4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: low level dungeon routines -BEN- */
18 * Support for Adam Bolt's tileset, lighting and transparency effects
19 * by Robert Ruehlmann (rr9@angband.org)
22 static byte display_autopick;
23 static int match_autopick;
24 static object_type *autopick_obj;
25 static int feat_priority;
28 * Distance between two points via Newton-Raphson technique
30 int distance (int y1, int x1, int y2, int x2)
32 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
33 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
35 /* Squared distance */
36 int target = (dy * dy) + (dx * dx);
38 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
39 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
44 if (!dy || !dx) return d;
48 /* Approximate error */
49 err = (target - d * d) / (2 * d);
51 /* No error - we are done */
63 * Return TRUE if the given feature is a trap
65 bool is_trap(int feat)
67 return have_flag(f_info[feat].flags, FF_TRAP);
72 * Return TRUE if the given grid is a known trap
74 bool is_known_trap(cave_type *c_ptr)
76 if (!c_ptr->mimic && !have_flag(f_flags_grid(c_ptr), FF_SECRET) &&
77 is_trap(c_ptr->feat)) return TRUE;
84 * Return TRUE if the given grid is a closed door
86 bool is_closed_door(int feat)
88 feature_type *f_ptr = &f_info[feat];
90 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
91 !have_flag(f_ptr->flags, FF_MOVE);
96 * Return TRUE if the given grid is a hidden closed door
98 bool is_hidden_door(cave_type *c_ptr)
100 if ((c_ptr->mimic || have_flag(f_flags_grid(c_ptr), FF_SECRET)) &&
101 is_closed_door(c_ptr->feat))
109 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
110 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
112 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
114 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
115 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
116 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
118 * We assume that the "mathematical corner" of a non-floor tile does not
119 * block line of sight.
121 * Because this function uses (short) ints for all calculations, overflow may
122 * occur if dx and dy exceed 90.
124 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
125 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
126 * we can use integer arithmetic.
128 * We travel from start to finish along the longer axis, starting at the border
129 * between the first and second tiles, where the y offset = .5 * slope, taking
130 * into account the scale factor. See below.
132 * Also note that this function and the "move towards target" code do NOT
133 * share the same properties. Thus, you can see someone, target them, and
134 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
135 * by clever choice of target locations, you can sometimes throw a "curve".
137 * Note that "line of sight" is not "reflexive" in all cases.
139 * Use the "projectable()" routine to test "spell/missile line of sight".
141 * Use the "update_view()" function to determine player line-of-sight.
143 bool los(int y1, int x1, int y2, int x2)
163 /* Slope, or 1/Slope, of LOS */
167 /* Extract the offset */
171 /* Extract the absolute offset */
176 /* Handle adjacent (or identical) grids */
177 if ((ax < 2) && (ay < 2)) return (TRUE);
180 /* Paranoia -- require "safe" origin */
181 /* if (!in_bounds(y1, x1)) return (FALSE); */
182 /* if (!in_bounds(y2, x2)) return (FALSE); */
185 /* Directly South/North */
188 /* South -- check for walls */
191 for (ty = y1 + 1; ty < y2; ty++)
193 if (!cave_floor_bold(ty, x1)) return (FALSE);
197 /* North -- check for walls */
200 for (ty = y1 - 1; ty > y2; ty--)
202 if (!cave_floor_bold(ty, x1)) return (FALSE);
210 /* Directly East/West */
213 /* East -- check for walls */
216 for (tx = x1 + 1; tx < x2; tx++)
218 if (!cave_floor_bold(y1, tx)) return (FALSE);
222 /* West -- check for walls */
225 for (tx = x1 - 1; tx > x2; tx--)
227 if (!cave_floor_bold(y1, tx)) return (FALSE);
236 /* Extract some signs */
237 sx = (dx < 0) ? -1 : 1;
238 sy = (dy < 0) ? -1 : 1;
241 /* Vertical "knights" */
246 if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
250 /* Horizontal "knights" */
255 if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
260 /* Calculate scale factor div 2 */
263 /* Calculate scale factor */
267 /* Travel horizontally */
270 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
276 /* Consider the special case where slope == 1. */
287 /* Note (below) the case (qy == f2), where */
288 /* the LOS exactly meets the corner of a tile. */
291 if (!cave_floor_bold(ty, tx)) return (FALSE);
302 if (!cave_floor_bold(ty, tx)) return (FALSE);
315 /* Travel vertically */
318 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
334 /* Note (below) the case (qx == f2), where */
335 /* the LOS exactly meets the corner of a tile. */
338 if (!cave_floor_bold(ty, tx)) return (FALSE);
349 if (!cave_floor_bold(ty, tx)) return (FALSE);
372 * Can the player "see" the given grid in detail?
374 * He must have vision, illumination, and line of sight.
376 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
377 * So, given "CAVE_LITE", we know that the grid is "fully visible".
379 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
380 * that a wall is visible from any direction. That would be odd. Except
381 * under wizard light, which might make sense. Thus, for walls, we require
382 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
383 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
384 * in line of sight of the player.
386 * This extra check is expensive, but it provides a more "correct" semantics.
388 * Note that we should not run this check on walls which are "outer walls" of
389 * the dungeon, or we will induce a memory fault, but actually verifying all
390 * of the locations would be extremely expensive.
392 * Thus, to speed up the function, we assume that all "perma-walls" which are
393 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
394 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
395 * and the player has more important things on his mind when he is attacking a
396 * monster vault. It is annoying, but an extremely important optimization.
398 * Note that "glowing walls" are only considered to be "illuminated" if the
399 * grid which is next to the wall in the direction of the player is also a
400 * "glowing" grid. This prevents the player from being able to "see" the
401 * walls of illuminated rooms from a corridor outside the room.
403 bool player_can_see_bold(int y, int x)
409 /* Blind players see nothing */
410 if (p_ptr->blind) return (FALSE);
412 /* Access the cave grid */
415 /* Note that "torch-lite" yields "illumination" */
416 if (c_ptr->info & (CAVE_LITE)) return (TRUE);
418 /* Require line of sight to the grid */
419 if (!player_has_los_bold(y, x)) return (FALSE);
421 /* Noctovision of Ninja */
422 if (p_ptr->see_nocto) return TRUE;
424 /* Require "perma-lite" of the grid */
425 if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)) return FALSE;
427 /* Floors are simple */
428 if (cave_floor_bold(y, x)) return (TRUE);
430 /* Hack -- move towards player */
431 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
432 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
434 /* Check for "local" illumination */
435 if ((cave[yy][xx].info & CAVE_MNLT) || ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
437 /* Assume the wall is really illuminated */
441 /* Assume not visible */
448 * Returns true if the player's grid is dark
452 return (!player_can_see_bold(py, px));
459 * Determine if a given location may be "destroyed"
461 * Used by destruction spells, and for placing stairs, etc.
463 bool cave_valid_bold(int y, int x)
465 cave_type *c_ptr = &cave[y][x];
467 s16b this_o_idx, next_o_idx = 0;
470 /* Forbid perma-grids */
471 if (cave_perma_grid(c_ptr)) return (FALSE);
474 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
479 o_ptr = &o_list[this_o_idx];
481 /* Acquire next object */
482 next_o_idx = o_ptr->next_o_idx;
484 /* Forbid artifact grids */
485 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
496 * Determine if a given location may be "destroyed"
498 * Used by destruction spells, and for placing stairs, etc.
500 bool cave_valid_grid(cave_type *c_ptr)
502 s16b this_o_idx, next_o_idx = 0;
505 /* Forbid perma-grids */
506 if (cave_perma_grid(c_ptr)) return (FALSE);
509 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
514 o_ptr = &o_list[this_o_idx];
516 /* Acquire next object */
517 next_o_idx = o_ptr->next_o_idx;
519 /* Forbid artifact grids */
520 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
531 * Hack -- Legal monster codes
533 static char image_monster_hack[] = \
534 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
537 * Hack -- Legal object codes
539 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
542 * Mega-Hack -- Hallucinatory monster
544 static void image_monster(byte *ap, char *cp)
546 /* Random symbol from set above */
549 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
558 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
559 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
568 * Mega-Hack -- Hallucinatory object
570 static void image_object(byte *ap, char *cp)
574 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
581 int n = sizeof(image_object_hack) - 1;
583 *cp = image_object_hack[randint0(n)];
593 * Hack -- Random hallucination
595 static void image_random(byte *ap, char *cp)
597 /* Normally, assume monsters */
598 if (randint0(100) < 75)
600 image_monster(ap, cp);
603 /* Otherwise, assume objects */
606 image_object(ap, cp);
611 * This array lists the effects of "brightness" on various "base" colours.
613 * This is used to do dynamic lighting effects in ascii :-)
614 * At the moment, only the various "floor" tiles are affected.
616 * The layout of the array is [x][0] = light and [x][1] = dark.
619 byte lighting_colours[16][2] =
622 {TERM_L_DARK, TERM_DARK},
625 {TERM_YELLOW, TERM_SLATE},
628 {TERM_WHITE, TERM_L_DARK},
631 {TERM_L_UMBER, TERM_UMBER},
634 {TERM_RED, TERM_RED},
637 {TERM_L_GREEN, TERM_GREEN},
640 {TERM_BLUE, TERM_BLUE},
643 {TERM_L_UMBER, TERM_RED},
646 {TERM_SLATE, TERM_L_DARK},
649 {TERM_WHITE, TERM_SLATE},
652 {TERM_L_RED, TERM_BLUE},
655 {TERM_YELLOW, TERM_ORANGE},
658 {TERM_L_RED, TERM_L_RED},
661 {TERM_L_GREEN, TERM_GREEN},
664 {TERM_L_BLUE, TERM_L_BLUE},
667 {TERM_L_UMBER, TERM_UMBER}
672 * Mega-Hack -- Partial code of map_info() for darkened grids
673 * Note: Each variable is declared in map_info().
674 * This macro modifies "feat", "f_ptr", "c" and "a".
676 #define darkened_grid_hack() \
678 if (feat_supports_los(feat)) \
680 /* Unsafe cave grid -- idea borrowed from Unangband */ \
681 if (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) \
683 feat = FEAT_UNDETECTED; \
685 /* Access unsafe darkness */ \
686 f_ptr = &f_info[feat]; \
688 /* Char and attr of unsafe grid */ \
689 c = f_ptr->x_char[F_LIT_STANDARD]; \
690 a = f_ptr->x_attr[F_LIT_STANDARD]; \
694 /* For feat_priority control */ \
697 /* Access darkness */ \
698 f_ptr = &f_info[feat]; \
702 /* Char and attr of darkness */ \
703 c = f_ptr->x_char[F_LIT_STANDARD]; \
704 a = f_ptr->x_attr[F_LIT_STANDARD]; \
713 else if (view_granite_lite && view_yellow_lite) \
715 /* Use a darkly darkened colour/tile */ \
716 a = f_ptr->x_attr[F_LIT_DARKDARK]; \
717 c = f_ptr->x_char[F_LIT_DARKDARK]; \
722 /* Is this grid "darkened" by monster? */
723 #define darkened_grid(C) \
724 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
725 !p_ptr->see_nocto && !p_ptr->blind)
729 * Extract the attr/char to display at the given (legal) map location
731 * Basically, we "paint" the chosen attr/char in several passes, starting
732 * with any known "terrain features" (defaulting to darkness), then adding
733 * any known "objects", and finally, adding any known "monsters". This
734 * is not the fastest method but since most of the calls to this function
735 * are made for grids with no monsters or objects, it is fast enough.
737 * Note that this function, if used on the grid containing the "player",
738 * will return the attr/char of the grid underneath the player, and not
739 * the actual player attr/char itself, allowing a lot of optimization
740 * in various "display" functions.
742 * Note that the "zero" entry in the feature/object/monster arrays are
743 * used to provide "special" attr/char codes, with "monster zero" being
744 * used for the player attr/char, "object zero" being used for the "stack"
745 * attr/char, and "feature zero" being used for the "nothing" attr/char,
746 * though this function makes use of only "feature zero".
748 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
749 * which means their color changes, and "ATTR_CLEAR", which means they take
750 * the color of whatever is under them, and "CHAR_CLEAR", which means that
751 * they take the symbol of whatever is under them. Technically, the flag
752 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
753 * examined, but this flag is currently ignored.
755 * Currently, we do nothing with multi-hued objects, because there are
756 * not any. If there were, they would have to set "shimmer_objects"
757 * when they were created, and then new "shimmer" code in "dungeon.c"
758 * would have to be created handle the "shimmer" effect, and the code
759 * in "cave.c" would have to be updated to create the shimmer effect.
