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)
69 case FEAT_TRAP_TRAPDOOR:
71 case FEAT_TRAP_SPIKED_PIT:
72 case FEAT_TRAP_POISON_PIT:
73 case FEAT_TRAP_TY_CURSE:
74 case FEAT_TRAP_TELEPORT:
78 case FEAT_TRAP_LOSE_STR:
79 case FEAT_TRAP_LOSE_DEX:
80 case FEAT_TRAP_LOSE_CON:
82 case FEAT_TRAP_CONFUSE:
83 case FEAT_TRAP_POISON:
88 case FEAT_TRAP_ARMAGEDDON:
89 case FEAT_TRAP_PIRANHA:
104 * Return TRUE if the given grid is a known trap
106 bool is_known_trap(cave_type *c_ptr)
108 if (!c_ptr->mimic && is_trap(c_ptr->feat)) return TRUE;
114 * Return TRUE if the given grid is a closed door
116 bool is_closed_door(int feat)
118 return (feat >= FEAT_DOOR_HEAD && feat <= FEAT_DOOR_TAIL);
123 * Return TRUE if the given grid is a hidden closed door
125 bool is_hidden_door(cave_type *c_ptr)
128 is_closed_door(c_ptr->feat))
136 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
137 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
139 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
141 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
142 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
143 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
145 * We assume that the "mathematical corner" of a non-floor tile does not
146 * block line of sight.
148 * Because this function uses (short) ints for all calculations, overflow may
149 * occur if dx and dy exceed 90.
151 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
152 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
153 * we can use integer arithmetic.
155 * We travel from start to finish along the longer axis, starting at the border
156 * between the first and second tiles, where the y offset = .5 * slope, taking
157 * into account the scale factor. See below.
159 * Also note that this function and the "move towards target" code do NOT
160 * share the same properties. Thus, you can see someone, target them, and
161 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
162 * by clever choice of target locations, you can sometimes throw a "curve".
164 * Note that "line of sight" is not "reflexive" in all cases.
166 * Use the "projectable()" routine to test "spell/missile line of sight".
168 * Use the "update_view()" function to determine player line-of-sight.
170 bool los(int y1, int x1, int y2, int x2)
190 /* Slope, or 1/Slope, of LOS */
194 /* Extract the offset */
198 /* Extract the absolute offset */
203 /* Handle adjacent (or identical) grids */
204 if ((ax < 2) && (ay < 2)) return (TRUE);
207 /* Paranoia -- require "safe" origin */
208 /* if (!in_bounds(y1, x1)) return (FALSE); */
209 /* if (!in_bounds(y2, x2)) return (FALSE); */
212 /* Directly South/North */
215 /* South -- check for walls */
218 for (ty = y1 + 1; ty < y2; ty++)
220 if (!cave_floor_bold(ty, x1)) return (FALSE);
224 /* North -- check for walls */
227 for (ty = y1 - 1; ty > y2; ty--)
229 if (!cave_floor_bold(ty, x1)) return (FALSE);
237 /* Directly East/West */
240 /* East -- check for walls */
243 for (tx = x1 + 1; tx < x2; tx++)
245 if (!cave_floor_bold(y1, tx)) return (FALSE);
249 /* West -- check for walls */
252 for (tx = x1 - 1; tx > x2; tx--)
254 if (!cave_floor_bold(y1, tx)) return (FALSE);
263 /* Extract some signs */
264 sx = (dx < 0) ? -1 : 1;
265 sy = (dy < 0) ? -1 : 1;
268 /* Vertical "knights" */
273 if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
277 /* Horizontal "knights" */
282 if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
287 /* Calculate scale factor div 2 */
290 /* Calculate scale factor */
294 /* Travel horizontally */
297 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
303 /* Consider the special case where slope == 1. */
314 /* Note (below) the case (qy == f2), where */
315 /* the LOS exactly meets the corner of a tile. */
318 if (!cave_floor_bold(ty, tx)) return (FALSE);
329 if (!cave_floor_bold(ty, tx)) return (FALSE);
342 /* Travel vertically */
345 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
361 /* Note (below) the case (qx == f2), where */
362 /* the LOS exactly meets the corner of a tile. */
365 if (!cave_floor_bold(ty, tx)) return (FALSE);
376 if (!cave_floor_bold(ty, tx)) return (FALSE);
399 * Can the player "see" the given grid in detail?
401 * He must have vision, illumination, and line of sight.
403 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
404 * So, given "CAVE_LITE", we know that the grid is "fully visible".
406 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
407 * that a wall is visible from any direction. That would be odd. Except
408 * under wizard light, which might make sense. Thus, for walls, we require
409 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
410 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
411 * in line of sight of the player.
413 * This extra check is expensive, but it provides a more "correct" semantics.
415 * Note that we should not run this check on walls which are "outer walls" of
416 * the dungeon, or we will induce a memory fault, but actually verifying all
417 * of the locations would be extremely expensive.
419 * Thus, to speed up the function, we assume that all "perma-walls" which are
420 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
421 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
422 * and the player has more important things on his mind when he is attacking a
423 * monster vault. It is annoying, but an extremely important optimization.
425 * Note that "glowing walls" are only considered to be "illuminated" if the
426 * grid which is next to the wall in the direction of the player is also a
427 * "glowing" grid. This prevents the player from being able to "see" the
428 * walls of illuminated rooms from a corridor outside the room.
430 bool player_can_see_bold(int y, int x)
436 /* Blind players see nothing */
437 if (p_ptr->blind) return (FALSE);
439 /* Access the cave grid */
442 /* Note that "torch-lite" yields "illumination" */
443 if (c_ptr->info & (CAVE_LITE)) return (TRUE);
445 /* Require line of sight to the grid */
446 if (!player_has_los_bold(y, x)) return (FALSE);
448 if (p_ptr->pclass == CLASS_NINJA) return TRUE;
450 /* Require "perma-lite" of the grid */
451 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return (FALSE);
453 /* Floors are simple */
454 if (cave_floor_bold(y, x)) return (TRUE);
456 /* Hack -- move towards player */
457 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
458 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
460 /* Check for "local" illumination */
461 if (cave[yy][xx].info & (CAVE_GLOW | CAVE_MNLT))
463 /* Assume the wall is really illuminated */
467 /* Assume not visible */
474 * Returns true if the player's grid is dark
478 return (!player_can_see_bold(py, px));
485 * Determine if a given location may be "destroyed"
487 * Used by destruction spells, and for placing stairs, etc.
489 bool cave_valid_bold(int y, int x)
491 cave_type *c_ptr = &cave[y][x];
493 s16b this_o_idx, next_o_idx = 0;
496 /* Forbid perma-grids */
497 if (cave_perma_grid(c_ptr)) return (FALSE);
500 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
505 o_ptr = &o_list[this_o_idx];
507 /* Acquire next object */
508 next_o_idx = o_ptr->next_o_idx;
510 /* Forbid artifact grids */
511 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
522 * Determine if a given location may be "destroyed"
524 * Used by destruction spells, and for placing stairs, etc.
526 bool cave_valid_grid(cave_type *c_ptr)
528 s16b this_o_idx, next_o_idx = 0;
531 /* Forbid perma-grids */
532 if (cave_perma_grid(c_ptr)) return (FALSE);
535 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
540 o_ptr = &o_list[this_o_idx];
542 /* Acquire next object */
543 next_o_idx = o_ptr->next_o_idx;
545 /* Forbid artifact grids */
546 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
557 * Hack -- Legal monster codes
559 static char image_monster_hack[] = \
560 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
563 * Mega-Hack -- Hallucinatory monster
565 static void image_monster(byte *ap, char *cp)
567 /* Random symbol from set above */
570 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
578 int n = sizeof(image_monster_hack) - 1;
580 *cp = image_monster_hack[randint0(n)];
590 * Hack -- Legal object codes
592 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
595 * Mega-Hack -- Hallucinatory object
597 static void image_object(byte *ap, char *cp)
601 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
608 int n = sizeof(image_object_hack) - 1;
610 *cp = image_object_hack[randint0(n)];
620 * Hack -- Random hallucination
622 static void image_random(byte *ap, char *cp)
624 /* Normally, assume monsters */
625 if (randint0(100) < 75)
627 image_monster(ap, cp);
630 /* Otherwise, assume objects */
633 image_object(ap, cp);
638 * Not using graphical tiles for this feature?
