_S_STEALTH)
4485 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4491 * Forget the dungeon map (ala "Thinking of Maud...").
4498 /* Forget every grid */
4499 for (y = 1; y < cur_hgt - 1; y++)
4501 for (x = 1; x < cur_wid - 1; x++)
4503 cave_type *c_ptr = &cave[y][x];
4505 /* Process the grid */
4506 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT | CAVE_KNOWN);
4507 c_ptr->info |= (CAVE_UNSAFE);
4511 /* Forget every grid on horizontal edge */
4512 for (x = 0; x < cur_wid; x++)
4514 cave[0][x].info &= ~(CAVE_MARK);
4515 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4518 /* Forget every grid on vertical edge */
4519 for (y = 1; y < (cur_hgt - 1); y++)
4521 cave[y][0].info &= ~(CAVE_MARK);
4522 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4525 /* Forget all objects */
4526 for (i = 1; i < o_max; i++)
4528 object_type *o_ptr = &o_list[i];
4530 /* Skip dead objects */
4531 if (!o_ptr->k_idx) continue;
4533 /* Skip held objects */
4534 if (o_ptr->held_m_idx) continue;
4536 /* Forget the object */
4537 o_ptr->marked &= OM_TOUCHED;
4540 /* Forget travel route when we have forgotten map */
4541 forget_travel_flow();
4543 /* Mega-Hack -- Forget the view and lite */
4544 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4546 /* Update the view and lite */
4547 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4549 /* Update the monsters */
4550 p_ptr->update |= (PU_MONSTERS);
4553 p_ptr->redraw |= (PR_MAP);
4556 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4564 * Change the "feat" flag for a grid, and notice/redraw the grid
4566 void cave_set_feat(int y, int x, int feat)
4568 cave_type *c_ptr = &cave[y][x];
4569 feature_type *f_ptr = &f_info[feat];
4570 bool old_los, old_mirror;
4572 if (!character_dungeon)
4574 /* Clear mimic type */
4577 /* Change the feature */
4580 /* Hack -- glow the GLOW terrain */
4581 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4585 for (i = 0; i < 9; i++)
4587 yy = y + ddy_ddd[i];
4588 xx = x + ddx_ddd[i];
4589 if (!in_bounds2(yy, xx)) continue;
4590 cave[yy][xx].info |= CAVE_GLOW;
4597 old_los = cave_have_flag_bold(y, x, FF_LOS);
4598 old_mirror = is_mirror_grid(c_ptr);
4600 /* Clear mimic type */
4603 /* Change the feature */
4606 /* Remove flag for mirror/glyph */
4607 c_ptr->info &= ~(CAVE_OBJECT);
4609 if (old_mirror && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
4611 c_ptr->info &= ~(CAVE_GLOW);
4612 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4614 update_local_illumination(y, x);
4617 /* Check for change to boring grid */
4618 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4620 /* Update the monster */
4621 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4629 /* Check if los has changed */
4630 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
4633 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
4635 update_local_illumination(y, x);
4637 #endif /* COMPLEX_WALL_ILLUMINATION */
4639 /* Update the visuals */
4640 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
4643 /* Hack -- glow the GLOW terrain */
4644 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4649 for (i = 0; i < 9; i++)
4651 yy = y + ddy_ddd[i];
4652 xx = x + ddx_ddd[i];
4653 if (!in_bounds2(yy, xx)) continue;
4654 cc_ptr = &cave[yy][xx];
4655 cc_ptr->info |= CAVE_GLOW;
4657 if (player_has_los_grid(cc_ptr))
4659 /* Update the monster */
4660 if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
4669 update_local_illumination(yy, xx);
4672 if (p_ptr->special_defense & NINJA_S_STEALTH)
4674 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4680 int conv_dungeon_feat(int newfeat)
4682 feature_type *f_ptr = &f_info[newfeat];
4684 if (have_flag(f_ptr->flags, FF_CONVERT))
4686 switch (f_ptr->subtype)
4688 case CONVERT_TYPE_FLOOR:
4689 return floor_type[randint0(100)];
4690 case CONVERT_TYPE_WALL:
4691 return fill_type[randint0(100)];
4692 case CONVERT_TYPE_INNER:
4693 return feat_wall_inner;
4694 case CONVERT_TYPE_OUTER:
4695 return feat_wall_outer;
4696 case CONVERT_TYPE_SOLID:
4697 return feat_wall_solid;
4698 case CONVERT_TYPE_STREAM1:
4699 return d_info[dungeon_type].stream1;
4700 case CONVERT_TYPE_STREAM2:
4701 return d_info[dungeon_type].stream2;
4706 else return newfeat;
4711 * Take a feature, determine what that feature becomes
4712 * through applying the given action.