761 * Note the effects of hallucination. Objects always appear as random
762 * "objects", monsters as random "monsters", and normal grids occasionally
763 * appear as random "monsters" or "objects", but note that these random
764 * "monsters" and "objects" are really just "colored ascii symbols".
766 * Note that "floors" and "invisible traps" (and "zero" features) are
767 * drawn as "floors" using a special check for optimization purposes,
768 * and these are the only features which get drawn using the special
769 * lighting effects activated by "view_special_lite".
771 * Note the use of the "mimic" field in the "terrain feature" processing,
772 * which allows any feature to "pretend" to be another feature. This is
773 * used to "hide" secret doors, and to make all "doors" appear the same,
774 * and all "walls" appear the same, and "hidden" treasure stay hidden.
775 * It is possible to use this field to make a feature "look" like a floor,
776 * but the "special lighting effects" for floors will not be used.
778 * Note the use of the new "terrain feature" information. Note that the
779 * assumption that all interesting "objects" and "terrain features" are
780 * memorized allows extremely optimized processing below. Note the use
781 * of separate flags on objects to mark them as memorized allows a grid
782 * to have memorized "terrain" without granting knowledge of any object
783 * which may appear in that grid.
785 * Note the efficient code used to determine if a "floor" grid is
786 * "memorized" or "viewable" by the player, where the test for the
787 * grid being "viewable" is based on the facts that (1) the grid
788 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
789 * line of sight, and (3) the player must not be blind, and uses the
790 * assumption that all torch-lit grids are in line of sight.
792 * Note that floors (and invisible traps) are the only grids which are
793 * not memorized when seen, so only these grids need to check to see if
794 * the grid is "viewable" to the player (if it is not memorized). Since
795 * most non-memorized grids are in fact walls, this induces *massive*
796 * efficiency, at the cost of *forcing* the memorization of non-floor
797 * grids when they are first seen. Note that "invisible traps" are
798 * always treated exactly like "floors", which prevents "cheating".
800 * Note the "special lighting effects" which can be activated for floor
801 * grids using the "view_special_lite" option (for "white" floor grids),
802 * causing certain grids to be displayed using special colors. If the
803 * player is "blind", we will use "dark gray", else if the grid is lit
804 * by the torch, and the "view_yellow_lite" option is set, we will use
805 * "yellow", else if the grid is "dark", we will use "dark gray", else
806 * if the grid is not "viewable", and the "view_bright_lite" option is
807 * set, and the we will use "slate" (gray). We will use "white" for all
808 * other cases, in particular, for illuminated viewable floor grids.
810 * Note the "special lighting effects" which can be activated for wall
811 * grids using the "view_granite_lite" option (for "white" wall grids),
812 * causing certain grids to be displayed using special colors. If the
813 * player is "blind", we will use "dark gray", else if the grid is lit
814 * by the torch, and the "view_yellow_lite" option is set, we will use
815 * "yellow", else if the "view_bright_lite" option is set, and the grid
816 * is not "viewable", or is "dark", or is glowing, but not when viewed
817 * from the player's current location, we will use "slate" (gray). We
818 * will use "white" for all other cases, in particular, for correctly
819 * illuminated viewable wall grids.
821 * Note that, when "view_granite_lite" is set, we use an inline version
822 * of the "player_can_see_bold()" function to check the "viewability" of
823 * grids when the "view_bright_lite" option is set, and we do NOT use
824 * any special colors for "dark" wall grids, since this would allow the
825 * player to notice the walls of illuminated rooms from a hallway that
826 * happened to run beside the room. The alternative, by the way, would
827 * be to prevent the generation of hallways next to rooms, but this
828 * would still allow problems when digging towards a room.
830 * Note that bizarre things must be done when the "attr" and/or "char"
831 * codes have the "high-bit" set, since these values are used to encode
832 * various "special" pictures in some versions, and certain situations,
833 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
834 * to be "scrambled" in various ways.
836 * Note that eventually we may use the "&" symbol for embedded treasure,
837 * and use the "*" symbol to indicate multiple objects, though this will
838 * have to wait for Angband 2.8.0 or later. Note that currently, this
839 * is not important, since only one object or terrain feature is allowed
840 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
842 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
843 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
844 * then a whole lot of code should be changed... XXX XXX
846 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
849 cave_type *c_ptr = &cave[y][x];
851 s16b this_o_idx, next_o_idx = 0;
853 /* Feature code (applying "mimic" field) */
854 s16b feat = get_feat_mimic(c_ptr);
857 feature_type *f_ptr = &f_info[feat];
862 /* Boring grids (floors, etc) */
863 if (!have_flag(f_ptr->flags, FF_REMEMBER))
865 /* Memorized (or visible) floor */
866 if ((c_ptr->info & CAVE_MARK) ||
867 (((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) ||
868 ((c_ptr->info & CAVE_VIEW) &&
869 (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))) &&
873 c = f_ptr->x_char[F_LIT_STANDARD];
876 a = f_ptr->x_attr[F_LIT_STANDARD];
878 if (p_ptr->wild_mode)
880 /* Special lighting effects */
882 if (view_special_lite && p_ptr->blind)
884 /* Use a darkly darkened colour/tile */
885 a = f_ptr->x_attr[F_LIT_DARKDARK];
886 c = f_ptr->x_char[F_LIT_DARKDARK];
890 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
891 else if (darkened_grid(c_ptr))
893 darkened_grid_hack();
896 /* Special lighting effects */
897 else if (view_special_lite)
902 /* Use a darkly darkened colour/tile */
903 a = f_ptr->x_attr[F_LIT_DARKDARK];
904 c = f_ptr->x_char[F_LIT_DARKDARK];
907 /* Handle "torch-lit" grids */
908 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
911 if (view_yellow_lite)
913 /* Use a brightly lit colour/tile */
914 a = f_ptr->x_attr[F_LIT_LITE];
915 c = f_ptr->x_char[F_LIT_LITE];
919 /* Handle "dark" grids */
920 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
922 /* Use a darkly darkened colour/tile */
923 a = f_ptr->x_attr[F_LIT_DARKDARK];
924 c = f_ptr->x_char[F_LIT_DARKDARK];
927 /* Handle "out-of-sight" grids */
928 else if (!(c_ptr->info & CAVE_VIEW))
931 if (view_bright_lite)
933 /* Use a darkened colour/tile */
934 a = f_ptr->x_attr[F_LIT_DARK];
935 c = f_ptr->x_char[F_LIT_DARK];
944 /* Unsafe cave grid -- idea borrowed from Unangband */
945 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
946 feat = FEAT_UNDETECTED;
950 /* Access darkness */
951 f_ptr = &f_info[feat];
954 a = f_ptr->x_attr[F_LIT_STANDARD];
957 c = f_ptr->x_char[F_LIT_STANDARD];
961 /* Interesting grids (non-floors) */
964 /* Memorized grids */
965 if (c_ptr->info & CAVE_MARK)
968 c = f_ptr->x_char[F_LIT_STANDARD];
971 a = f_ptr->x_attr[F_LIT_STANDARD];
973 if (p_ptr->wild_mode)
975 /* Special lighting effects */
977 if (view_granite_lite && p_ptr->blind)
979 /* Use a darkened colour/tile */
980 a = f_ptr->x_attr[F_LIT_DARK];
981 c = f_ptr->x_char[F_LIT_DARK];
985 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
986 else if (darkened_grid(c_ptr))
988 darkened_grid_hack();
991 /* Special lighting effects */
992 else if (view_granite_lite)
997 /* Use a darkened colour/tile */
998 a = f_ptr->x_attr[F_LIT_DARK];
999 c = f_ptr->x_char[F_LIT_DARK];
1002 /* Handle "torch-lit" grids */
1003 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1006 if (view_yellow_lite)
1008 /* Use a brightly lit colour/tile */
1009 a = f_ptr->x_attr[F_LIT_LITE];
1010 c = f_ptr->x_char[F_LIT_LITE];
1014 /* Handle "view_bright_lite" */
1015 else if (view_bright_lite)
1018 if (!(c_ptr->info & CAVE_VIEW))
1020 /* Use a darkened colour/tile */
1021 a = f_ptr->x_attr[F_LIT_DARK];
1022 c = f_ptr->x_char[F_LIT_DARK];
1026 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1028 /* Use a darkened colour/tile */
1029 a = f_ptr->x_attr[F_LIT_DARK];
1030 c = f_ptr->x_char[F_LIT_DARK];
1033 /* Not glowing correctly */
1038 /* Hack -- move towards player */
1039 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1040 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1042 /* Check for "local" illumination */
1043 if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1045 /* Use a darkened colour/tile */
1046 a = f_ptr->x_attr[F_LIT_DARK];
1047 c = f_ptr->x_char[F_LIT_DARK];
1057 /* Unsafe cave grid -- idea borrowed from Unangband */
1058 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1059 feat = FEAT_UNDETECTED;
1063 /* Access feature */
1064 f_ptr = &f_info[feat];
1067 a = f_ptr->x_attr[F_LIT_STANDARD];
1070 c = f_ptr->x_char[F_LIT_STANDARD];
1074 if (feat_priority == -1) feat_priority = f_ptr->priority;
1076 /* Save the terrain info for the transparency effects */
1084 /* Hack -- rare random hallucination, except on outer dungeon walls */
1087 /* Access real feature */
1088 feature_type *rf_ptr = &f_info[c_ptr->feat];
1090 if (!(have_flag(rf_ptr->flags, FF_SOLID) && have_flag(rf_ptr->flags, FF_PERMANENT)) &&
1094 image_random(ap, cp);
1099 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1103 /* Acquire object */
1104 o_ptr = &o_list[this_o_idx];
1106 /* Acquire next object */
1107 next_o_idx = o_ptr->next_o_idx;
1109 /* Memorized objects */
1112 if (display_autopick)
1116 match_autopick = is_autopick(o_ptr);
1117 if(match_autopick == -1)
1120 act = autopick_list[match_autopick].action;
1122 if ((act & DO_DISPLAY) && (act & display_autopick))
1124 autopick_obj = o_ptr;
1128 match_autopick = -1;
1133 (*cp) = object_char(o_ptr);
1136 (*ap) = object_attr(o_ptr);
1140 /* Hack -- hallucination */
1141 if (p_ptr->image) image_object(ap, cp);
1149 /* Handle monsters */
1150 if (c_ptr->m_idx && display_autopick == 0 )
1152 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1154 /* Visible monster */
1157 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1165 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1166 * flags are always unseen.
1168 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1174 /* Hallucinatory monster */
1175 image_monster(ap, cp);
1180 /* Monster attr/char */
1184 /* Normal monsters */
1185 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1186 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1188 /* Desired monster attr/char */
1194 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1195 * flags are always unseen.
1197 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1204 /*** Monster's attr ***/
1205 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1210 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1212 /* Multi-hued attr */
1213 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1214 else switch (randint1(7))
1216 case 1: *ap = TERM_RED; break;
1217 case 2: *ap = TERM_L_RED; break;
1218 case 3: *ap = TERM_WHITE; break;
1219 case 4: *ap = TERM_L_GREEN; break;
1220 case 5: *ap = TERM_BLUE; break;
1221 case 6: *ap = TERM_L_DARK; break;
1222 case 7: *ap = TERM_GREEN; break;
1225 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1227 /* Use semi-random attr (usually mimics' colors vary) */
1228 *ap = c_ptr->m_idx % 15 + 1;
1236 /*** Monster's char ***/
1237 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1242 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1246 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1247 *cp = tmp_r_ptr->x_char;
1248 *ap = tmp_r_ptr->x_attr;
1252 *cp = (one_in_(25) ?
1253 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1254 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1267 /* Handle "player" */
1268 if (player_bold(y, x))
1270 monster_race *r_ptr = &r_info[0];
1272 /* Get the "player" attr */
1273 *ap = r_ptr->x_attr;
1275 /* Get the "player" char */
1276 *cp = r_ptr->x_char;
1284 * Calculate panel colum of a location in the map
1286 static int panel_col_of(int col)
1288 col -= panel_col_min;
1289 if (use_bigtile) col *= 2;
1295 * Moves the cursor to a given MAP (y,x) location
1297 void move_cursor_relative(int row, int col)
1299 /* Real co-ords convert to screen positions */
1300 row -= panel_row_prt;
1303 Term_gotoxy(panel_col_of(col), row);
1309 * Place an attr/char pair at the given map coordinate, if legal.
1311 void print_rel(char c, byte a, int y, int x)
1313 /* Only do "legal" locations */
1314 if (panel_contains(y, x))
1316 /* Hack -- fake monochrome */
1319 if (world_monster) a = TERM_DARK;
1320 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1321 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1324 /* Draw the char using the attr */
1325 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1334 * Memorize interesting viewable object/features in the given grid
1336 * This function should only be called on "legal" grids.