640 #define is_ascii_graphics(A) (!((A) & 0x80))
643 * The 16x16 tile of the terrain supports lighting
645 static bool feat_supports_lighting(byte feat)
647 if (is_trap(feat)) return streq(ANGBAND_GRAF, "new");
665 case FEAT_WALL_EXTRA:
666 case FEAT_WALL_INNER:
667 case FEAT_WALL_OUTER:
668 case FEAT_WALL_SOLID:
669 case FEAT_PERM_EXTRA:
670 case FEAT_PERM_INNER:
671 case FEAT_PERM_OUTER:
672 case FEAT_PERM_SOLID:
673 case FEAT_MINOR_GLYPH:
674 case FEAT_DEEP_WATER:
675 case FEAT_SHAL_WATER:
682 case FEAT_DEEP_GRASS:
693 * This array lists the effects of "brightness" on various "base" colours.
695 * This is used to do dynamic lighting effects in ascii :-)
696 * At the moment, only the various "floor" tiles are affected.
698 * The layout of the array is [x][0] = light and [x][1] = dark.
701 static byte lighting_colours[16][2] =
704 {TERM_L_DARK, TERM_DARK},
707 {TERM_YELLOW, TERM_SLATE},
710 {TERM_WHITE, TERM_L_DARK},
713 {TERM_L_UMBER, TERM_UMBER},
716 {TERM_RED, TERM_RED},
719 {TERM_L_GREEN, TERM_GREEN},
722 {TERM_BLUE, TERM_BLUE},
725 {TERM_L_UMBER, TERM_RED},
728 {TERM_SLATE, TERM_L_DARK},
731 {TERM_WHITE, TERM_SLATE},
734 {TERM_L_RED, TERM_BLUE},
737 {TERM_YELLOW, TERM_ORANGE},
740 {TERM_L_RED, TERM_L_RED},
743 {TERM_L_GREEN, TERM_GREEN},
746 {TERM_L_BLUE, TERM_L_BLUE},
749 {TERM_L_UMBER, TERM_UMBER}
753 * Extract the attr/char to display at the given (legal) map location
755 * Basically, we "paint" the chosen attr/char in several passes, starting
756 * with any known "terrain features" (defaulting to darkness), then adding
757 * any known "objects", and finally, adding any known "monsters". This
758 * is not the fastest method but since most of the calls to this function
759 * are made for grids with no monsters or objects, it is fast enough.
761 * Note that this function, if used on the grid containing the "player",
762 * will return the attr/char of the grid underneath the player, and not
763 * the actual player attr/char itself, allowing a lot of optimization
764 * in various "display" functions.
766 * Note that the "zero" entry in the feature/object/monster arrays are
767 * used to provide "special" attr/char codes, with "monster zero" being
768 * used for the player attr/char, "object zero" being used for the "stack"
769 * attr/char, and "feature zero" being used for the "nothing" attr/char,
770 * though this function makes use of only "feature zero".
772 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
773 * which means their color changes, and "ATTR_CLEAR", which means they take
774 * the color of whatever is under them, and "CHAR_CLEAR", which means that
775 * they take the symbol of whatever is under them. Technically, the flag
776 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
777 * examined, but this flag is currently ignored.
779 * Currently, we do nothing with multi-hued objects, because there are
780 * not any. If there were, they would have to set "shimmer_objects"
781 * when they were created, and then new "shimmer" code in "dungeon.c"
782 * would have to be created handle the "shimmer" effect, and the code
783 * in "cave.c" would have to be updated to create the shimmer effect.
785 * Note the effects of hallucination. Objects always appear as random
786 * "objects", monsters as random "monsters", and normal grids occasionally
787 * appear as random "monsters" or "objects", but note that these random
788 * "monsters" and "objects" are really just "colored ascii symbols".
790 * Note that "floors" and "invisible traps" (and "zero" features) are
791 * drawn as "floors" using a special check for optimization purposes,
792 * and these are the only features which get drawn using the special
793 * lighting effects activated by "view_special_lite".
795 * Note the use of the "mimic" field in the "terrain feature" processing,
796 * which allows any feature to "pretend" to be another feature. This is
797 * used to "hide" secret doors, and to make all "doors" appear the same,
798 * and all "walls" appear the same, and "hidden" treasure stay hidden.
799 * It is possible to use this field to make a feature "look" like a floor,
800 * but the "special lighting effects" for floors will not be used.
802 * Note the use of the new "terrain feature" information. Note that the
803 * assumption that all interesting "objects" and "terrain features" are
804 * memorized allows extremely optimized processing below. Note the use
805 * of separate flags on objects to mark them as memorized allows a grid
806 * to have memorized "terrain" without granting knowledge of any object
807 * which may appear in that grid.
809 * Note the efficient code used to determine if a "floor" grid is
810 * "memorized" or "viewable" by the player, where the test for the
811 * grid being "viewable" is based on the facts that (1) the grid
812 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
813 * line of sight, and (3) the player must not be blind, and uses the
814 * assumption that all torch-lit grids are in line of sight.
816 * Note that floors (and invisible traps) are the only grids which are
817 * not memorized when seen, so only these grids need to check to see if
818 * the grid is "viewable" to the player (if it is not memorized). Since
819 * most non-memorized grids are in fact walls, this induces *massive*
820 * efficiency, at the cost of *forcing* the memorization of non-floor
821 * grids when they are first seen. Note that "invisible traps" are
822 * always treated exactly like "floors", which prevents "cheating".
824 * Note the "special lighting effects" which can be activated for floor
825 * grids using the "view_special_lite" option (for "white" floor grids),
826 * causing certain grids to be displayed using special colors. If the
827 * player is "blind", we will use "dark gray", else if the grid is lit
828 * by the torch, and the "view_yellow_lite" option is set, we will use
829 * "yellow", else if the grid is "dark", we will use "dark gray", else
830 * if the grid is not "viewable", and the "view_bright_lite" option is
831 * set, and the we will use "slate" (gray). We will use "white" for all
832 * other cases, in particular, for illuminated viewable floor grids.
834 * Note the "special lighting effects" which can be activated for wall
835 * grids using the "view_granite_lite" option (for "white" wall grids),
836 * causing certain grids to be displayed using special colors. If the
837 * player is "blind", we will use "dark gray", else if the grid is lit
838 * by the torch, and the "view_yellow_lite" option is set, we will use
839 * "yellow", else if the "view_bright_lite" option is set, and the grid
840 * is not "viewable", or is "dark", or is glowing, but not when viewed
841 * from the player's current location, we will use "slate" (gray). We
842 * will use "white" for all other cases, in particular, for correctly
843 * illuminated viewable wall grids.
845 * Note that, when "view_granite_lite" is set, we use an inline version
846 * of the "player_can_see_bold()" function to check the "viewability" of
847 * grids when the "view_bright_lite" option is set, and we do NOT use
848 * any special colors for "dark" wall grids, since this would allow the
849 * player to notice the walls of illuminated rooms from a hallway that
850 * happened to run beside the room. The alternative, by the way, would
851 * be to prevent the generation of hallways next to rooms, but this
852 * would still allow problems when digging towards a room.
854 * Note that bizarre things must be done when the "attr" and/or "char"
855 * codes have the "high-bit" set, since these values are used to encode
856 * various "special" pictures in some versions, and certain situations,
857 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
858 * to be "scrambled" in various ways.