4714 int feat_state(int feat, int action)
4716 feature_type *f_ptr = &f_info[feat];
4719 /* Get the new feature */
4720 for (i = 0; i < MAX_FEAT_STATES; i++)
4722 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
4725 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4727 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
4731 * Takes a location and action and changes the feature at that
4732 * location through applying the given action.
4734 void cave_alter_feat(int y, int x, int action)
4736 /* Set old feature */
4737 int oldfeat = cave[y][x].feat;
4739 /* Get the new feat */
4740 int newfeat = feat_state(oldfeat, action);
4743 if (newfeat == oldfeat) return;
4745 /* Set the new feature */
4746 cave_set_feat(y, x, newfeat);
4748 if (!(feature_action_flags[action] & FAF_NO_DROP))
4750 feature_type *old_f_ptr = &f_info[oldfeat];
4751 feature_type *f_ptr = &f_info[newfeat];
4755 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4757 /* Place some gold */
4763 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4766 place_object(y, x, 0L);
4770 if (found && character_dungeon && player_can_see_bold(y, x))
4773 msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
4775 msg_print("You have found something!");
4780 if (feature_action_flags[action] & FAF_CRASH_GLASS)
4782 feature_type *old_f_ptr = &f_info[oldfeat];
4784 if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
4786 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(dun_level, 100) / 4, GF_SHARDS,
4787 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4793 /* Remove a mirror */
4794 void remove_mirror(int y, int x)
4796 cave_type *c_ptr = &cave[y][x];
4798 /* Remove the mirror */
4799 c_ptr->info &= ~(CAVE_OBJECT);
4802 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4804 c_ptr->info &= ~(CAVE_GLOW);
4805 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4807 /* Update the monster */
4808 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4810 update_local_illumination(y, x);
4822 * Return TRUE if there is a mirror on the grid.
4824 bool is_mirror_grid(cave_type *c_ptr)
4826 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4834 * Return TRUE if there is a mirror on the grid.
4836 bool is_glyph_grid(cave_type *c_ptr)
4838 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4846 * Return TRUE if there is a mirror on the grid.
4848 bool is_explosive_rune_grid(cave_type *c_ptr)
4850 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4858 * Calculate "incremental motion". Used by project() and shoot().
4859 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4861 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4863 int dy, dx, dist, shift;
4865 /* Extract the distance travelled */
4866 dy = (*y < y1) ? y1 - *y : *y - y1;
4867 dx = (*x < x1) ? x1 - *x : *x - x1;
4869 /* Number of steps */
4870 dist = (dy > dx) ? dy : dx;
4872 /* We are calculating the next location */
4876 /* Calculate the total distance along each axis */
4877 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4878 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4880 /* Paranoia -- Hack -- no motion */
4881 if (!dy && !dx) return;
4884 /* Move mostly vertically */
4887 /* Extract a shift factor */
4888 shift = (dist * dx + (dy - 1) / 2) / dy;
4890 /* Sometimes move along the minor axis */
4891 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4893 /* Always move along major axis */
4894 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4897 /* Move mostly horizontally */
4900 /* Extract a shift factor */
4901 shift = (dist * dy + (dx - 1) / 2) / dx;
4903 /* Sometimes move along the minor axis */
4904 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4906 /* Always move along major axis */
4907 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4914 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4915 * at the final destination, assuming no monster gets in the way.