1338 * This function will memorize the object and/or feature in the given
1339 * grid, if they are (1) viewable and (2) interesting. Note that all
1340 * objects are interesting, all terrain features except floors (and
1341 * invisible traps) are interesting, and floors (and invisible traps)
1342 * are interesting sometimes (depending on various options involving
1343 * the illumination of floor grids).
1345 * The automatic memorization of all objects and non-floor terrain
1346 * features as soon as they are displayed allows incredible amounts
1347 * of optimization in various places, especially "map_info()".
1349 * Note that the memorization of objects is completely separate from
1350 * the memorization of terrain features, preventing annoying floor
1351 * memorization when a detected object is picked up from a dark floor,
1352 * and object memorization when an object is dropped into a floor grid
1353 * which is memorized but out-of-sight.
1355 * This function should be called every time the "memorization" of
1356 * a grid (or the object in a grid) is called into question, such
1357 * as when an object is created in a grid, when a terrain feature
1358 * "changes" from "floor" to "non-floor", when any grid becomes
1359 * "illuminated" or "viewable", and when a "floor" grid becomes
1362 * Note the relatively efficient use of this function by the various
1363 * "update_view()" and "update_lite()" calls, to allow objects and
1364 * terrain features to be memorized (and drawn) whenever they become
1365 * viewable or illuminated in any way, but not when they "maintain"
1366 * or "lose" their previous viewability or illumination.
1368 * Note the butchered "internal" version of "player_can_see_bold()",
1369 * optimized primarily for the most common cases, that is, for the
1370 * non-marked floor grids.
1372 void note_spot(int y, int x)
1374 cave_type *c_ptr = &cave[y][x];
1376 s16b this_o_idx, next_o_idx = 0;
1379 /* Blind players see nothing */
1380 if (p_ptr->blind) return;
1382 /* Analyze non-torch-lit grids */
1383 if (!(c_ptr->info & (CAVE_LITE)))
1385 /* Require line of sight to the grid */
1386 if (!(c_ptr->info & (CAVE_VIEW))) return;
1388 /* Require "perma-lite" of the grid */
1389 if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW))
1392 if (!p_ptr->see_nocto) return;
1397 /* Hack -- memorize objects */
1398 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1400 object_type *o_ptr = &o_list[this_o_idx];
1402 /* Acquire next object */
1403 next_o_idx = o_ptr->next_o_idx;
1405 /* Memorize objects */
1406 o_ptr->marked |= OM_FOUND;
1410 /* Hack -- memorize grids */
1411 if (!(c_ptr->info & (CAVE_MARK)))
1413 /* Memorize some "boring" grids */
1414 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
1416 /* Option -- memorize all torch-lit floors */
1417 if (view_torch_grids &&
1418 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1421 c_ptr->info |= (CAVE_MARK);
1424 /* Option -- memorize all perma-lit floors */
1425 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1428 c_ptr->info |= (CAVE_MARK);
1432 /* Memorize normal grids */
1433 else if (cave_floor_grid(c_ptr))
1436 c_ptr->info |= (CAVE_MARK);
1439 /* Memorize torch-lit walls */
1440 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1443 c_ptr->info |= (CAVE_MARK);
1446 /* Memorize walls seen by noctovision of Ninja */
1447 else if (p_ptr->see_nocto)
1450 c_ptr->info |= (CAVE_MARK);
1453 /* Memorize certain non-torch-lit wall grids */
1458 /* Hack -- move one grid towards player */
1459 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1460 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1462 /* Check for "local" illumination */
1463 if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1466 c_ptr->info |= (CAVE_MARK);
1473 void display_dungeon(void)
1482 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1484 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1486 if (in_bounds2(y, x))
1489 /* Examine the grid */
1490 map_info(y, x, &a, &c, &ta, &tc);
1492 /* Hack -- fake monochrome */
1495 if (world_monster) a = TERM_DARK;
1496 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1497 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1500 /* Hack -- Queue it */
1501 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1505 /* Clear out-of-bound tiles */
1507 /* Access darkness */
1508 feature_type *f_ptr = &f_info[FEAT_NONE];
1511 a = f_ptr->x_attr[F_LIT_STANDARD];
1514 c = f_ptr->x_char[F_LIT_STANDARD];
1516 /* Hack -- Queue it */
1517 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1525 * Redraw (on the screen) a given MAP location
1527 * This function should only be called on "legal" grids
1529 void lite_spot(int y, int x)
1531 /* Redraw if on screen */
1532 if (panel_contains(y, x) && in_bounds2(y, x))
1540 /* Examine the grid */
1541 map_info(y, x, &a, &c, &ta, &tc);
1543 /* Hack -- fake monochrome */
1546 if (world_monster) a = TERM_DARK;
1547 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1548 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1551 /* Hack -- Queue it */
1552 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1554 /* Update sub-windows */
1555 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1561 * Prints the map of the dungeon
1563 * Note that, for efficiency, we contain an "optimized" version
1564 * of both "lite_spot()" and "print_rel()", and that we use the
1565 * "lite_spot()" function to display the player grid, if needed.
1573 s16b xmin, xmax, ymin, ymax;
1578 Term_get_size(&wid, &hgt);
1580 /* Remove map offset */
1584 /* Access the cursor state */
1585 (void)Term_get_cursor(&v);
1587 /* Hide the cursor */
1588 (void)Term_set_cursor(0);
1591 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1592 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1593 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1594 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1596 /* Bottom section of screen */
1597 for (y = 1; y <= ymin - panel_row_prt; y++)
1599 /* Erase the section */
1600 Term_erase(COL_MAP, y, wid);
1603 /* Top section of screen */
1604 for (y = ymax - panel_row_prt; y <= hgt; y++)
1606 /* Erase the section */
1607 Term_erase(COL_MAP, y, wid);
1611 for (y = ymin; y <= ymax; y++)
1613 /* Scan the columns of row "y" */
1614 for (x = xmin; x <= xmax; x++)
1622 /* Determine what is there */
1623 map_info(y, x, &a, &c, &ta, &tc);
1625 /* Hack -- fake monochrome */
1628 if (world_monster) a = TERM_DARK;
1629 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1630 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1633 /* Efficiency -- Redraw that grid of the map */
1634 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1638 /* Display player */
1641 /* Restore the cursor */
1642 (void)Term_set_cursor(v);
1648 * print project path
1650 void prt_path(int y, int x)
1655 int default_color = TERM_SLATE;
1657 if (!display_path) return;
1658 if (-1 == project_length)
1661 /* Get projection path */
1662 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1665 p_ptr->redraw |= (PR_MAP);
1671 for (i = 0; i < path_n; i++)
1673 int ny = GRID_Y(path_g[i]);
1674 int nx = GRID_X(path_g[i]);
1676 if (panel_contains(ny, nx))
1678 byte a = default_color;
1684 if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
1686 /* Determine what is there */
1687 map_info(ny, nx, &a, &c, &ta, &tc);
1689 if (!is_ascii_graphics(a))
1691 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1693 else if (a == default_color)
1699 if (world_monster) a = TERM_DARK;
1700 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1701 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1706 /* Hack -- Queue it */
1707 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1711 if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
1714 if (nx == x && ny == y) default_color = TERM_L_DARK;
1719 static cptr simplify_list[][2] =
1726 {"^Amulet of ", "\""},
1727 {"^Scroll of ", "?"},
1728 {"^Scroll titled ", "?"},
1729 {"^Wand of " , "-"},
1731 {"^Staff of " , "_"},
1732 {"^Potion of ", "!"},
1744 static void display_shortened_item_name(object_type *o_ptr, int y)
1751 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1752 attr = tval_to_attr[o_ptr->tval % 128];
1758 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
1760 strcpy(buf, "something strange");
1764 for (c = buf; *c; c++)
1767 for (i = 0; simplify_list[i][1]; i++)
1769 cptr org_w = simplify_list[i][0];
1779 if (!strncmp(c, org_w, strlen(org_w)))
1782 cptr tmp = simplify_list[i][1];
1785 tmp = c + strlen(org_w);
1795 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
1801 if(len + 2 > 12) break;
1808 if(len + 1 > 12) break;
1814 Term_putstr(0, y, 12, attr, buf);
1818 * Display a "small-scale" map of the dungeon in the active Term
1820 void display_map(int *cy, int *cx)
1837 /* Save lighting effects */
1838 bool old_view_special_lite = view_special_lite;
1839 bool old_view_granite_lite = view_granite_lite;
1841 int hgt, wid, yrat, xrat;
1843 int **match_autopick_yx;
1844 object_type ***object_autopick_yx;
1847 Term_get_size(&wid, &hgt);
1850 if (use_bigtile) wid /= 2;
1852 yrat = (cur_hgt + hgt - 1) / hgt;
1853 xrat = (cur_wid + wid - 1) / wid;
1855 /* Disable lighting effects */
1856 view_special_lite = FALSE;
1857 view_granite_lite = FALSE;
1859 /* Allocate the maps */
1860 C_MAKE(ma, (hgt + 2), byte_ptr);
1861 C_MAKE(mc, (hgt + 2), char_ptr);
1862 C_MAKE(mp, (hgt + 2), byte_ptr);
1863 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1864 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1866 /* Allocate and wipe each line map */
1867 for (y = 0; y < (hgt + 2); y++)
1869 /* Allocate one row each array */
1870 C_MAKE(ma[y], (wid + 2), byte);
1871 C_MAKE(mc[y], (wid + 2), char);
1872 C_MAKE(mp[y], (wid + 2), byte);
1873 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1874 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1876 for (x = 0; x < wid + 2; ++x)
1878 match_autopick_yx[y][x] = -1;
1879 object_autopick_yx[y][x] = NULL;
1882 ma[y][x] = TERM_WHITE;
1890 /* Allocate the maps */
1891 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1892 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1893 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1895 /* Allocate and wipe each line map */
1896 for (y = 0; y < (cur_hgt + 2); y++)
1898 /* Allocate one row each array */
1899 C_MAKE(bigma[y], (cur_wid + 2), byte);
1900 C_MAKE(bigmc[y], (cur_wid + 2), char);
1901 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1903 for (x = 0; x < cur_wid + 2; ++x)
1906 bigma[y][x] = TERM_WHITE;
1914 /* Fill in the map */
1915 for (i = 0; i < cur_wid; ++i)
1917 for (j = 0; j < cur_hgt; ++j)
1927 /* Extract the current attr/char at that map location */
1928 map_info(j, i, &ta, &tc, &ta, &tc);
1930 /* Extract the priority */
1933 if(match_autopick!=-1
1934 && (match_autopick_yx[y][x] == -1
1935 || match_autopick_yx[y][x] > match_autopick))
1937 match_autopick_yx[y][x] = match_autopick;
1938 object_autopick_yx[y][x] = autopick_obj;
1942 /* Save the char, attr and priority */
1943 bigmc[j+1][i+1] = tc;
1944 bigma[j+1][i+1] = ta;
1945 bigmp[j+1][i+1] = tp;
1949 for (j = 0; j < cur_hgt; ++j)
1951 for (i = 0; i < cur_wid; ++i)
1957 tc = bigmc[j+1][i+1];
1958 ta = bigma[j+1][i+1];
1959 tp = bigmp[j+1][i+1];
1961 /* rare feature has more priority */
1967 for (t = 0; t < 8; t++)
1969 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
1970 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
1980 /* Save the char, attr and priority */
1993 /* Draw the corners */
1994 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
1996 /* Draw the horizontal edges */
1997 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
1999 /* Draw the vertical edges */
2000 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2003 /* Display each map line in order */
2004 for (y = 0; y < hgt + 2; ++y)
2006 /* Start a new line */
2007 Term_gotoxy(COL_MAP, y);
2009 /* Display the line */
2010 for (x = 0; x < wid + 2; ++x)
2015 /* Hack -- fake monochrome */
2018 if (world_monster) ta = TERM_DARK;
2019 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2020 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2023 /* Add the character */
2024 Term_add_bigch(ta, tc);
2029 for (y = 1; y < hgt + 1; ++y)
2031 match_autopick = -1;
2032 for (x = 1; x <= wid; x++){
2033 if (match_autopick_yx[y][x] != -1 &&
2034 (match_autopick > match_autopick_yx[y][x] ||
2035 match_autopick == -1)){
2036 match_autopick = match_autopick_yx[y][x];
2037 autopick_obj = object_autopick_yx[y][x];
2041 /* Clear old display */
2042 Term_putstr(0, y, 12, 0, " ");
2044 if (match_autopick != -1)
2046 display_shortened_item_name(autopick_obj, y);
2049 char buf[13] = "\0";
2050 strncpy(buf,autopick_list[match_autopick].name,12);
2058 /* Player location */
2059 (*cy) = py / yrat + 1 + ROW_MAP;
2061 (*cx) = px / xrat + 1 + COL_MAP;
2063 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2065 /* Restore lighting effects */
2066 view_special_lite = old_view_special_lite;
2067 view_granite_lite = old_view_granite_lite;
2069 /* Free each line map */
2070 for (y = 0; y < (hgt + 2); y++)
2072 /* Free one row each array */
2073 C_FREE(ma[y], (wid + 2), byte);
2074 C_FREE(mc[y], (wid + 2), char);
2075 C_FREE(mp[y], (wid + 2), byte);
2076 C_FREE(match_autopick_yx[y], (wid + 2), int);
2077 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2080 /* Free each line map */
2081 C_FREE(ma, (hgt + 2), byte_ptr);
2082 C_FREE(mc, (hgt + 2), char_ptr);
2083 C_FREE(mp, (hgt + 2), byte_ptr);
2084 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2085 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2087 /* Free each line map */
2088 for (y = 0; y < (cur_hgt + 2); y++)
2090 /* Free one row each array */
2091 C_FREE(bigma[y], (cur_wid + 2), byte);
2092 C_FREE(bigmc[y], (cur_wid + 2), char);
2093 C_FREE(bigmp[y], (cur_wid + 2), byte);
2096 /* Free each line map */
2097 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2098 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2099 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2104 * Display a "small-scale" map of the dungeon for the player
2106 * Currently, the "player" is displayed on the map. XXX XXX XXX
2108 void do_cmd_view_map(void)
2113 /* Save the screen */
2118 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2120 prt("Please wait...", 0, 0);
2126 /* Clear the screen */
2129 display_autopick = 0;
2131 /* Display the map */
2132 display_map(&cy, &cx);
2135 if(max_autopick && !p_ptr->wild_mode)
2137 display_autopick = ITEM_DISPLAY;
2144 int wid, hgt, row_message;
2146 Term_get_size(&wid, &hgt);
2147 row_message = hgt - 1;
2150 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2152 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2155 /* Hilite the player */
2156 move_cursor(cy, cx);
2161 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2163 flag = DONT_AUTOPICK;
2165 flag = DO_AUTODESTROY;
2167 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2173 if (~display_autopick & flag)
2174 display_autopick |= flag;
2176 display_autopick &= ~flag;
2177 /* Display the map */
2178 display_map(&cy, &cx);
2181 display_autopick = 0;
2187 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2189 put_str("Hit any key to continue", 23, 30);
2190 #endif /* Hilite the player */
2191 move_cursor(cy, cx);
2196 /* Restore the screen */
2205 * Some comments on the cave grid flags. -BEN-
2208 * One of the major bottlenecks in previous versions of Angband was in
2209 * the calculation of "line of sight" from the player to various grids,
2210 * such as monsters. This was such a nasty bottleneck that a lot of
2211 * silly things were done to reduce the dependancy on "line of sight",
2212 * for example, you could not "see" any grids in a lit room until you
2213 * actually entered the room, and there were all kinds of bizarre grid
2214 * flags to enable this behavior. This is also why the "call light"
2215 * spells always lit an entire room.