860 * Note that eventually we may use the "&" symbol for embedded treasure,
861 * and use the "*" symbol to indicate multiple objects, though this will
862 * have to wait for Angband 2.8.0 or later. Note that currently, this
863 * is not important, since only one object or terrain feature is allowed
864 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
866 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
867 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
868 * then a whole lot of code should be changed... XXX XXX
870 #ifdef USE_TRANSPARENCY
871 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
872 #else /* USE_TRANSPARENCY */
873 void map_info(int y, int x, byte *ap, char *cp)
874 #endif /* USE_TRANSPARENCY */
880 s16b this_o_idx, next_o_idx = 0;
890 /* Feature code (applying "mimic" field) */
891 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
894 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
896 /* Memorized (or visible) floor */
897 if ((c_ptr->info & CAVE_MARK) ||
898 (((c_ptr->info & CAVE_LITE) || (c_ptr->info & CAVE_MNLT) ||
899 ((c_ptr->info & CAVE_GLOW) &&
900 (c_ptr->info & CAVE_VIEW))) &&
904 f_ptr = &f_info[feat];
912 /* Special lighting effects */
913 if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
921 * feat_supports_lighting(feat)
922 * is always TRUE here
925 /* Use a dark tile */
930 /* Use "dark gray" */
935 /* Handle "torch-lit" grids */
936 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
939 if (view_yellow_lite && !p_ptr->wild_mode)
944 * feat_supports_lighting(feat)
945 * is always TRUE here
948 /* Use a brightly lit tile */
959 /* Handle "dark" grids */
960 else if (!(c_ptr->info & CAVE_GLOW))
965 * feat_supports_lighting(feat)
966 * is always TRUE here
969 /* Use a dark tile */
974 /* Use "dark gray" */
979 /* Handle "out-of-sight" grids */
980 else if (!(c_ptr->info & CAVE_VIEW))
983 if (view_bright_lite && !p_ptr->wild_mode)
988 * feat_supports_lighting(feat)
989 * is always TRUE here
992 /* Use a dark tile */
1008 /* Unsafe cave grid -- idea borrowed from Unangband */
1009 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1010 feat = FEAT_UNDETECTD;
1014 /* Access darkness */
1015 f_ptr = &f_info[feat];
1028 /* Memorized grids */
1029 if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || new_ascii_graphics))
1031 /* Access feature */
1032 f_ptr = &f_info[feat];
1040 if (new_ascii_graphics)
1042 /* Handle "blind" */
1045 if (is_ascii_graphics(a))
1047 /* Use darkened colour */
1048 a = lighting_colours[a][1];
1050 else if (use_graphics && feat_supports_lighting(feat))
1052 /* Use a dark tile */
1057 /* Handle "torch-lit" grids */
1058 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1061 if (view_yellow_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
1063 if (is_ascii_graphics(a))
1065 /* Use lightened colour */
1066 a = lighting_colours[a][0];
1068 else if (use_graphics &&
1069 feat_supports_lighting(feat))
1071 /* Use a brightly lit tile */
1077 /* Handle "view_bright_lite" */
1078 else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
1081 if (!(c_ptr->info & CAVE_VIEW))
1083 if (is_ascii_graphics(a))
1085 /* Use darkened colour */
1086 a = lighting_colours[a][1];
1088 else if (use_graphics && feat_supports_lighting(feat))
1090 /* Use a dark tile */
1096 else if (!(c_ptr->info & CAVE_GLOW))
1098 if (is_ascii_graphics(a))
1100 /* Use darkened colour */
1101 a = lighting_colours[a][1];
1106 /* Special lighting effects */
1107 else if (view_granite_lite && !p_ptr->wild_mode &&
1108 (((a == TERM_WHITE) && !use_graphics) ||
1109 (use_graphics && feat_supports_lighting(feat))))
1111 /* Handle "blind" */
1116 /* Use a dark tile */
1121 /* Use "dark gray" */
1126 /* Handle "torch-lit" grids */
1127 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1130 if (view_yellow_lite && !p_ptr->wild_mode)
1134 /* Use a brightly lit tile */
1145 /* Handle "view_bright_lite" */
1146 else if (view_bright_lite && !p_ptr->wild_mode)
1149 if (!(c_ptr->info & CAVE_VIEW))
1153 /* Use a dark tile */
1164 else if (!(c_ptr->info & CAVE_GLOW))
1168 /* Use a lit tile */
1177 /* Not glowing correctly */
1182 /* Hack -- move towards player */
1183 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1184 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1186 /* Check for "local" illumination */
1187 if (!(cave[yy][xx].info & CAVE_GLOW))
1191 /* Use a lit tile */
1204 /* "Simple Lighting" */
1207 /* Handle "blind" */
1208 if (!(c_ptr->info & CAVE_MARK))
1210 /* Unsafe cave grid -- idea borrowed from Unangband */
1211 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1212 feat = FEAT_UNDETECTD;
1217 /* Access feature */
1218 f_ptr = &f_info[feat];
1228 if (feat_priority == -1)
1233 case FEAT_UNDETECTD:
1240 case FEAT_TRAP_TRAPDOOR:
1242 case FEAT_TRAP_SPIKED_PIT:
1243 case FEAT_TRAP_POISON_PIT:
1244 case FEAT_TRAP_TY_CURSE:
1245 case FEAT_TRAP_TELEPORT:
1246 case FEAT_TRAP_FIRE:
1247 case FEAT_TRAP_ACID:
1248 case FEAT_TRAP_SLOW:
1249 case FEAT_TRAP_LOSE_STR:
1250 case FEAT_TRAP_LOSE_DEX:
1251 case FEAT_TRAP_LOSE_CON:
1252 case FEAT_TRAP_BLIND:
1253 case FEAT_TRAP_CONFUSE:
1254 case FEAT_TRAP_POISON:
1255 case FEAT_TRAP_SLEEP:
1256 case FEAT_TRAP_TRAPS:
1257 case FEAT_TRAP_ALARM:
1261 case FEAT_DEEP_GRASS:
1269 case FEAT_WALL_EXTRA:
1270 case FEAT_WALL_INNER:
1271 case FEAT_WALL_OUTER:
1272 case FEAT_WALL_SOLID:
1273 case FEAT_DEEP_WATER:
1274 case FEAT_SHAL_WATER:
1275 case FEAT_DEEP_LAVA:
1276 case FEAT_SHAL_LAVA:
1282 /* Now a days treasere grid is too many */
1287 case FEAT_PERM_EXTRA:
1288 case FEAT_PERM_INNER:
1289 case FEAT_PERM_OUTER:
1290 case FEAT_PERM_SOLID:
1294 /* default is feat_priority = 20; (doors and stores) */
1297 case FEAT_MINOR_GLYPH:
1299 case FEAT_PATTERN_START:
1300 case FEAT_PATTERN_1:
1301 case FEAT_PATTERN_2:
1302 case FEAT_PATTERN_3:
1303 case FEAT_PATTERN_4:
1304 case FEAT_PATTERN_END:
1305 case FEAT_PATTERN_OLD:
1306 case FEAT_PATTERN_XTRA1:
1307 case FEAT_PATTERN_XTRA2:
1311 /* objects have feat_priority = 20 */
1312 /* monsters have feat_priority = 30 */
1316 case FEAT_QUEST_ENTER:
1317 case FEAT_QUEST_EXIT:
1318 case FEAT_QUEST_DOWN:
1320 case FEAT_LESS_LESS:
1321 case FEAT_MORE_MORE:
1333 #ifdef USE_TRANSPARENCY
1334 /* Save the terrain info for the transparency effects */
1337 #endif /* USE_TRANSPARENCY */
1343 /* Hack -- rare random hallucination, except on outer dungeon walls */
1344 if (p_ptr->image && (feat < FEAT_PERM_SOLID) && one_in_(256))
1347 image_random(ap, cp);
1351 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1355 /* Acquire object */
1356 o_ptr = &o_list[this_o_idx];
1358 /* Acquire next object */
1359 next_o_idx = o_ptr->next_o_idx;
1361 /* Memorized objects */
1364 if (display_autopick)
1368 match_autopick = is_autopick(o_ptr);
1369 if(match_autopick == -1)
1372 act = autopick_list[match_autopick].action;
1374 if ((act & DO_DISPLAY) && (act & display_autopick))
1376 autopick_obj = o_ptr;
1380 match_autopick = -1;
1385 (*cp) = object_char(o_ptr);
1388 (*ap) = object_attr(o_ptr);
1392 /* Hack -- hallucination */
1393 if (p_ptr->image) image_object(ap, cp);
1401 /* Handle monsters */
1402 if (c_ptr->m_idx && display_autopick == 0 )
1404 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1406 /* Visible monster */
1409 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1417 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1418 * flags are always unseen.