4917 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4919 bool projectable(int y1, int x1, int y2, int x2)
4926 /* Check the projection path */
4927 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4929 /* Identical grid */
4930 if (!grid_n) return TRUE;
4933 y = GRID_Y(grid_g[grid_n - 1]);
4934 x = GRID_X(grid_g[grid_n - 1]);
4936 /* May not end in an unrequested grid */
4937 if ((y != y2) || (x != x2)) return (FALSE);
4945 * Standard "find me a location" function
4947 * Obtains a legal location within the given distance of the initial
4948 * location, and with "los()" from the source to destination location.
4950 * This function is often called from inside a loop which searches for
4951 * locations while increasing the "d" distance.
4953 * Currently the "m" parameter is unused.
4955 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4962 /* Pick a location */
4965 /* Pick a new location */
4966 ny = rand_spread(y, d);
4967 nx = rand_spread(x, d);
4969 /* Ignore annoying locations */
4970 if (!in_bounds(ny, nx)) continue;
4972 /* Ignore "excessively distant" locations */
4973 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4975 /* Require "line of projection" */
4976 if (projectable(y, x, ny, nx)) break;
4979 /* Save the location */
4988 * Track a new monster
4990 void health_track(int m_idx)
4992 /* Mount monster is already tracked */
4993 if (m_idx && m_idx == p_ptr->riding) return;
4995 /* Track a new guy */
4996 p_ptr->health_who = m_idx;
4998 /* Redraw (later) */
4999 p_ptr->redraw |= (PR_HEALTH);
5005 * Hack -- track the given monster race
5007 void monster_race_track(int r_idx)
5009 /* Save this monster ID */
5010 p_ptr->monster_race_idx = r_idx;
5013 p_ptr->window |= (PW_MONSTER);
5019 * Hack -- track the given object kind
5021 void object_kind_track(int k_idx)
5023 /* Save this monster ID */
5024 p_ptr->object_kind_idx = k_idx;
5027 p_ptr->window |= (PW_OBJECT);
5033 * Something has happened to disturb the player.
5035 * The first arg indicates a major disturbance, which affects search.
5037 * The second arg is currently unused, but could induce output flush.
5039 * All disturbance cancels repeated commands, resting, and running.
5041 void disturb(int stop_search, int stop_travel)
5045 stop_travel = stop_travel;
5048 /* Cancel auto-commands */
5049 /* command_new = 0; */
5051 /* Cancel repeated commands */
5057 /* Redraw the state (later) */
5058 p_ptr->redraw |= (PR_STATE);
5061 /* Cancel Resting */
5062 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
5065 set_action(ACTION_NONE);
5068 /* Cancel running */
5074 /* Check for new panel if appropriate */
5075 if (center_player && !center_running) verify_panel();
5077 /* Calculate torch radius */
5078 p_ptr->update |= (PU_TORCH);
5080 /* Update monster flow */
5081 p_ptr->update |= (PU_FLOW);
5090 /* Check for new panel if appropriate */
5091 if (center_player && !center_running) verify_panel();
5093 /* Calculate torch radius */
5094 p_ptr->update |= (PU_TORCH);
5098 /* Flush the input if requested */
5099 if (flush_disturb) flush();
5104 * Glow deep lava and building entrances in the floor
5106 void glow_deep_lava_and_bldg(void)
5108 int y, x, i, yy, xx;
5111 /* Not in the darkness dungeon */
5112 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
5114 for (y = 0; y < cur_hgt; y++)
5116 for (x = 0; x < cur_wid; x++)
5118 c_ptr = &cave[y][x];
5120 /* Feature code (applying "mimic" field) */
5122 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
5124 for (i = 0; i < 9; i++)
5126 yy = y + ddy_ddd[i];
5127 xx = x + ddx_ddd[i];
5128 if (!in_bounds2(yy, xx)) continue;
5129 cave[yy][xx].info |= CAVE_GLOW;
5135 /* Update the view and lite */
5136 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5139 p_ptr->redraw |= (PR_MAP);