2217 * The code below provides functions to calculate the "field of view"
2218 * for the player, which, once calculated, provides extremely fast
2219 * calculation of "line of sight from the player", and to calculate
2220 * the "field of torch lite", which, again, once calculated, provides
2221 * extremely fast calculation of "which grids are lit by the player's
2222 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2223 * "GRID_LITE", as appropriate, these functions maintain an array for
2224 * each of these two flags, each array containing the locations of all
2225 * of the grids marked with the appropriate flag, which can be used to
2226 * very quickly scan through all of the grids in a given set.
2228 * To allow more "semantically valid" field of view semantics, whenever
2229 * the field of view (or the set of torch lit grids) changes, all of the
2230 * grids in the field of view (or the set of torch lit grids) are "drawn"
2231 * so that changes in the world will become apparent as soon as possible.
2232 * This has been optimized so that only grids which actually "change" are
2233 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2234 * of the grids which are entering or leaving the relevent set of grids.
2236 * These new methods are so efficient that the old nasty code was removed.
2238 * Note that there is no reason to "update" the "viewable space" unless
2239 * the player "moves", or walls/doors are created/destroyed, and there
2240 * is no reason to "update" the "torch lit grids" unless the field of
2241 * view changes, or the "light radius" changes. This means that when
2242 * the player is resting, or digging, or doing anything that does not
2243 * involve movement or changing the state of the dungeon, there is no
2244 * need to update the "view" or the "lite" regions, which is nice.
2246 * Note that the calls to the nasty "los()" function have been reduced
2247 * to a bare minimum by the use of the new "field of view" calculations.
2249 * I wouldn't be surprised if slight modifications to the "update_view()"
2250 * function would allow us to determine "reverse line-of-sight" as well
2251 * as "normal line-of-sight", which would allow monsters to use a more
2252 * "correct" calculation to determine if they can "see" the player. For
2253 * now, monsters simply "cheat" somewhat and assume that if the player
2254 * has "line of sight" to the monster, then the monster can "pretend"
2255 * that it has "line of sight" to the player.
2258 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2259 * grid and maintains an array of all "CAVE_LITE" grids.
2261 * This set of grids is the complete set of all grids which are lit by
2262 * the players light source, which allows the "player_can_see_bold()"
2263 * function to work very quickly.
2265 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2266 * fact, the player (unless blind) can always "see" all grids which are
2267 * marked as "CAVE_LITE", unless they are "off screen".
2270 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2271 * grid and maintains an array of all "CAVE_VIEW" grids.
2273 * This set of grids is the complete set of all grids within line of sight
2274 * of the player, allowing the "player_has_los_bold()" macro to work very
2278 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2279 * temporary internal flag to mark those grids which are not only in view,
2280 * but which are also "easily" in line of sight of the player. This flag
2281 * is always cleared when we are done.
2284 * The current "update_lite()" and "update_view()" algorithms use the
2285 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2286 * to keep track of which grids were previously marked as "CAVE_LITE" or
2287 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2289 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2290 * for various other purposes, such as spreading lite or darkness during
2291 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2294 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2295 * in some way permanently lit. However, for the player to "see" anything
2296 * in the grid, as determined by "player_can_see()", the player must not be
2297 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2298 * grids, even if marked as "perma lit", are only illuminated if they touch
2299 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2302 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2303 * that even if the player cannot "see" the grid, he "knows" the terrain in
2304 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2305 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2306 * or when one of the "memorize floor grids" options induces memorization.
2308 * Objects are "memorized" in a different way, using a special "marked" flag
2309 * on the object itself, which is set when an object is observed or detected.
2312 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2313 * and should be illuminated by "lite room" and "darkness" spells.
2316 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2317 * and should be unavailable for "teleportation" destinations.
2320 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2321 * which is observed, and the "view_torch_grids" allows the player to memorize
2322 * every torch-lit grid. The player will always memorize important walls,
2323 * doors, stairs, and other terrain features, as well as any "detected" grids.
2325 * Note that the new "update_view()" method allows, among other things, a room
2326 * to be "partially" seen as the player approaches it, with a growing cone of
2327 * floor appearing as the player gets closer to the door. Also, by not turning
2328 * on the "memorize perma-lit grids" option, the player will only "see" those
2329 * floor grids which are actually in line of sight.
2331 * And my favorite "plus" is that you can now use a special option to draw the
2332 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2333 * grids dimly), providing a "pretty" effect as the player runs around, and
2334 * to efficiently display the "torch lite" in a special color.
2337 * Some comments on the "update_view()" algorithm...
2339 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2340 * and only has to call "los()" on the borderline cases. The major axes/diags
2341 * even terminate early when they hit walls. I need to find a quick way
2342 * to "terminate" the other scans.
2344 * Note that in the worst case (a big empty area with say 5% scattered walls),
2345 * each of the 1500 or so nearby grids is checked once, most of them getting
2346 * an "instant" rating, and only a small portion requiring a call to "los()".
2348 * The only time that the algorithm appears to be "noticeably" too slow is
2349 * when running, and this is usually only important in town, since the town
2350 * provides about the worst scenario possible, with large open regions and
2351 * a few scattered obstructions. There is a special "efficiency" option to
2352 * allow the player to reduce his field of view in town, if needed.
2354 * In the "best" case (say, a normal stretch of corridor), the algorithm
2355 * makes one check for each viewable grid, and makes no calls to "los()".
2356 * So running in corridors is very fast, and if a lot of monsters are
2357 * nearby, it is much faster than the old methods.
2359 * Note that resting, most normal commands, and several forms of running,
2360 * plus all commands executed near large groups of monsters, are strictly
2361 * more efficient with "update_view()" that with the old "compute los() on
2362 * demand" method, primarily because once the "field of view" has been
2363 * calculated, it does not have to be recalculated until the player moves
2364 * (or a wall or door is created or destroyed).
2366 * Note that we no longer have to do as many "los()" checks, since once the
2367 * "view" region has been built, very few things cause it to be "changed"
2368 * (player movement, and the opening/closing of doors, changes in wall status).
2369 * Note that door/wall changes are only relevant when the door/wall itself is
2370 * in the "view" region.
2372 * The algorithm seems to only call "los()" from zero to ten times, usually
2373 * only when coming down a corridor into a room, or standing in a room, just
2374 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2375 * we will be reducing the calls to "los()".
2377 * I am thinking in terms of an algorithm that "walks" from the central point
2378 * out to the maximal "distance", at each point, determining the "view" code
2379 * (above). For each grid not on a major axis or diagonal, the "view" code
2380 * depends on the "cave_floor_bold()" and "view" of exactly two other grids
2381 * (the one along the nearest diagonal, and the one next to that one, see
2382 * "update_view_aux()"...).
2384 * We "memorize" the viewable space array, so that at the cost of under 3000
2385 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2386 * each grid actually in the "viewable space". And for another 3000 bytes,
2387 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2388 * are also used by other routines, thus reducing the cost to almost nothing.
2390 * A similar thing is done for "forget_lite()" in which case the savings are
2391 * much less, but save us from doing bizarre maintenance checking.
2393 * In the worst "normal" case (in the middle of the town), the reachable space
2394 * actually reaches to more than half of the largest possible "circle" of view,
2395 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2396 * where all the walls have been removed), the reachable space actually reaches
2397 * the theoretical maximum size of just under 1500 grids.
2399 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2400 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2401 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2402 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2403 * entire possible space (including initialization) in one step per grid. If
2404 * we do the "clearing" as a separate step (and use an array of "view" grids),
2405 * then the clearing will take as many steps as grids that were viewed, and the
2406 * algorithm will be able to "stop" scanning at various points.
2407 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2418 * Actually erase the entire "lite" array, redrawing every grid
2420 void forget_lite(void)
2424 /* None to forget */
2425 if (!lite_n) return;
2427 /* Clear them all */
2428 for (i = 0; i < lite_n; i++)
2433 /* Forget "LITE" flag */
2434 cave[y][x].info &= ~(CAVE_LITE);
2437 /* lite_spot(y, x); Perhaps don't need? */
2446 * For delayed visual update
2448 #define cave_note_and_redraw_later(C,Y,X) \
2450 (C)->info |= CAVE_NOTE; \
2451 cave_redraw_later((C), (Y), (X)); \
2456 * For delayed visual update
2458 #define cave_redraw_later(C,Y,X) \
2460 if (!((C)->info & CAVE_REDRAW)) \
2462 (C)->info |= CAVE_REDRAW; \
2463 redraw_y[redraw_n] = (Y); \
2464 redraw_x[redraw_n++] = (X); \
2472 * This macro allows us to efficiently add a grid to the "lite" array,
2473 * note that we are never called for illegal grids, or for grids which
2474 * have already been placed into the "lite" array, and we are never
2475 * called when the "lite" array is full.
2477 #define cave_lite_hack(Y,X) \
2479 if (!(cave[Y][X].info & (CAVE_LITE))) { \
2480 cave[Y][X].info |= (CAVE_LITE); \
2481 lite_y[lite_n] = (Y); \
2482 lite_x[lite_n] = (X); \
2488 * Update the set of grids "illuminated" by the player's lite.
2490 * This routine needs to use the results of "update_view()"
2492 * Note that "blindness" does NOT affect "torch lite". Be careful!