1420 if (!(~r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)))
1426 /* Hallucinatory monster */
1427 image_monster(ap, cp);
1432 /* Monster attr/char */
1436 /* Normal monsters */
1437 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1438 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1440 /* Desired monster attr/char */
1446 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1447 * flags are always unseen.
1449 else if (!(~r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)))
1456 /*** Monster's attr ***/
1457 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1462 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1464 /* Multi-hued attr */
1465 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1466 else switch (randint1(7))
1468 case 1: *ap = TERM_RED; break;
1469 case 2: *ap = TERM_L_RED; break;
1470 case 3: *ap = TERM_WHITE; break;
1471 case 4: *ap = TERM_L_GREEN; break;
1472 case 5: *ap = TERM_BLUE; break;
1473 case 6: *ap = TERM_L_DARK; break;
1474 case 7: *ap = TERM_GREEN; break;
1477 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1479 /* Use semi-random attr (usually mimics' colors vary) */
1480 *ap = c_ptr->m_idx % 15 + 1;
1488 /*** Monster's char ***/
1489 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1494 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1498 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1499 *cp = tmp_r_ptr->x_char;
1500 *ap = tmp_r_ptr->x_attr;
1504 *cp = (one_in_(25) ?
1505 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1506 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1519 /* Handle "player" */
1520 if (player_bold(y, x))
1522 monster_race *r_ptr = &r_info[0];
1524 /* Get the "player" attr */
1525 *ap = r_ptr->x_attr;
1527 /* Get the "player" char */
1528 *cp = r_ptr->x_char;
1537 * Table of Ascii-to-Zenkaku
1538 * ¡Ö¢£¡×¤ÏÆóÇÜÉýƦÉå¤ÎÆâÉô¥³¡¼¥É¤Ë»ÈÍÑ¡£
1540 static char ascii_to_zenkaku[2*128+1] = "\
1541 ¡¡¡ª¡É¡ô¡ð¡ó¡õ¡Ç¡Ê¡Ë¡ö¡Ü¡¤¡Ý¡¥¡¿\
1542 £°£±£²£³£´£µ£¶£·£¸£¹¡§¡¨¡ã¡á¡ä¡©\
1543 ¡÷£Á£Â£Ã£Ä£Å£Æ£Ç£È£É£Ê£Ë£Ì£Í£Î£Ï\
1544 £Ð£Ñ£Ò£Ó£Ô£Õ£Ö£×£Ø£Ù£Ú¡Î¡À¡Ï¡°¡²\
1545 ¡Æ£á£â£ã£ä£å£æ£ç£è£é£ê£ë£ì£í£î£ï\
1546 £ð£ñ£ò£ó£ô£õ£ö£÷£ø£ù£ú¡Ð¡Ã¡Ñ¡Á¢£";
1550 * Prepare Bigtile or 2-bytes character attr/char pairs
1552 void bigtile_attr(char *cp, byte *ap, char *cp2, byte *ap2)
1554 if ((*ap & 0x80) && (*cp & 0x80))
1562 if (isprint(*cp) || *cp == 127)
1564 *ap2 = (*ap) | 0xf0;
1565 *cp2 = ascii_to_zenkaku[2*(*cp-' ') + 1];
1566 *cp = ascii_to_zenkaku[2*(*cp-' ')];
1577 * Calculate panel colum of a location in the map
1579 static int panel_col_of(int col)
1581 col -= panel_col_min;
1582 if (use_bigtile) col *= 2;
1588 * Moves the cursor to a given MAP (y,x) location
1590 void move_cursor_relative(int row, int col)
1592 /* Real co-ords convert to screen positions */
1593 row -= panel_row_prt;
1596 Term_gotoxy(panel_col_of(col), row);
1602 * Place an attr/char pair at the given map coordinate, if legal.
1604 void print_rel(char c, byte a, int y, int x)
1609 /* Only do "legal" locations */
1610 if (panel_contains(y, x))
1612 /* Hack -- fake monochrome */
1615 if (world_monster) a = TERM_DARK;
1616 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1617 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1620 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
1622 /* Draw the char using the attr */
1623 Term_draw(panel_col_of(x), y-panel_row_prt, a, c);
1625 Term_draw(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
1634 * Memorize interesting viewable object/features in the given grid
1636 * This function should only be called on "legal" grids.
1638 * This function will memorize the object and/or feature in the given
1639 * grid, if they are (1) viewable and (2) interesting. Note that all
1640 * objects are interesting, all terrain features except floors (and
1641 * invisible traps) are interesting, and floors (and invisible traps)
1642 * are interesting sometimes (depending on various options involving
1643 * the illumination of floor grids).
1645 * The automatic memorization of all objects and non-floor terrain
1646 * features as soon as they are displayed allows incredible amounts
1647 * of optimization in various places, especially "map_info()".
1649 * Note that the memorization of objects is completely separate from
1650 * the memorization of terrain features, preventing annoying floor
1651 * memorization when a detected object is picked up from a dark floor,
1652 * and object memorization when an object is dropped into a floor grid
1653 * which is memorized but out-of-sight.
1655 * This function should be called every time the "memorization" of
1656 * a grid (or the object in a grid) is called into question, such
1657 * as when an object is created in a grid, when a terrain feature
1658 * "changes" from "floor" to "non-floor", when any grid becomes
1659 * "illuminated" or "viewable", and when a "floor" grid becomes
1662 * Note the relatively efficient use of this function by the various
1663 * "update_view()" and "update_lite()" calls, to allow objects and
1664 * terrain features to be memorized (and drawn) whenever they become
1665 * viewable or illuminated in any way, but not when they "maintain"
1666 * or "lose" their previous viewability or illumination.
1668 * Note the butchered "internal" version of "player_can_see_bold()",
1669 * optimized primarily for the most common cases, that is, for the
1670 * non-marked floor grids.
1672 void note_spot(int y, int x)
1674 cave_type *c_ptr = &cave[y][x];
1676 s16b this_o_idx, next_o_idx = 0;
1680 /* Feature code (applying "mimic" field) */
1681 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
1684 /* Blind players see nothing */
1685 if (p_ptr->blind) return;
1687 /* Analyze non-torch-lit grids */
1688 if (!(c_ptr->info & (CAVE_LITE)))
1690 /* Require line of sight to the grid */
1691 if (!(c_ptr->info & (CAVE_VIEW))) return;
1693 if (p_ptr->pclass != CLASS_NINJA)
1695 /* Require "perma-lite" of the grid */
1696 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return;
1701 /* Hack -- memorize objects */
1702 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1704 object_type *o_ptr = &o_list[this_o_idx];
1706 /* Acquire next object */
1707 next_o_idx = o_ptr->next_o_idx;
1709 /* Memorize objects */
1710 o_ptr->marked |= OM_FOUND;
1714 /* Hack -- memorize grids */
1715 if (!(c_ptr->info & (CAVE_MARK)))
1717 if (p_ptr->pclass == CLASS_NINJA)
1719 c_ptr->info |= (CAVE_MARK);
1721 /* Handle floor grids first */
1722 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
1724 /* Option -- memorize all torch-lit floors */
1725 if (view_torch_grids && (c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1728 c_ptr->info |= (CAVE_MARK);
1731 /* Option -- memorize all perma-lit floors */
1732 else if (view_perma_grids && (c_ptr->info & (CAVE_GLOW)))
1735 c_ptr->info |= (CAVE_MARK);
1739 /* Memorize normal grids */
1740 else if (cave_floor_grid(c_ptr))
1743 c_ptr->info |= (CAVE_MARK);
1746 /* Memorize torch-lit walls */
1747 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1750 c_ptr->info |= (CAVE_MARK);
1753 /* Memorize certain non-torch-lit wall grids */
1758 /* Hack -- move one grid towards player */
1759 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1760 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1762 /* Check for "local" illumination */
1763 if (cave[yy][xx].info & (CAVE_GLOW))
1766 c_ptr->info |= (CAVE_MARK);
1773 void display_dungeon(void)
1779 #ifdef USE_TRANSPARENCY
1782 #endif /* USE_TRANSPARENCY */
1784 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1786 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1788 if (in_bounds2(y, x))
1791 #ifdef USE_TRANSPARENCY
1792 /* Examine the grid */
1793 map_info(y, x, &a, &c, &ta, &tc);
1794 #else /* USE_TRANSPARENCY */
1795 /* Examine the grid */
1796 map_info(y, x, &a, &c);
1797 #endif /* USE_TRANSPARENCY */
1799 /* Hack -- fake monochrome */
1802 if (world_monster) a = TERM_DARK;
1803 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1804 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1807 #ifdef USE_TRANSPARENCY
1808 /* Hack -- Queue it */
1809 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1810 #else /* USE_TRANSPARENCY */
1811 /* Hack -- Queue it */
1812 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
1813 #endif /* USE_TRANSPARENCY */
1818 /* Clear out-of-bound tiles */
1820 /* Access darkness */
1821 feature_type *f_ptr = &f_info[FEAT_NONE];
1829 #ifdef USE_TRANSPARENCY
1830 /* Hack -- Queue it */
1831 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1832 #else /* USE_TRANSPARENCY */
1833 /* Hack -- Queue it */
1834 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
1835 #endif /* USE_TRANSPARENCY */
1843 * Redraw (on the screen) a given MAP location
1845 * This function should only be called on "legal" grids
1847 void lite_spot(int y, int x)
1849 /* Redraw if on screen */
1850 if (panel_contains(y, x) && in_bounds2(y, x))
1855 #ifdef USE_TRANSPARENCY
1859 /* Examine the grid */
1860 map_info(y, x, &a, &c, &ta, &tc);
1861 #else /* USE_TRANSPARENCY */
1862 /* Examine the grid */
1863 map_info(y, x, &a, &c);
1864 #endif /* USE_TRANSPARENCY */
1866 /* Hack -- fake monochrome */
1869 if (world_monster) a = TERM_DARK;
1870 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1871 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1875 if (use_bigtile && is_ascii_graphics(a) && (isprint(c) || c == 127))
1877 /* Term_queue_chars ¤ÏÁ´³ÑASCIIÃÏ·Á¤òÀµ¤·¤¯update¤¹¤ë¡£ */
1878 Term_queue_chars(panel_col_of(x), y-panel_row_prt, 2, a, &ascii_to_zenkaku[2*(c-' ')]);
1883 #ifdef USE_TRANSPARENCY
1884 /* Hack -- Queue it */
1885 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1887 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1, 0, 0);
1888 #else /* USE_TRANSPARENCY */
1889 /* Hack -- Queue it */
1890 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
1892 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1);
1893 #endif /* USE_TRANSPARENCY */
1895 /* Update sub-windows */
1896 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1902 * Prints the map of the dungeon
1904 * Note that, for efficiency, we contain an "optimized" version
1905 * of both "lite_spot()" and "print_rel()", and that we use the
1906 * "lite_spot()" function to display the player grid, if needed.
1914 s16b xmin, xmax, ymin, ymax;
1919 Term_get_size(&wid, &hgt);
1921 /* Remove map offset */
1925 /* Access the cursor state */
1926 (void)Term_get_cursor(&v);
1928 /* Hide the cursor */
1929 (void)Term_set_cursor(0);
1932 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1933 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1934 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1935 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1937 /* Bottom section of screen */
1938 for (y = 1; y <= ymin - panel_row_prt; y++)
1940 /* Erase the section */
1941 Term_erase(COL_MAP, y, wid);
1944 /* Top section of screen */
1945 for (y = ymax - panel_row_prt; y <= hgt; y++)
1947 /* Erase the section */
1948 Term_erase(COL_MAP, y, wid);
1952 for (y = ymin; y <= ymax; y++)
1954 /* Scan the columns of row "y" */
1955 for (x = xmin; x <= xmax; x++)
1960 #ifdef USE_TRANSPARENCY
1964 /* Determine what is there */
1965 map_info(y, x, &a, &c, &ta, &tc);
1967 /* Determine what is there */
1968 map_info(y, x, &a, &c);
1971 /* Hack -- fake monochrome */
1974 if (world_monster) a = TERM_DARK;
1975 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1976 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1979 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
1981 /* Efficiency -- Redraw that grid of the map */
1982 #ifdef USE_TRANSPARENCY
1983 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1984 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2, 0, 0);
1986 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
1987 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
1992 /* Display player */
1995 /* Restore the cursor */
1996 (void)Term_set_cursor(v);
2002 * print project path
2004 void prt_path(int y, int x)
2009 int default_color = TERM_SLATE;
2011 if (!display_path) return;
2012 if (-1 == project_length)
2015 /* Get projection path */
2016 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
2019 p_ptr->redraw |= (PR_MAP);
2025 for (i = 0; i < path_n; i++)
2027 int ny = GRID_Y(path_g[i]);
2028 int nx = GRID_X(path_g[i]);
2030 if (panel_contains(ny, nx))
2032 byte a2, a = default_color;
2035 #ifdef USE_TRANSPARENCY
2040 if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
2042 /* Determine what is there */
2043 #ifdef USE_TRANSPARENCY
2044 map_info(ny, nx, &a, &c, &ta, &tc);
2046 map_info(ny, nx, &a, &c);
2048 if (!is_ascii_graphics(a))
2050 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
2052 else if (a == default_color)
2058 if (world_monster) a = TERM_DARK;
2059 else if (IS_INVULN() || world_player) a = TERM_WHITE;
2060 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2064 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
2066 /* Hack -- Queue it */
2067 #ifdef USE_TRANSPARENCY
2068 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
2069 if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2, 0, 0);
2071 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c);
2072 if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2);
2077 if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
2080 if (nx == x && ny == y) default_color = TERM_L_DARK;
2085 static cptr simplify_list[][2] =
2092 {"^Amulet of ", "\""},
2093 {"^Scroll of ", "?"},
2094 {"^Scroll titled ", "?"},
2095 {"^Wand of " , "-"},
2097 {"^Staff of " , "_"},
2098 {"^Potion of ", "!"},
2110 static void display_shortened_item_name(object_type *o_ptr, int y)
2117 object_desc(buf, o_ptr, FALSE, 0);
2118 attr = tval_to_attr[o_ptr->tval % 128];
2124 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
2126 strcpy(buf, "something strange");
2130 for (c = buf; *c; c++)
2133 for (i = 0; simplify_list[i][1]; i++)
2135 cptr org_w = simplify_list[i][0];
2145 if (!strncmp(c, org_w, strlen(org_w)))
2148 cptr tmp = simplify_list[i][1];
2151 tmp = c + strlen(org_w);
2161 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
2167 if(len + 2 > 12) break;
2174 if(len + 1 > 12) break;
2180 Term_putstr(0, y, 12, attr, buf);
2184 * Display a "small-scale" map of the dungeon in the active Term
2186 void display_map(int *cy, int *cx)
2203 /* Save lighting effects */
2204 bool old_view_special_lite = view_special_lite;
2205 bool old_view_granite_lite = view_granite_lite;
2207 int hgt, wid, yrat, xrat;
2209 int **match_autopick_yx;