2494 * We optimize most lites (all non-artifact lites) by using "obvious"
2495 * facts about the results of "small" lite radius, and we attempt to
2496 * list the "nearby" grids before the more "distant" ones in the
2497 * array of torch-lit grids.
2499 * We assume that "radius zero" lite is in fact no lite at all.
2501 * Torch Lantern Artifacts
2511 void update_lite(void)
2513 int i, x, y, min_x, max_x, min_y, max_y;
2514 int p = p_ptr->cur_lite;
2517 /*** Special case ***/
2520 /* Hack -- Player has no lite */
2523 /* Forget the old lite */
2524 /* forget_lite(); Perhaps don't need? */
2526 /* Add it to later visual update */
2527 cave_redraw_later(&cave[py][px], py, px);
2531 /*** Save the old "lite" grids for later ***/
2533 /* Clear them all */
2534 for (i = 0; i < lite_n; i++)
2539 /* Mark the grid as not "lite" */
2540 cave[y][x].info &= ~(CAVE_LITE);
2542 /* Mark the grid as "seen" */
2543 cave[y][x].info |= (CAVE_TEMP);
2545 /* Add it to the "seen" set */
2555 /*** Collect the new "lite" grids ***/
2557 /* Radius 1 -- torch radius */
2561 cave_lite_hack(py, px);
2564 cave_lite_hack(py+1, px);
2565 cave_lite_hack(py-1, px);
2566 cave_lite_hack(py, px+1);
2567 cave_lite_hack(py, px-1);
2569 /* Diagonal grids */
2570 cave_lite_hack(py+1, px+1);
2571 cave_lite_hack(py+1, px-1);
2572 cave_lite_hack(py-1, px+1);
2573 cave_lite_hack(py-1, px-1);
2576 /* Radius 2 -- lantern radius */
2579 /* South of the player */
2580 if (cave_floor_bold(py+1, px))
2582 cave_lite_hack(py+2, px);
2583 cave_lite_hack(py+2, px+1);
2584 cave_lite_hack(py+2, px-1);
2587 /* North of the player */
2588 if (cave_floor_bold(py-1, px))
2590 cave_lite_hack(py-2, px);
2591 cave_lite_hack(py-2, px+1);
2592 cave_lite_hack(py-2, px-1);
2595 /* East of the player */
2596 if (cave_floor_bold(py, px+1))
2598 cave_lite_hack(py, px+2);
2599 cave_lite_hack(py+1, px+2);
2600 cave_lite_hack(py-1, px+2);
2603 /* West of the player */
2604 if (cave_floor_bold(py, px-1))
2606 cave_lite_hack(py, px-2);
2607 cave_lite_hack(py+1, px-2);
2608 cave_lite_hack(py-1, px-2);
2612 /* Radius 3+ -- artifact radius */
2617 /* Paranoia -- see "LITE_MAX" */
2620 /* South-East of the player */
2621 if (cave_floor_bold(py+1, px+1))
2623 cave_lite_hack(py+2, px+2);
2626 /* South-West of the player */
2627 if (cave_floor_bold(py+1, px-1))
2629 cave_lite_hack(py+2, px-2);
2632 /* North-East of the player */
2633 if (cave_floor_bold(py-1, px+1))
2635 cave_lite_hack(py-2, px+2);
2638 /* North-West of the player */
2639 if (cave_floor_bold(py-1, px-1))
2641 cave_lite_hack(py-2, px-2);
2646 if (min_y < 0) min_y = 0;
2650 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2654 if (min_x < 0) min_x = 0;
2658 if (max_x > cur_wid-1) max_x = cur_wid-1;
2660 /* Scan the maximal box */
2661 for (y = min_y; y <= max_y; y++)
2663 for (x = min_x; x <= max_x; x++)
2665 int dy = (py > y) ? (py - y) : (y - py);
2666 int dx = (px > x) ? (px - x) : (x - px);
2668 /* Skip the "central" grids (above) */
2669 if ((dy <= 2) && (dx <= 2)) continue;
2671 /* Hack -- approximate the distance */
2672 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2674 /* Skip distant grids */
2675 if (d > p) continue;
2677 /* Viewable, nearby, grids get "torch lit" */
2678 if (player_has_los_bold(y, x))
2680 /* This grid is "torch lit" */
2681 cave_lite_hack(y, x);
2688 /*** Complete the algorithm ***/
2690 /* Draw the new grids */
2691 for (i = 0; i < lite_n; i++)
2696 c_ptr = &cave[y][x];
2698 /* Update fresh grids */
2699 if (c_ptr->info & (CAVE_TEMP)) continue;
2701 /* Add it to later visual update */
2702 cave_note_and_redraw_later(c_ptr, y, x);
2705 /* Clear them all */
2706 for (i = 0; i < temp_n; i++)
2711 c_ptr = &cave[y][x];
2713 /* No longer in the array */
2714 c_ptr->info &= ~(CAVE_TEMP);
2716 /* Update stale grids */
2717 if (c_ptr->info & (CAVE_LITE)) continue;
2719 /* Add it to later visual update */
2720 cave_redraw_later(c_ptr, y, x);
2726 /* Mega-Hack -- Visual update later */
2727 p_ptr->update |= (PU_DELAY_VIS);
2731 static bool mon_invis;
2732 static s16b mon_fy, mon_fx;
2735 * Add a square to the changes array
2737 static void mon_lite_hack(int y, int x)
2740 int midpoint, dpf, d;
2742 /* We trust this grid is in bounds */
2743 /* if (!in_bounds2(y, x)) return; */
2745 c_ptr = &cave[y][x];
2747 /* Want a unlit square in view of the player */
2748 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2750 if (!cave_floor_grid(c_ptr))
2752 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2753 if (mon_invis) return;
2755 /* Hack -- Prevent monster lite leakage in walls */
2757 /* Horizontal walls between player and a monster */
2758 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2762 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2764 /* Only first wall viewed from mid-x is lit */
2767 if (!cave_floor_bold(y, x + 1)) return;
2769 else if (x > midpoint)
2771 if (!cave_floor_bold(y, x - 1)) return;
2775 /* Vertical walls between player and a monster */
2776 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2780 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2782 /* Only first wall viewed from mid-y is lit */
2785 if (!cave_floor_bold(y + 1, x)) return;
2787 else if (y > midpoint)
2789 if (!cave_floor_bold(y - 1, x)) return;
2794 /* We trust temp_n does not exceed TEMP_MAX */
2797 if (!(c_ptr->info & CAVE_MNDK))
2799 /* Save this square */
2808 /* No longer dark */
2809 c_ptr->info &= ~(CAVE_MNDK);
2813 c_ptr->info |= CAVE_MNLT;
2818 * Add a square to the changes array
2820 static void mon_dark_hack(int y, int x)
2823 int midpoint, dpf, d;
2825 /* We trust this grid is in bounds */
2826 /* if (!in_bounds2(y, x)) return; */
2828 c_ptr = &cave[y][x];
2830 /* Want a unlit and undarkened square in view of the player */
2831 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2833 if (!cave_floor_grid(c_ptr))
2835 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2836 if (mon_invis) return;
2838 /* Hack -- Prevent monster dark lite leakage in walls */
2840 /* Horizontal walls between player and a monster */
2841 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2845 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2847 /* Only first wall viewed from mid-x is lit */
2850 if (!cave_floor_bold(y, x + 1)) return;
2852 else if (x > midpoint)
2854 if (!cave_floor_bold(y, x - 1)) return;
2858 /* Vertical walls between player and a monster */
2859 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2863 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2865 /* Only first wall viewed from mid-y is lit */
2868 if (!cave_floor_bold(y + 1, x)) return;
2870 else if (y > midpoint)
2872 if (!cave_floor_bold(y - 1, x)) return;
2877 /* We trust temp_n does not exceed TEMP_MAX */
2879 /* Save this square */
2885 c_ptr->info |= CAVE_MNDK;
2890 * Update squares illuminated or darkened by monsters.
2892 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2893 * denote squares illuminated by monsters.
2895 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2896 * updating. Only squares in view of the player, whos state
2897 * changes are drawn via lite_spot().
2899 void update_mon_lite(void)
2905 void (*add_mon_lite)(int, int);
2909 /* Non-Ninja player in the darkness */
2910 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2911 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
2913 /* Clear all monster lit squares */
2914 for (i = 0; i < mon_lite_n; i++)
2917 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
2919 /* Set temp or xtra flag */
2920 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
2922 /* Clear monster illumination flag */
2923 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
2926 /* Empty temp list of new squares to lite up */
2929 /* Loop through monsters, adding newly lit squares to changes list */
2930 for (i = 1; i < m_max; i++)
2932 monster_type *m_ptr = &m_list[i];
2933 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2935 /* Skip dead monsters */
2936 if (!m_ptr->r_idx) continue;
2938 /* Is it too far away? */
2939 if (m_ptr->cdis > dis_lim) continue;
2941 /* If a monster stops time, break */
2942 if (world_monster) break;
2944 /* Get lite radius */
2947 /* Note the radii are cumulative */
2948 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
2949 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
2950 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
2951 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
2953 /* Exit if has no light */
2957 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
2958 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
2959 add_mon_lite = mon_lite_hack;
2963 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
2964 add_mon_lite = mon_dark_hack;
2965 rad = -rad; /* Use absolute value */
2968 /* Access the location */
2972 /* Is the monster visible? */
2973 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
2975 /* The square it is on */
2976 add_mon_lite(mon_fy, mon_fx);
2978 /* Adjacent squares */
2979 add_mon_lite(mon_fy + 1, mon_fx);
2980 add_mon_lite(mon_fy - 1, mon_fx);
2981 add_mon_lite(mon_fy, mon_fx + 1);
2982 add_mon_lite(mon_fy, mon_fx - 1);
2983 add_mon_lite(mon_fy + 1, mon_fx + 1);
2984 add_mon_lite(mon_fy + 1, mon_fx - 1);
2985 add_mon_lite(mon_fy - 1, mon_fx + 1);
2986 add_mon_lite(mon_fy - 1, mon_fx - 1);
2991 /* South of the monster */
2992 if (cave_floor_bold(mon_fy + 1, mon_fx))
2994 add_mon_lite(mon_fy + 2, mon_fx + 1);
2995 add_mon_lite(mon_fy + 2, mon_fx);
2996 add_mon_lite(mon_fy + 2, mon_fx - 1);
2998 c_ptr = &cave[mon_fy + 2][mon_fx];
3001 if ((rad == 3) && cave_floor_grid(c_ptr))
3003 add_mon_lite(mon_fy + 3, mon_fx + 1);
3004 add_mon_lite(mon_fy + 3, mon_fx);
3005 add_mon_lite(mon_fy + 3, mon_fx - 1);
3009 /* North of the monster */
3010 if (cave_floor_bold(mon_fy - 1, mon_fx))
3012 add_mon_lite(mon_fy - 2, mon_fx + 1);
3013 add_mon_lite(mon_fy - 2, mon_fx);
3014 add_mon_lite(mon_fy - 2, mon_fx - 1);
3016 c_ptr = &cave[mon_fy - 2][mon_fx];
3019 if ((rad == 3) && cave_floor_grid(c_ptr))
3021 add_mon_lite(mon_fy - 3, mon_fx + 1);
3022 add_mon_lite(mon_fy - 3, mon_fx);
3023 add_mon_lite(mon_fy - 3, mon_fx - 1);
3027 /* East of the monster */
3028 if (cave_floor_bold(mon_fy, mon_fx + 1))
3030 add_mon_lite(mon_fy + 1, mon_fx + 2);
3031 add_mon_lite(mon_fy, mon_fx + 2);
3032 add_mon_lite(mon_fy - 1, mon_fx + 2);
3034 c_ptr = &cave[mon_fy][mon_fx + 2];
3037 if ((rad == 3) && cave_floor_grid(c_ptr))
3039 add_mon_lite(mon_fy + 1, mon_fx + 3);
3040 add_mon_lite(mon_fy, mon_fx + 3);
3041 add_mon_lite(mon_fy - 1, mon_fx + 3);
3045 /* West of the monster */
3046 if (cave_floor_bold(mon_fy, mon_fx - 1))
3048 add_mon_lite(mon_fy + 1, mon_fx - 2);
3049 add_mon_lite(mon_fy, mon_fx - 2);
3050 add_mon_lite(mon_fy - 1, mon_fx - 2);
3052 c_ptr = &cave[mon_fy][mon_fx - 2];
3055 if ((rad == 3) && cave_floor_grid(c_ptr))
3057 add_mon_lite(mon_fy + 1, mon_fx - 3);
3058 add_mon_lite(mon_fy, mon_fx - 3);
3059 add_mon_lite(mon_fy - 1, mon_fx - 3);
3067 /* South-East of the monster */
3068 if (cave_floor_bold(mon_fy + 1, mon_fx + 1))
3070 add_mon_lite(mon_fy + 2, mon_fx + 2);
3073 /* South-West of the monster */
3074 if (cave_floor_bold(mon_fy + 1, mon_fx - 1))
3076 add_mon_lite(mon_fy + 2, mon_fx - 2);
3079 /* North-East of the monster */
3080 if (cave_floor_bold(mon_fy - 1, mon_fx + 1))
3082 add_mon_lite(mon_fy - 2, mon_fx + 2);
3085 /* North-West of the monster */
3086 if (cave_floor_bold(mon_fy - 1, mon_fx - 1))
3088 add_mon_lite(mon_fy - 2, mon_fx - 2);
3093 /* Save end of list of new squares */
3097 * Look at old set flags to see if there are any changes.