2210 object_type ***object_autopick_yx;
2213 Term_get_size(&wid, &hgt);
2216 if (use_bigtile) wid /= 2;
2218 yrat = (cur_hgt + hgt - 1) / hgt;
2219 xrat = (cur_wid + wid - 1) / wid;
2221 /* Disable lighting effects */
2222 view_special_lite = FALSE;
2223 view_granite_lite = FALSE;
2225 /* Allocate the maps */
2226 C_MAKE(ma, (hgt + 2), byte_ptr);
2227 C_MAKE(mc, (hgt + 2), char_ptr);
2228 C_MAKE(mp, (hgt + 2), byte_ptr);
2229 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
2230 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
2232 /* Allocate and wipe each line map */
2233 for (y = 0; y < (hgt + 2); y++)
2235 /* Allocate one row each array */
2236 C_MAKE(ma[y], (wid + 2), byte);
2237 C_MAKE(mc[y], (wid + 2), char);
2238 C_MAKE(mp[y], (wid + 2), byte);
2239 C_MAKE(match_autopick_yx[y], (wid + 2), int);
2240 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
2242 for (x = 0; x < wid + 2; ++x)
2244 match_autopick_yx[y][x] = -1;
2245 object_autopick_yx[y][x] = NULL;
2248 ma[y][x] = TERM_WHITE;
2256 /* Allocate the maps */
2257 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
2258 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
2259 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
2261 /* Allocate and wipe each line map */
2262 for (y = 0; y < (cur_hgt + 2); y++)
2264 /* Allocate one row each array */
2265 C_MAKE(bigma[y], (cur_wid + 2), byte);
2266 C_MAKE(bigmc[y], (cur_wid + 2), char);
2267 C_MAKE(bigmp[y], (cur_wid + 2), byte);
2269 for (x = 0; x < cur_wid + 2; ++x)
2272 bigma[y][x] = TERM_WHITE;
2280 /* Fill in the map */
2281 for (i = 0; i < cur_wid; ++i)
2283 for (j = 0; j < cur_hgt; ++j)
2293 /* Extract the current attr/char at that map location */
2294 #ifdef USE_TRANSPARENCY
2295 map_info(j, i, &ta, &tc, &ta, &tc);
2296 #else /* USE_TRANSPARENCY */
2297 map_info(j, i, &ta, &tc);
2298 #endif /* USE_TRANSPARENCY */
2300 /* Extract the priority */
2303 if(match_autopick!=-1
2304 && (match_autopick_yx[y][x] == -1
2305 || match_autopick_yx[y][x] > match_autopick))
2307 match_autopick_yx[y][x] = match_autopick;
2308 object_autopick_yx[y][x] = autopick_obj;
2312 /* Save the char, attr and priority */
2313 bigmc[j+1][i+1] = tc;
2314 bigma[j+1][i+1] = ta;
2315 bigmp[j+1][i+1] = tp;
2319 for (j = 0; j < cur_hgt; ++j)
2321 for (i = 0; i < cur_wid; ++i)
2327 tc = bigmc[j+1][i+1];
2328 ta = bigma[j+1][i+1];
2329 tp = bigmp[j+1][i+1];
2331 /* rare feature has more priority */
2337 for (t = 0; t < 8; t++)
2339 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2340 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2350 /* Save the char, attr and priority */
2363 /* Draw the corners */
2364 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2366 /* Draw the horizontal edges */
2367 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2369 /* Draw the vertical edges */
2370 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2373 /* Display each map line in order */
2374 for (y = 0; y < hgt + 2; ++y)
2376 /* Start a new line */
2377 Term_gotoxy(COL_MAP, y);
2379 /* Display the line */
2380 for (x = 0; x < wid + 2; ++x)
2385 /* Hack -- fake monochrome */
2388 if (world_monster) ta = TERM_DARK;
2389 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2390 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2393 if (use_bigtile) bigtile_attr(&tc, &ta, &c2, &a2);
2395 /* Add the character */
2397 if (use_bigtile) Term_addch(a2, c2);
2402 for (y = 1; y < hgt + 1; ++y)
2404 match_autopick = -1;
2405 for (x = 1; x <= wid; x++){
2406 if (match_autopick_yx[y][x] != -1 &&
2407 (match_autopick > match_autopick_yx[y][x] ||
2408 match_autopick == -1)){
2409 match_autopick = match_autopick_yx[y][x];
2410 autopick_obj = object_autopick_yx[y][x];
2414 /* Clear old display */
2415 Term_putstr(0, y, 12, 0, " ");
2417 if (match_autopick != -1)
2419 display_shortened_item_name(autopick_obj, y);
2422 char buf[13] = "\0";
2423 strncpy(buf,autopick_list[match_autopick].name,12);
2431 /* Player location */
2432 (*cy) = py / yrat + 1 + ROW_MAP;
2434 (*cx) = px / xrat + 1 + COL_MAP;
2436 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2438 /* Restore lighting effects */
2439 view_special_lite = old_view_special_lite;
2440 view_granite_lite = old_view_granite_lite;
2442 /* Free each line map */
2443 for (y = 0; y < (hgt + 2); y++)
2445 /* Free one row each array */
2446 C_FREE(ma[y], (wid + 2), byte);
2447 C_FREE(mc[y], (wid + 2), char);
2448 C_FREE(mp[y], (wid + 2), byte);
2449 C_FREE(match_autopick_yx[y], (wid + 2), int);
2450 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2453 /* Free each line map */
2454 C_FREE(ma, (hgt + 2), byte_ptr);
2455 C_FREE(mc, (hgt + 2), char_ptr);
2456 C_FREE(mp, (hgt + 2), byte_ptr);
2457 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2458 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2460 /* Free each line map */
2461 for (y = 0; y < (cur_hgt + 2); y++)
2463 /* Free one row each array */
2464 C_FREE(bigma[y], (cur_wid + 2), byte);
2465 C_FREE(bigmc[y], (cur_wid + 2), char);
2466 C_FREE(bigmp[y], (cur_wid + 2), byte);
2469 /* Free each line map */
2470 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2471 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2472 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2477 * Display a "small-scale" map of the dungeon for the player
2479 * Currently, the "player" is displayed on the map. XXX XXX XXX
2481 void do_cmd_view_map(void)
2486 /* Save the screen */
2491 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2493 prt("Please wait...", 0, 0);
2499 /* Clear the screen */
2502 display_autopick = 0;
2504 /* Display the map */
2505 display_map(&cy, &cx);
2508 if(max_autopick && !p_ptr->wild_mode)
2510 display_autopick = ITEM_DISPLAY;
2517 int wid, hgt, row_message;
2519 Term_get_size(&wid, &hgt);
2520 row_message = hgt - 1;
2523 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2525 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2528 /* Hilite the player */
2529 move_cursor(cy, cx);
2534 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2536 flag = DONT_AUTOPICK;
2538 flag = DO_AUTODESTROY;
2540 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2546 if (~display_autopick & flag)
2547 display_autopick |= flag;
2549 display_autopick &= ~flag;
2550 /* Display the map */
2551 display_map(&cy, &cx);
2554 display_autopick = 0;
2560 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2562 put_str("Hit any key to continue", 23, 30);
2563 #endif /* Hilite the player */
2564 move_cursor(cy, cx);
2569 /* Restore the screen */
2578 * Some comments on the cave grid flags. -BEN-
2581 * One of the major bottlenecks in previous versions of Angband was in
2582 * the calculation of "line of sight" from the player to various grids,
2583 * such as monsters. This was such a nasty bottleneck that a lot of
2584 * silly things were done to reduce the dependancy on "line of sight",
2585 * for example, you could not "see" any grids in a lit room until you
2586 * actually entered the room, and there were all kinds of bizarre grid
2587 * flags to enable this behavior. This is also why the "call light"
2588 * spells always lit an entire room.
2590 * The code below provides functions to calculate the "field of view"
2591 * for the player, which, once calculated, provides extremely fast
2592 * calculation of "line of sight from the player", and to calculate
2593 * the "field of torch lite", which, again, once calculated, provides
2594 * extremely fast calculation of "which grids are lit by the player's
2595 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2596 * "GRID_LITE", as appropriate, these functions maintain an array for
2597 * each of these two flags, each array containing the locations of all
2598 * of the grids marked with the appropriate flag, which can be used to
2599 * very quickly scan through all of the grids in a given set.
2601 * To allow more "semantically valid" field of view semantics, whenever
2602 * the field of view (or the set of torch lit grids) changes, all of the
2603 * grids in the field of view (or the set of torch lit grids) are "drawn"
2604 * so that changes in the world will become apparent as soon as possible.
2605 * This has been optimized so that only grids which actually "change" are
2606 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2607 * of the grids which are entering or leaving the relevent set of grids.
2609 * These new methods are so efficient that the old nasty code was removed.
2611 * Note that there is no reason to "update" the "viewable space" unless
2612 * the player "moves", or walls/doors are created/destroyed, and there
2613 * is no reason to "update" the "torch lit grids" unless the field of
2614 * view changes, or the "light radius" changes. This means that when
2615 * the player is resting, or digging, or doing anything that does not
2616 * involve movement or changing the state of the dungeon, there is no
2617 * need to update the "view" or the "lite" regions, which is nice.
2619 * Note that the calls to the nasty "los()" function have been reduced
2620 * to a bare minimum by the use of the new "field of view" calculations.
2622 * I wouldn't be surprised if slight modifications to the "update_view()"
2623 * function would allow us to determine "reverse line-of-sight" as well
2624 * as "normal line-of-sight", which would allow monsters to use a more
2625 * "correct" calculation to determine if they can "see" the player. For
2626 * now, monsters simply "cheat" somewhat and assume that if the player
2627 * has "line of sight" to the monster, then the monster can "pretend"
2628 * that it has "line of sight" to the player.
2631 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2632 * grid and maintains an array of all "CAVE_LITE" grids.
2634 * This set of grids is the complete set of all grids which are lit by
2635 * the players light source, which allows the "player_can_see_bold()"
2636 * function to work very quickly.
2638 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2639 * fact, the player (unless blind) can always "see" all grids which are
2640 * marked as "CAVE_LITE", unless they are "off screen".
2643 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2644 * grid and maintains an array of all "CAVE_VIEW" grids.
2646 * This set of grids is the complete set of all grids within line of sight
2647 * of the player, allowing the "player_has_los_bold()" macro to work very
2651 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2652 * temporary internal flag to mark those grids which are not only in view,
2653 * but which are also "easily" in line of sight of the player. This flag
2654 * is always cleared when we are done.
2657 * The current "update_lite()" and "update_view()" algorithms use the
2658 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2659 * to keep track of which grids were previously marked as "CAVE_LITE" or
2660 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2662 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2663 * for various other purposes, such as spreading lite or darkness during
2664 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2667 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2668 * in some way permanently lit. However, for the player to "see" anything
2669 * in the grid, as determined by "player_can_see()", the player must not be
2670 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2671 * grids, even if marked as "perma lit", are only illuminated if they touch
2672 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2675 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2676 * that even if the player cannot "see" the grid, he "knows" the terrain in
2677 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2678 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2679 * or when one of the "memorize floor grids" options induces memorization.
2681 * Objects are "memorized" in a different way, using a special "marked" flag
2682 * on the object itself, which is set when an object is observed or detected.
2685 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2686 * and should be illuminated by "lite room" and "darkness" spells.
2689 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2690 * and should be unavailable for "teleportation" destinations.
2693 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2694 * which is observed, and the "view_torch_grids" allows the player to memorize
2695 * every torch-lit grid. The player will always memorize important walls,
2696 * doors, stairs, and other terrain features, as well as any "detected" grids.
2698 * Note that the new "update_view()" method allows, among other things, a room
2699 * to be "partially" seen as the player approaches it, with a growing cone of
2700 * floor appearing as the player gets closer to the door. Also, by not turning
2701 * on the "memorize perma-lit grids" option, the player will only "see" those
2702 * floor grids which are actually in line of sight.
2704 * And my favorite "plus" is that you can now use a special option to draw the
2705 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2706 * grids dimly), providing a "pretty" effect as the player runs around, and
2707 * to efficiently display the "torch lite" in a special color.
2710 * Some comments on the "update_view()" algorithm...
2712 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2713 * and only has to call "los()" on the borderline cases. The major axes/diags
2714 * even terminate early when they hit walls. I need to find a quick way
2715 * to "terminate" the other scans.
2717 * Note that in the worst case (a big empty area with say 5% scattered walls),
2718 * each of the 1500 or so nearby grids is checked once, most of them getting
2719 * an "instant" rating, and only a small portion requiring a call to "los()".
2721 * The only time that the algorithm appears to be "noticeably" too slow is
2722 * when running, and this is usually only important in town, since the town
2723 * provides about the worst scenario possible, with large open regions and
2724 * a few scattered obstructions. There is a special "efficiency" option to
2725 * allow the player to reduce his field of view in town, if needed.
2727 * In the "best" case (say, a normal stretch of corridor), the algorithm
2728 * makes one check for each viewable grid, and makes no calls to "los()".
2729 * So running in corridors is very fast, and if a lot of monsters are
2730 * nearby, it is much faster than the old methods.
2732 * Note that resting, most normal commands, and several forms of running,
2733 * plus all commands executed near large groups of monsters, are strictly
2734 * more efficient with "update_view()" that with the old "compute los() on
2735 * demand" method, primarily because once the "field of view" has been
2736 * calculated, it does not have to be recalculated until the player moves
2737 * (or a wall or door is created or destroyed).
2739 * Note that we no longer have to do as many "los()" checks, since once the
2740 * "view" region has been built, very few things cause it to be "changed"
2741 * (player movement, and the opening/closing of doors, changes in wall status).
2742 * Note that door/wall changes are only relevant when the door/wall itself is
2743 * in the "view" region.
2745 * The algorithm seems to only call "los()" from zero to ten times, usually
2746 * only when coming down a corridor into a room, or standing in a room, just
2747 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2748 * we will be reducing the calls to "los()".
2750 * I am thinking in terms of an algorithm that "walks" from the central point
2751 * out to the maximal "distance", at each point, determining the "view" code
2752 * (above). For each grid not on a major axis or diagonal, the "view" code
2753 * depends on the "cave_floor_bold()" and "view" of exactly two other grids
2754 * (the one along the nearest diagonal, and the one next to that one, see
2755 * "update_view_aux()"...).
2757 * We "memorize" the viewable space array, so that at the cost of under 3000
2758 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2759 * each grid actually in the "viewable space". And for another 3000 bytes,
2760 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2761 * are also used by other routines, thus reducing the cost to almost nothing.
2763 * A similar thing is done for "forget_lite()" in which case the savings are
2764 * much less, but save us from doing bizarre maintenance checking.
2766 * In the worst "normal" case (in the middle of the town), the reachable space
2767 * actually reaches to more than half of the largest possible "circle" of view,
2768 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2769 * where all the walls have been removed), the reachable space actually reaches
2770 * the theoretical maximum size of just under 1500 grids.
2772 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2773 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2774 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2775 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2776 * entire possible space (including initialization) in one step per grid. If
2777 * we do the "clearing" as a separate step (and use an array of "view" grids),
2778 * then the clearing will take as many steps as grids that were viewed, and the
2779 * algorithm will be able to "stop" scanning at various points.
2780 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2791 * Actually erase the entire "lite" array, redrawing every grid
2793 void forget_lite(void)
2797 /* None to forget */
2798 if (!lite_n) return;
2800 /* Clear them all */
2801 for (i = 0; i < lite_n; i++)
2806 /* Forget "LITE" flag */
2807 cave[y][x].info &= ~(CAVE_LITE);
2810 /* lite_spot(y, x); Perhaps don't need? */
2821 * This macro allows us to efficiently add a grid to the "lite" array,
2822 * note that we are never called for illegal grids, or for grids which
2823 * have already been placed into the "lite" array, and we are never
2824 * called when the "lite" array is full.
2826 #define cave_lite_hack(Y,X) \
2828 if (!(cave[Y][X].info & (CAVE_LITE))) { \
2829 cave[Y][X].info |= (CAVE_LITE); \
2830 lite_y[lite_n] = (Y); \
2831 lite_x[lite_n] = (X); \
2837 * Update the set of grids "illuminated" by the player's lite.
2839 * This routine needs to use the results of "update_view()"
2841 * Note that "blindness" does NOT affect "torch lite". Be careful!
2843 * We optimize most lites (all non-artifact lites) by using "obvious"
2844 * facts about the results of "small" lite radius, and we attempt to
2845 * list the "nearby" grids before the more "distant" ones in the
2846 * array of torch-lit grids.
2848 * We assume that "radius zero" lite is in fact no lite at all.