3099 for (i = 0; i < mon_lite_n; i++)
3104 /* We trust this grid is in bounds */
3107 c_ptr = &cave[fy][fx];
3109 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3111 /* It it no longer lit? */
3112 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3114 /* It is now unlit */
3115 /* Add it to later visual update */
3116 cave_note_and_redraw_later(c_ptr, fy, fx);
3119 else /* Pervious darkened */
3121 /* It it no longer darken? */
3122 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3124 /* It is now undarken */
3125 /* Add it to later visual update */
3126 cave_note_and_redraw_later(c_ptr, fy, fx);
3130 /* Add to end of temp array */
3131 temp_x[temp_n] = (byte)fx;
3132 temp_y[temp_n] = (byte)fy;
3136 /* Clear the lite array */
3139 /* Copy the temp array into the lit array lighting the new squares. */
3140 for (i = 0; i < end_temp; i++)
3145 /* We trust this grid is in bounds */
3148 c_ptr = &cave[fy][fx];
3150 if (c_ptr->info & CAVE_MNLT) /* Lit */
3152 /* The is the square newly lit and visible? */
3153 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3156 /* Add it to later visual update */
3157 cave_note_and_redraw_later(c_ptr, fy, fx);
3162 /* The is the square newly darkened and visible? */
3163 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3165 /* It is now darkened */
3166 /* Add it to later visual update */
3167 cave_note_and_redraw_later(c_ptr, fy, fx);
3171 /* Save in the monster lit or darkened array */
3172 mon_lite_x[mon_lite_n] = fx;
3173 mon_lite_y[mon_lite_n] = fy;
3177 /* Clear the temp flag for the old lit or darken grids */
3178 for (i = end_temp; i < temp_n; i++)
3180 /* We trust this grid is in bounds */
3182 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3185 /* Finished with temp_n */
3188 /* Mega-Hack -- Visual update later */
3189 p_ptr->update |= (PU_DELAY_VIS);
3191 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3193 if (p_ptr->special_defense & NINJA_S_STEALTH)
3195 if (p_ptr->old_monlite != p_ptr->monlite)
3200 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3202 msg_print("Your mantle of shadow become thin.");
3208 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3210 msg_print("Your mantle of shadow restored its original darkness.");
3215 p_ptr->old_monlite = p_ptr->monlite;
3218 void clear_mon_lite(void)
3223 /* Clear all monster lit squares */
3224 for (i = 0; i < mon_lite_n; i++)
3227 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3229 /* Clear monster illumination flag */
3230 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3233 /* Empty the array */
3240 * Clear the viewable space
3242 void forget_view(void)
3248 /* None to forget */
3249 if (!view_n) return;
3251 /* Clear them all */
3252 for (i = 0; i < view_n; i++)
3257 /* Access the grid */
3258 c_ptr = &cave[y][x];
3260 /* Forget that the grid is viewable */
3261 c_ptr->info &= ~(CAVE_VIEW);
3263 if (!panel_contains(y, x)) continue;
3265 /* Update the screen */
3266 /* lite_spot(y, x); Perhaps don't need? */
3276 * This macro allows us to efficiently add a grid to the "view" array,
3277 * note that we are never called for illegal grids, or for grids which
3278 * have already been placed into the "view" array, and we are never
3279 * called when the "view" array is full.
3281 #define cave_view_hack(C,Y,X) \
3283 if (!((C)->info & (CAVE_VIEW))){\
3284 (C)->info |= (CAVE_VIEW); \
3285 view_y[view_n] = (Y); \
3286 view_x[view_n] = (X); \
3293 * Helper function for "update_view()" below
3295 * We are checking the "viewability" of grid (y,x) by the player.
3297 * This function assumes that (y,x) is legal (i.e. on the map).
3299 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3300 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3302 * Note that we are using the "CAVE_XTRA" field for marking grids as
3303 * "easily viewable". This bit is cleared at the end of "update_view()".
3305 * This function adds (y,x) to the "viewable set" if necessary.
3307 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3309 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3311 bool f1, f2, v1, v2, z1, z2, wall;
3315 cave_type *g1_c_ptr;
3316 cave_type *g2_c_ptr;
3318 /* Access the grids */
3319 g1_c_ptr = &cave[y1][x1];
3320 g2_c_ptr = &cave[y2][x2];
3323 /* Check for walls */
3324 f1 = (cave_floor_grid(g1_c_ptr));
3325 f2 = (cave_floor_grid(g2_c_ptr));
3327 /* Totally blocked by physical walls */
3328 if (!f1 && !f2) return (TRUE);
3331 /* Check for visibility */
3332 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3333 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3335 /* Totally blocked by "unviewable neighbors" */
3336 if (!v1 && !v2) return (TRUE);
3339 /* Access the grid */
3340 c_ptr = &cave[y][x];
3343 /* Check for walls */
3344 wall = (!cave_floor_grid(c_ptr));
3347 /* Check the "ease" of visibility */
3348 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3349 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3351 /* Hack -- "easy" plus "easy" yields "easy" */
3354 c_ptr->info |= (CAVE_XTRA);
3356 cave_view_hack(c_ptr, y, x);
3361 /* Hack -- primary "easy" yields "viewed" */
3364 cave_view_hack(c_ptr, y, x);
3369 /* Hack -- "view" plus "view" yields "view" */
3372 /* c_ptr->info |= (CAVE_XTRA); */
3374 cave_view_hack(c_ptr, y, x);
3380 /* Mega-Hack -- the "los()" function works poorly on walls */
3383 cave_view_hack(c_ptr, y, x);
3389 /* Hack -- check line of sight */
3390 if (los(py, px, y, x))
3392 cave_view_hack(c_ptr, y, x);
3398 /* Assume no line of sight. */
3405 * Calculate the viewable space
3407 * 1: Process the player
3408 * 1a: The player is always (easily) viewable
3409 * 2: Process the diagonals
3410 * 2a: The diagonals are (easily) viewable up to the first wall
3411 * 2b: But never go more than 2/3 of the "full" distance
3412 * 3: Process the main axes
3413 * 3a: The main axes are (easily) viewable up to the first wall
3414 * 3b: But never go more than the "full" distance
3415 * 4: Process sequential "strips" in each of the eight octants
3416 * 4a: Each strip runs along the previous strip
3417 * 4b: The main axes are "previous" to the first strip
3418 * 4c: Process both "sides" of each "direction" of each strip
3419 * 4c1: Each side aborts as soon as possible
3420 * 4c2: Each side tells the next strip how far it has to check
3422 * Note that the octant processing involves some pretty interesting
3423 * observations involving when a grid might possibly be viewable from
3424 * a given grid, and on the order in which the strips are processed.
3426 * Note the use of the mathematical facts shown below, which derive
3427 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3428 * hypotenuse of a right triangle is primarily determined by the length
3429 * of the longest side, when one side is small, and is strictly less
3430 * than one-and-a-half times as long as the longest side when both of
3431 * the sides are large.
3433 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3434 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3436 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3438 * These observations are important because the calculation of the actual
3439 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3440 * while for small values (up to about 20 or so), the approximations above
3441 * are correct to within an error of at most one grid or so.
3443 * Observe the use of "full" and "over" in the code below, and the use of
3444 * the specialized calculation involving "limit", all of which derive from
3445 * the observations given above. Basically, we note that the "circle" of
3446 * view is completely contained in an "octagon" whose bounds are easy to
3447 * determine, and that only a few steps are needed to derive the actual
3448 * bounds of the circle given the bounds of the octagon.
3450 * Note that by skipping all the grids in the corners of the octagon, we
3451 * place an upper limit on the number of grids in the field of view, given
3452 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3453 * view, only about 1475 of these are in the "octagon" of view, and even
3454 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3455 * entries to completely contain the actual field of view.
3457 * Note also the care taken to prevent "running off the map". The use of
3458 * explicit checks on the "validity" of the "diagonal", and the fact that
3459 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3460 * use the optimized "cave_floor_bold()" macro, and to avoid the overhead
3461 * of multiple checks on the validity of grids.
3463 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3464 * "ws","wn" variables. They work like this: While travelling down the
3465 * south-bound strip just to the east of the main south axis, as soon as
3466 * we get to a grid which does not "transmit" viewing, if all of the strips
3467 * preceding us (in this case, just the main axis) had terminated at or before
3468 * the same point, then we can stop, and reset the "max distance" to ourself.
3469 * So, each strip (named by major axis plus offset, thus "se" in this case)
3470 * maintains a "blockage" variable, initialized during the main axis step,
3471 * and checks it whenever a blockage is observed. After processing each
3472 * strip as far as the previous strip told us to process, the next strip is
3473 * told not to go farther than the current strip's farthest viewable grid,
3474 * unless open space is still available. This uses the "k" variable.
3476 * Note the use of "inline" macros for efficiency. The "cave_floor_grid()"
3477 * macro is a replacement for "cave_floor_bold()" which takes a pointer to
3478 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3479 * chunk of code which adds the given location to the "view" array if it
3480 * is not already there, using both the actual location and a pointer to
3481 * the cave grid. See above.
3483 * By the way, the purpose of this code is to reduce the dependancy on the
3484 * "los()" function which is slow, and, in some cases, not very accurate.
3486 * It is very possible that I am the only person who fully understands this
3487 * function, and for that I am truly sorry, but efficiency was very important
3488 * and the "simple" version of this function was just not fast enough. I am
3489 * more than willing to replace this function with a simpler one, if it is
3490 * equally efficient, and especially willing if the new function happens to
3491 * derive "reverse-line-of-sight" at the same time, since currently monsters
3492 * just use an optimized hack of "you see me, so I see you", and then use the
3493 * actual "projectable()" function to check spell attacks.
3495 void update_view(void)
3497 int n, m, d, k, y, x, z;
3499 int se, sw, ne, nw, es, en, ws, wn;
3503 int y_max = cur_hgt - 1;
3504 int x_max = cur_wid - 1;
3508 /*** Initialize ***/
3511 if (view_reduce_view && !dun_level)
3513 /* Full radius (10) */
3514 full = MAX_SIGHT / 2;
3516 /* Octagon factor (15) */
3517 over = MAX_SIGHT * 3 / 4;
3523 /* Full radius (20) */
3526 /* Octagon factor (30) */
3527 over = MAX_SIGHT * 3 / 2;
3531 /*** Step 0 -- Begin ***/
3533 /* Save the old "view" grids for later */
3534 for (n = 0; n < view_n; n++)
3539 /* Access the grid */
3540 c_ptr = &cave[y][x];
3542 /* Mark the grid as not in "view" */
3543 c_ptr->info &= ~(CAVE_VIEW);
3545 /* Mark the grid as "seen" */
3546 c_ptr->info |= (CAVE_TEMP);
3548 /* Add it to the "seen" set */
3554 /* Start over with the "view" array */
3557 /*** Step 1 -- adjacent grids ***/
3559 /* Now start on the player */
3563 /* Access the grid */
3564 c_ptr = &cave[y][x];
3566 /* Assume the player grid is easily viewable */
3567 c_ptr->info |= (CAVE_XTRA);
3569 /* Assume the player grid is viewable */
3570 cave_view_hack(c_ptr, y, x);
3573 /*** Step 2 -- Major Diagonals ***/
3578 /* Scan south-east */
3579 for (d = 1; d <= z; d++)
3581 c_ptr = &cave[y+d][x+d];
3582 c_ptr->info |= (CAVE_XTRA);
3583 cave_view_hack(c_ptr, y+d, x+d);
3584 if (!cave_floor_grid(c_ptr)) break;
3587 /* Scan south-west */
3588 for (d = 1; d <= z; d++)
3590 c_ptr = &cave[y+d][x-d];
3591 c_ptr->info |= (CAVE_XTRA);
3592 cave_view_hack(c_ptr, y+d, x-d);
3593 if (!cave_floor_grid(c_ptr)) break;
3596 /* Scan north-east */
3597 for (d = 1; d <= z; d++)
3599 c_ptr = &cave[y-d][x+d];
3600 c_ptr->info |= (CAVE_XTRA);
3601 cave_view_hack(c_ptr, y-d, x+d);
3602 if (!cave_floor_grid(c_ptr)) break;
3605 /* Scan north-west */
3606 for (d = 1; d <= z; d++)
3608 c_ptr = &cave[y-d][x-d];
3609 c_ptr->info |= (CAVE_XTRA);
3610 cave_view_hack(c_ptr, y-d, x-d);
3611 if (!cave_floor_grid(c_ptr)) break;
3615 /*** Step 3 -- major axes ***/
3618 for (d = 1; d <= full; d++)
3620 c_ptr = &cave[y+d][x];
3621 c_ptr->info |= (CAVE_XTRA);
3622 cave_view_hack(c_ptr, y+d, x);
3623 if (!cave_floor_grid(c_ptr)) break;
3626 /* Initialize the "south strips" */
3630 for (d = 1; d <= full; d++)
3632 c_ptr = &cave[y-d][x];
3633 c_ptr->info |= (CAVE_XTRA);
3634 cave_view_hack(c_ptr, y-d, x);
3635 if (!cave_floor_grid(c_ptr)) break;
3638 /* Initialize the "north strips" */
3642 for (d = 1; d <= full; d++)
3644 c_ptr = &cave[y][x+d];
3645 c_ptr->info |= (CAVE_XTRA);
3646 cave_view_hack(c_ptr, y, x+d);
3647 if (!cave_floor_grid(c_ptr)) break;
3650 /* Initialize the "east strips" */
3654 for (d = 1; d <= full; d++)
3656 c_ptr = &cave[y][x-d];
3657 c_ptr->info |= (CAVE_XTRA);
3658 cave_view_hack(c_ptr, y, x-d);
3659 if (!cave_floor_grid(c_ptr)) break;
3662 /* Initialize the "west strips" */
3666 /*** Step 4 -- Divide each "octant" into "strips" ***/
3668 /* Now check each "diagonal" (in parallel) */
3669 for (n = 1; n <= over / 2; n++)
3671 int ypn, ymn, xpn, xmn;
3674 /* Acquire the "bounds" of the maximal circle */
3676 if (z > full - n) z = full - n;
3677 while ((z + n + (n>>1)) > full) z--;
3680 /* Access the four diagonal grids */
3690 /* Maximum distance */
3691 m = MIN(z, y_max - ypn);
3694 if ((xpn <= x_max) && (n < se))
3697 for (k = n, d = 1; d <= m; d++)
3699 /* Check grid "d" in strip "n", notice "blockage" */
3700 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3702 if (n + d >= se) break;
3705 /* Track most distant "non-blockage" */
3712 /* Limit the next strip */
3717 if ((xmn >= 0) && (n < sw))
3720 for (k = n, d = 1; d <= m; d++)
3722 /* Check grid "d" in strip "n", notice "blockage" */
3723 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3725 if (n + d >= sw) break;
3728 /* Track most distant "non-blockage" */
3735 /* Limit the next strip */
3744 /* Maximum distance */
3748 if ((xpn <= x_max) && (n < ne))
3751 for (k = n, d = 1; d <= m; d++)
3753 /* Check grid "d" in strip "n", notice "blockage" */
3754 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3756 if (n + d >= ne) break;
3759 /* Track most distant "non-blockage" */
3766 /* Limit the next strip */
3771 if ((xmn >= 0) && (n < nw))
3774 for (k = n, d = 1; d <= m; d++)
3776 /* Check grid "d" in strip "n", notice "blockage" */
3777 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3779 if (n + d >= nw) break;
3782 /* Track most distant "non-blockage" */
3789 /* Limit the next strip */
3798 /* Maximum distance */
3799 m = MIN(z, x_max - xpn);
3802 if ((ypn <= x_max) && (n < es))
3805 for (k = n, d = 1; d <= m; d++)
3807 /* Check grid "d" in strip "n", notice "blockage" */
3808 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3810 if (n + d >= es) break;
3813 /* Track most distant "non-blockage" */
3820 /* Limit the next strip */
3825 if ((ymn >= 0) && (n < en))
3828 for (k = n, d = 1; d <= m; d++)
3830 /* Check grid "d" in strip "n", notice "blockage" */
3831 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3833 if (n + d >= en) break;
3836 /* Track most distant "non-blockage" */
3843 /* Limit the next strip */
3852 /* Maximum distance */
3856 if ((ypn <= y_max) && (n < ws))
3859 for (k = n, d = 1; d <= m; d++)
3861 /* Check grid "d" in strip "n", notice "blockage" */
3862 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3864 if (n + d >= ws) break;
3867 /* Track most distant "non-blockage" */
3874 /* Limit the next strip */
3879 if ((ymn >= 0) && (n < wn))
3882 for (k = n, d = 1; d <= m; d++)
3884 /* Check grid "d" in strip "n", notice "blockage" */
3885 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3887 if (n + d >= wn) break;
3890 /* Track most distant "non-blockage" */
3897 /* Limit the next strip */
3904 /*** Step 5 -- Complete the algorithm ***/
3906 /* Update all the new grids */
3907 for (n = 0; n < view_n; n++)
3912 /* Access the grid */
3913 c_ptr = &cave[y][x];
3915 /* Clear the "CAVE_XTRA" flag */
3916 c_ptr->info &= ~(CAVE_XTRA);
3918 /* Update only newly viewed grids */
3919 if (c_ptr->info & (CAVE_TEMP)) continue;
3921 /* Add it to later visual update */
3922 cave_note_and_redraw_later(c_ptr, y, x);
3925 /* Wipe the old grids, update as needed */
3926 for (n = 0; n < temp_n; n++)
3931 /* Access the grid */
3932 c_ptr = &cave[y][x];
3934 /* No longer in the array */
3935 c_ptr->info &= ~(CAVE_TEMP);
3937 /* Update only non-viewable grids */
3938 if (c_ptr->info & (CAVE_VIEW)) continue;
3940 /* Add it to later visual update */
3941 cave_redraw_later(c_ptr, y, x);
3947 /* Mega-Hack -- Visual update later */
3948 p_ptr->update |= (PU_DELAY_VIS);
3953 * Mega-Hack -- Delayed visual update
3954 * Only used if update_view(), update_lite() or update_mon_lite() was called
3956 void delayed_visual_update(void)
3961 /* Update needed grids */
3962 for (i = 0; i < redraw_n; i++)
3967 /* Access the grid */
3968 c_ptr = &cave[y][x];
3970 /* Update only needed grids (prevent multiple updating) */
3971 if (!(c_ptr->info & CAVE_REDRAW)) continue;
3973 /* If required, note */
3974 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
3979 /* Hack -- Visual update of monster on this grid */
3980 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
3982 /* No longer in the array */
3983 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3992 * Hack -- forget the "flow" information
3994 void forget_flow(void)
3998 /* Check the entire dungeon */
3999 for (y = 0; y < cur_hgt; y++)
4001 for (x = 0; x < cur_wid; x++)
4003 /* Forget the old data */
4004 cave[y][x].dist = 0;
4005 cave[y][x].cost = 0;
4006 cave[y][x].when = 0;
4013 * Hack - speed up the update_flow algorithm by only doing
4014 * it everytime the player moves out of LOS of the last
4017 static u16b flow_x = 0;
4018 static u16b flow_y = 0;
4023 * Hack -- fill in the "cost" field of every grid that the player
4024 * can "reach" with the number of steps needed to reach that grid.
4025 * This also yields the "distance" of the player from every grid.
4027 * In addition, mark the "when" of the grids that can reach
4028 * the player with the incremented value of "flow_n".
4030 * Hack -- use the "seen" array as a "circular queue".
4032 * We do not need a priority queue because the cost from grid
4033 * to grid is always "one" and we process them in order.
4035 void update_flow(void)
4041 /* Paranoia -- make sure the array is empty */
4044 /* The last way-point is on the map */
4045 if (running && in_bounds(flow_y, flow_x))
4047 /* The way point is in sight - do not update. (Speedup) */
4048 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4051 /* Erase all of the current flow information */
4052 for (y = 0; y < cur_hgt; y++)
4054 for (x = 0; x < cur_wid; x++)
4056 cave[y][x].cost = 0;
4057 cave[y][x].dist = 0;
4061 /* Save player position */
4065 /* Add the player's grid to the queue */
4069 /* Now process the queue */
4070 while (flow_head != flow_tail)
4074 /* Extract the next entry */
4075 ty = temp_y[flow_tail];
4076 tx = temp_x[flow_tail];
4078 /* Forget that entry */
4079 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4081 /* Add the "children" */
4082 for (d = 0; d < 8; d++)
4084 int old_head = flow_head;
4085 int m = cave[ty][tx].cost + 1;
4086 int n = cave[ty][tx].dist + 1;
4089 /* Child location */
4090 y = ty + ddy_ddd[d];
4091 x = tx + ddx_ddd[d];
4093 /* Ignore player's grid */
4094 if (player_bold(y, x)) continue;
4096 c_ptr = &cave[y][x];
4098 if (is_closed_door(c_ptr->feat)) m += 3;
4100 /* Ignore "pre-stamped" entries */
4101 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4103 /* Ignore "walls" and "rubble" */
4104 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4106 /* Save the flow cost */
4107 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4108 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4110 /* Hack -- limit flow depth */
4111 if (n == MONSTER_FLOW_DEPTH) continue;
4113 /* Enqueue that entry */
4114 temp_y[flow_head] = y;
4115 temp_x[flow_head] = x;
4117 /* Advance the queue */
4118 if (++flow_head == TEMP_MAX) flow_head = 0;
4120 /* Hack -- notice overflow by forgetting new entry */
4121 if (flow_head == flow_tail) flow_head = old_head;
4127 static int scent_when = 0;
4130 * Characters leave scent trails for perceptive monsters to track.
4132 * Smell is rather more limited than sound. Many creatures cannot use
4133 * it at all, it doesn't extend very far outwards from the character's
4134 * current position, and monsters can use it to home in the character,
4135 * but not to run away from him.
4137 * Smell is valued according to age. When a character takes his turn,
4138 * scent is aged by one, and new scent of the current age is laid down.
4139 * Speedy characters leave more scent, true, but it also ages faster,
4140 * which makes it harder to hunt them down.
4142 * Whenever the age count loops, most of the scent trail is erased and
4143 * the age of the remainder is recalculated.
4145 void update_smell(void)
4150 /* Create a table that controls the spread of scent */
4151 const int scent_adjust[5][5] =
4160 /* Loop the age and adjust scent values when necessary */
4161 if (++scent_when == 254)
4163 /* Scan the entire dungeon */
4164 for (y = 0; y < cur_hgt; y++)
4166 for (x = 0; x < cur_wid; x++)
4168 int w = cave[y][x].when;
4169 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4178 /* Lay down new scent */
4179 for (i = 0; i < 5; i++)
4181 for (j = 0; j < 5; j++)
4185 /* Translate table to map grids */
4190 if (!in_bounds(y, x)) continue;
4192 c_ptr = &cave[y][x];
4194 /* Walls, water, and lava cannot hold scent. */
4195 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4197 /* Grid must not be blocked by walls from the character */
4198 if (!player_has_los_bold(y, x)) continue;
4200 /* Note grids that are too far away */
4201 if (scent_adjust[i][j] == -1) continue;
4203 /* Mark the grid with new scent */
4204 c_ptr->when = scent_when + scent_adjust[i][j];
4211 * Hack -- map the current panel (plus some) ala "magic mapping"
4213 void map_area(int range)
4218 feature_type *f_ptr;
4220 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4222 /* Scan that area */
4223 for (y = 1; y < cur_hgt - 1; y++)
4225 for (x = 1; x < cur_wid - 1; x++)
4227 if (distance(py, px, y, x) > range) continue;
4229 c_ptr = &cave[y][x];
4231 /* Feature code (applying "mimic" field) */
4232 feat = get_feat_mimic(c_ptr);
4233 f_ptr = &f_info[feat];
4235 /* All non-walls are "checked" */
4236 if (!have_flag(f_ptr->flags, FF_WALL))
4238 /* Memorize normal features */
4239 if (have_flag(f_ptr->flags, FF_REMEMBER))
4241 /* Memorize the object */
4242 c_ptr->info |= (CAVE_MARK);
4245 /* Memorize known walls */
4246 for (i = 0; i < 8; i++)
4248 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4250 /* Feature code (applying "mimic" field) */
4251 feat = get_feat_mimic(c_ptr);
4252 f_ptr = &f_info[feat];
4254 /* Memorize walls (etc) */
4255 if (have_flag(f_ptr->flags, FF_REMEMBER))
4257 /* Memorize the walls */
4258 c_ptr->info |= (CAVE_MARK);
4266 p_ptr->redraw |= (PR_MAP);
4269 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4275 * Light up the dungeon using "clairvoyance"
4277 * This function "illuminates" every grid in the dungeon, memorizes all
4278 * "objects", memorizes all grids as with magic mapping, and, under the
4279 * standard option settings (view_perma_grids but not view_torch_grids)
4280 * memorizes all floor grids too.
4282 * Note that if "view_perma_grids" is not set, we do not memorize floor
4283 * grids, since this would defeat the purpose of "view_perma_grids", not
4284 * that anyone seems to play without this option.
4286 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4287 * since this would prevent the use of "view_torch_grids" as a method to
4288 * keep track of what grids have been observed directly.
4290 void wiz_lite(bool ninja)
4294 feature_type *f_ptr;
4296 /* Memorize objects */
4297 for (i = 1; i < o_max; i++)
4299 object_type *o_ptr = &o_list[i];
4301 /* Skip dead objects */
4302 if (!o_ptr->k_idx) continue;
4304 /* Skip held objects */
4305 if (o_ptr->held_m_idx) continue;
4308 o_ptr->marked |= OM_FOUND;
4311 /* Scan all normal grids */
4312 for (y = 1; y < cur_hgt - 1; y++)
4314 /* Scan all normal grids */
4315 for (x = 1; x < cur_wid - 1; x++)
4317 cave_type *c_ptr = &cave[y][x];
4319 /* Feature code (applying "mimic" field) */
4320 feat = get_feat_mimic(c_ptr);
4321 f_ptr = &f_info[feat];
4323 /* Process all non-walls */
4324 if (!have_flag(f_ptr->flags, FF_WALL))
4326 /* Scan all neighbors */
4327 for (i = 0; i < 9; i++)
4329 int yy = y + ddy_ddd[i];
4330 int xx = x + ddx_ddd[i];
4333 c_ptr = &cave[yy][xx];
4335 /* Feature code (applying "mimic" field) */
4336 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4338 /* Perma-lite the grid */
4339 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4341 c_ptr->info |= (CAVE_GLOW);
4344 /* Memorize normal features */
4345 if (have_flag(f_ptr->flags, FF_REMEMBER))
4347 /* Memorize the grid */
4348 c_ptr->info |= (CAVE_MARK);
4351 /* Perma-lit grids (newly and previously) */
4352 else if (c_ptr->info & CAVE_GLOW)
4354 /* Normally, memorize floors (see above) */
4355 if (view_perma_grids && !view_torch_grids)
4357 /* Memorize the grid */
4358 c_ptr->info |= (CAVE_MARK);
4366 /* Update the monsters */
4367 p_ptr->update |= (PU_MONSTERS);
4370 p_ptr->redraw |= (PR_MAP);
4373 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4378 * Forget the dungeon map (ala "Thinking of Maud...").
4385 /* Forget every grid */
4386 for (y = 1; y < cur_hgt - 1; y++)
4388 for (x = 1; x < cur_wid - 1; x++)
4390 cave_type *c_ptr = &cave[y][x];
4392 /* Process the grid */
4393 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
4394 c_ptr->info |= (CAVE_UNSAFE);
4398 /* Forget every grid on horizontal edge */
4399 for (x = 0; x < cur_wid; x++)
4401 cave[0][x].info &= ~(CAVE_MARK);
4402 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4405 /* Forget every grid on vertical edge */
4406 for (y = 1; y < (cur_hgt - 1); y++)
4408 cave[y][0].info &= ~(CAVE_MARK);
4409 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4412 /* Forget all objects */
4413 for (i = 1; i < o_max; i++)
4415 object_type *o_ptr = &o_list[i];
4417 /* Skip dead objects */
4418 if (!o_ptr->k_idx) continue;
4420 /* Skip held objects */
4421 if (o_ptr->held_m_idx) continue;
4423 /* Forget the object */
4427 /* Mega-Hack -- Forget the view and lite */
4428 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4430 /* Update the view and lite */
4431 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4433 /* Update the monsters */
4434 p_ptr->update |= (PU_MONSTERS);
4437 p_ptr->redraw |= (PR_MAP);
4440 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4448 * Change the "feat" flag for a grid, and notice/redraw the grid
4450 void cave_set_feat(int y, int x, int feat)
4452 cave_type *c_ptr = &cave[y][x];
4453 feature_type *f_ptr = &f_info[feat];
4455 /* Clear mimic type */
4458 /* Remove flag for mirror/glyph */
4459 c_ptr->info &= ~(CAVE_OBJECT);
4461 /* Change the feature */
4464 /* Check for change to boring grid */
4465 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4467 /* Check for change to out of sight grid */
4468 else if (!player_can_see_bold(y, x)) c_ptr->info &= ~(CAVE_MARK);
4470 /* Hack -- glow the deep lava */
4471 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4475 for (i = 0; i < 9; i++)
4477 yy = y + ddy_ddd[i];
4478 xx = x + ddx_ddd[i];
4479 if (!in_bounds2(yy, xx)) continue;
4480 cave[yy][xx].info |= CAVE_GLOW;
4481 if (player_has_los_bold(yy, xx))
4501 * Take a feature, determine what that feature becomes
4502 * through applying the given action.
4504 int feat_state(int feat, int action)
4506 feature_type *f_ptr = &f_info[feat];
4509 /* Get the new feature */
4510 for (i = 0; i < MAX_FEAT_STATES; i++)
4512 if (f_ptr->state[i].action == action)
4514 newfeat = f_ptr->state[i].result;
4515 return (newfeat == FEAT_FLOOR) ? floor_type[randint0(100)] : newfeat;
4519 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4521 if (feature_action_flags[action] & FAF_DESTROY)
4523 newfeat = f_ptr->destroyed;
4524 return (newfeat == FEAT_FLOOR) ? floor_type[randint0(100)] : newfeat;
4530 * Takes a location and action and changes the feature at that
4531 * location through applying the given action.
4533 void cave_alter_feat(int y, int x, int action)
4535 /* Set old feature */
4536 int oldfeat = cave[y][x].feat;
4538 /* Get the new feat */
4539 int newfeat = feat_state(oldfeat, action);
4542 if (newfeat == oldfeat) return;
4544 /* Set the new feature */
4545 cave_set_feat(y, x, newfeat);
4547 if (!(feature_action_flags[action] & FAF_NO_DROP))
4549 feature_type *old_f_ptr = &f_info[oldfeat];
4550 feature_type *f_ptr = &f_info[newfeat];
4554 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4556 /* Place some gold */
4562 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4565 place_object(y, x, 0L);
4569 if (found && character_dungeon && player_can_see_bold(y, x))
4572 msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
4574 msg_print("You have found something!");
4581 /* Remove a mirror */
4582 void remove_mirror(int y, int x)
4584 /* Remove the mirror */
4585 cave[y][x].info &= ~(CAVE_OBJECT);
4586 cave[y][x].mimic = 0;
4588 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4590 cave[y][x].info &= ~(CAVE_GLOW);
4591 if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
4602 * Return TRUE if there is a mirror on the grid.
4604 bool is_mirror_grid(cave_type *c_ptr)
4606 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4614 * Return TRUE if there is a mirror on the grid.
4616 bool is_glyph_grid(cave_type *c_ptr)
4618 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4626 * Return TRUE if there is a mirror on the grid.
4628 bool is_explosive_rune_grid(cave_type *c_ptr)
4630 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4638 * Calculate "incremental motion". Used by project() and shoot().
4639 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4641 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4643 int dy, dx, dist, shift;
4645 /* Extract the distance travelled */
4646 dy = (*y < y1) ? y1 - *y : *y - y1;
4647 dx = (*x < x1) ? x1 - *x : *x - x1;
4649 /* Number of steps */
4650 dist = (dy > dx) ? dy : dx;
4652 /* We are calculating the next location */
4656 /* Calculate the total distance along each axis */
4657 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4658 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4660 /* Paranoia -- Hack -- no motion */
4661 if (!dy && !dx) return;
4664 /* Move mostly vertically */
4667 /* Extract a shift factor */
4668 shift = (dist * dx + (dy - 1) / 2) / dy;
4670 /* Sometimes move along the minor axis */
4671 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4673 /* Always move along major axis */
4674 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4677 /* Move mostly horizontally */
4680 /* Extract a shift factor */
4681 shift = (dist * dy + (dx - 1) / 2) / dx;
4683 /* Sometimes move along the minor axis */
4684 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4686 /* Always move along major axis */
4687 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4694 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4695 * at the final destination, assuming no monster gets in the way.
4697 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4699 bool projectable(int y1, int x1, int y2, int x2)
4706 /* Check the projection path */
4707 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4709 /* No grid is ever projectable from itself */
4710 if (!grid_n) return (FALSE);
4713 y = GRID_Y(grid_g[grid_n - 1]);
4714 x = GRID_X(grid_g[grid_n - 1]);
4716 /* May not end in an unrequested grid */
4717 if ((y != y2) || (x != x2)) return (FALSE);
4725 * Standard "find me a location" function
4727 * Obtains a legal location within the given distance of the initial
4728 * location, and with "los()" from the source to destination location.
4730 * This function is often called from inside a loop which searches for
4731 * locations while increasing the "d" distance.
4733 * Currently the "m" parameter is unused.
4735 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4742 /* Pick a location */
4745 /* Pick a new location */
4746 ny = rand_spread(y, d);
4747 nx = rand_spread(x, d);
4749 /* Ignore annoying locations */
4750 if (!in_bounds(ny, nx)) continue;
4752 /* Ignore "excessively distant" locations */
4753 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4755 /* Require "line of sight" */
4756 if (los(y, x, ny, nx)) break;
4759 /* Save the location */
4768 * Track a new monster
4770 void health_track(int m_idx)
4772 /* Mount monster is already tracked */
4773 if (m_idx && m_idx == p_ptr->riding) return;
4775 /* Track a new guy */
4776 p_ptr->health_who = m_idx;
4778 /* Redraw (later) */
4779 p_ptr->redraw |= (PR_HEALTH);
4785 * Hack -- track the given monster race
4787 void monster_race_track(int r_idx)
4789 /* Save this monster ID */
4790 p_ptr->monster_race_idx = r_idx;
4793 p_ptr->window |= (PW_MONSTER);
4799 * Hack -- track the given object kind
4801 void object_kind_track(int k_idx)
4803 /* Save this monster ID */
4804 p_ptr->object_kind_idx = k_idx;
4807 p_ptr->window |= (PW_OBJECT);
4813 * Something has happened to disturb the player.
4815 * The first arg indicates a major disturbance, which affects search.
4817 * The second arg is currently unused, but could induce output flush.
4819 * All disturbance cancels repeated commands, resting, and running.
4821 void disturb(int stop_search, int unused_flag)
4824 unused_flag = unused_flag;
4826 /* Cancel auto-commands */
4827 /* command_new = 0; */
4829 /* Cancel repeated commands */
4835 /* Redraw the state (later) */
4836 p_ptr->redraw |= (PR_STATE);
4839 /* Cancel Resting */
4840 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4843 set_action(ACTION_NONE);
4846 /* Cancel running */
4852 /* Check for new panel if appropriate */
4853 if (center_player && !center_running) verify_panel();
4855 /* Calculate torch radius */
4856 p_ptr->update |= (PU_TORCH);
4858 /* Update monster flow */
4859 p_ptr->update |= (PU_FLOW);
4862 /* Flush the input if requested */
4863 if (flush_disturb) flush();
4868 * Glow deep lava and building entrances in the floor
4870 void glow_deep_lava_and_bldg(void)
4872 int y, x, i, yy, xx;
4875 /* Not in the darkness dungeon */
4876 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
4878 for (y = 0; y < cur_hgt; y++)
4880 for (x = 0; x < cur_wid; x++)
4882 c_ptr = &cave[y][x];
4884 /* Feature code (applying "mimic" field) */
4886 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
4888 for (i = 0; i < 9; i++)
4890 yy = y + ddy_ddd[i];
4891 xx = x + ddx_ddd[i];
4892 if (!in_bounds2(yy, xx)) continue;
4893 cave[yy][xx].info |= CAVE_GLOW;
4894 if (player_has_los_bold(yy, xx)) note_spot(yy, xx);