2850 * Torch Lantern Artifacts
2860 void update_lite(void)
2862 int i, x, y, min_x, max_x, min_y, max_y;
2863 int p = p_ptr->cur_lite;
2865 /*** Special case ***/
2868 /* Hack -- Player has no lite */
2871 /* Forget the old lite */
2872 /* forget_lite(); Perhaps don't need? */
2874 /* Draw the player */
2879 /*** Save the old "lite" grids for later ***/
2881 /* Clear them all */
2882 for (i = 0; i < lite_n; i++)
2887 /* Mark the grid as not "lite" */
2888 cave[y][x].info &= ~(CAVE_LITE);
2890 /* Mark the grid as "seen" */
2891 cave[y][x].info |= (CAVE_TEMP);
2893 /* Add it to the "seen" set */
2903 /*** Collect the new "lite" grids ***/
2905 /* Radius 1 -- torch radius */
2909 cave_lite_hack(py, px);
2912 cave_lite_hack(py+1, px);
2913 cave_lite_hack(py-1, px);
2914 cave_lite_hack(py, px+1);
2915 cave_lite_hack(py, px-1);
2917 /* Diagonal grids */
2918 cave_lite_hack(py+1, px+1);
2919 cave_lite_hack(py+1, px-1);
2920 cave_lite_hack(py-1, px+1);
2921 cave_lite_hack(py-1, px-1);
2924 /* Radius 2 -- lantern radius */
2927 /* South of the player */
2928 if (cave_floor_bold(py+1, px))
2930 cave_lite_hack(py+2, px);
2931 cave_lite_hack(py+2, px+1);
2932 cave_lite_hack(py+2, px-1);
2935 /* North of the player */
2936 if (cave_floor_bold(py-1, px))
2938 cave_lite_hack(py-2, px);
2939 cave_lite_hack(py-2, px+1);
2940 cave_lite_hack(py-2, px-1);
2943 /* East of the player */
2944 if (cave_floor_bold(py, px+1))
2946 cave_lite_hack(py, px+2);
2947 cave_lite_hack(py+1, px+2);
2948 cave_lite_hack(py-1, px+2);
2951 /* West of the player */
2952 if (cave_floor_bold(py, px-1))
2954 cave_lite_hack(py, px-2);
2955 cave_lite_hack(py+1, px-2);
2956 cave_lite_hack(py-1, px-2);
2960 /* Radius 3+ -- artifact radius */
2965 /* Paranoia -- see "LITE_MAX" */
2968 /* South-East of the player */
2969 if (cave_floor_bold(py+1, px+1))
2971 cave_lite_hack(py+2, px+2);
2974 /* South-West of the player */
2975 if (cave_floor_bold(py+1, px-1))
2977 cave_lite_hack(py+2, px-2);
2980 /* North-East of the player */
2981 if (cave_floor_bold(py-1, px+1))
2983 cave_lite_hack(py-2, px+2);
2986 /* North-West of the player */
2987 if (cave_floor_bold(py-1, px-1))
2989 cave_lite_hack(py-2, px-2);
2994 if (min_y < 0) min_y = 0;
2998 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
3002 if (min_x < 0) min_x = 0;
3006 if (max_x > cur_wid-1) max_x = cur_wid-1;
3008 /* Scan the maximal box */
3009 for (y = min_y; y <= max_y; y++)
3011 for (x = min_x; x <= max_x; x++)
3013 int dy = (py > y) ? (py - y) : (y - py);
3014 int dx = (px > x) ? (px - x) : (x - px);
3016 /* Skip the "central" grids (above) */
3017 if ((dy <= 2) && (dx <= 2)) continue;
3019 /* Hack -- approximate the distance */
3020 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
3022 /* Skip distant grids */
3023 if (d > p) continue;
3025 /* Viewable, nearby, grids get "torch lit" */
3026 if (player_has_los_bold(y, x))
3028 /* This grid is "torch lit" */
3029 cave_lite_hack(y, x);
3036 /*** Complete the algorithm ***/
3038 /* Draw the new grids */
3039 for (i = 0; i < lite_n; i++)
3044 /* Update fresh grids */
3045 if (cave[y][x].info & (CAVE_TEMP)) continue;
3054 /* Clear them all */
3055 for (i = 0; i < temp_n; i++)
3060 /* No longer in the array */
3061 cave[y][x].info &= ~(CAVE_TEMP);
3063 /* Update stale grids */
3064 if (cave[y][x].info & (CAVE_LITE)) continue;
3075 static bool mon_invis;
3078 * Add a square to the changes array
3080 static void mon_lite_hack(int y, int x)
3085 if (!in_bounds2(y, x)) return;
3087 c_ptr = &cave[y][x];
3089 /* Want a unlit square in view of the player */
3090 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
3092 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
3093 if (!cave_floor_grid(c_ptr) && mon_invis) return;
3095 /* Save this square */
3096 if (temp_n < TEMP_MAX)
3104 c_ptr->info |= CAVE_MNLT;
3111 * Update squares illuminated by monsters.
3113 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
3114 * denote squares illuminated by monsters.
3116 * The CAVE_TEMP flag is used to store the state during the
3117 * updating. Only squares in view of the player, whos state
3118 * changes are drawn via lite_spot().
3120 void update_mon_lite(void)
3129 /* Clear all monster lit squares */
3130 for (i = 0; i < mon_lite_n; i++)
3133 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3136 c_ptr->info |= (CAVE_TEMP);
3138 /* Clear monster illumination flag */
3139 c_ptr->info &= ~(CAVE_MNLT);
3142 /* Empty temp list of new squares to lite up */
3145 /* Loop through monsters, adding newly lit squares to changes list */
3146 for (i = 1; i < m_max; i++)
3148 monster_type *m_ptr = &m_list[i];
3149 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3151 /* Skip dead monsters */
3152 if (!m_ptr->r_idx) continue;
3154 /* Is it too far away? */
3155 if (m_ptr->cdis > ((d_info[dungeon_type].flags1 & DF1_DARKNESS) ? MAX_SIGHT / 2 + 1 : MAX_SIGHT + 3)) continue;
3157 /* Get lite radius */
3160 /* Note the radii are cumulative */
3161 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3162 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3164 /* Exit if has no light */
3166 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3168 if (world_monster) continue;
3170 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3172 /* Access the location */
3176 /* Is the monster visible? */
3177 mon_invis = !(cave[fy][fx].info & CAVE_VIEW);
3179 /* The square it is on */
3180 mon_lite_hack(fy, fx);
3182 /* Adjacent squares */
3183 mon_lite_hack(fy + 1, fx);
3184 mon_lite_hack(fy - 1, fx);
3185 mon_lite_hack(fy, fx + 1);
3186 mon_lite_hack(fy, fx - 1);
3187 mon_lite_hack(fy + 1, fx + 1);
3188 mon_lite_hack(fy + 1, fx - 1);
3189 mon_lite_hack(fy - 1, fx + 1);
3190 mon_lite_hack(fy - 1, fx - 1);
3195 /* South of the monster */
3196 if (cave_floor_bold(fy + 1, fx))
3198 mon_lite_hack(fy + 2, fx + 1);
3199 mon_lite_hack(fy + 2, fx);
3200 mon_lite_hack(fy + 2, fx - 1);
3202 c_ptr = &cave[fy + 2][fx];
3205 if ((rad == 3) && cave_floor_grid(c_ptr))
3207 mon_lite_hack(fy + 3, fx + 1);
3208 mon_lite_hack(fy + 3, fx);
3209 mon_lite_hack(fy + 3, fx - 1);
3213 /* North of the monster */
3214 if (cave_floor_bold(fy - 1, fx))
3216 mon_lite_hack(fy - 2, fx + 1);
3217 mon_lite_hack(fy - 2, fx);
3218 mon_lite_hack(fy - 2, fx - 1);
3220 c_ptr = &cave[fy - 2][fx];
3223 if ((rad == 3) && cave_floor_grid(c_ptr))
3225 mon_lite_hack(fy - 3, fx + 1);
3226 mon_lite_hack(fy - 3, fx);
3227 mon_lite_hack(fy - 3, fx - 1);
3231 /* East of the monster */
3232 if (cave_floor_bold(fy, fx + 1))
3234 mon_lite_hack(fy + 1, fx + 2);
3235 mon_lite_hack(fy, fx + 2);
3236 mon_lite_hack(fy - 1, fx + 2);
3238 c_ptr = &cave[fy][fx + 2];
3241 if ((rad == 3) && cave_floor_grid(c_ptr))
3243 mon_lite_hack(fy + 1, fx + 3);
3244 mon_lite_hack(fy, fx + 3);
3245 mon_lite_hack(fy - 1, fx + 3);
3249 /* West of the monster */
3250 if (cave_floor_bold(fy, fx - 1))
3252 mon_lite_hack(fy + 1, fx - 2);
3253 mon_lite_hack(fy, fx - 2);
3254 mon_lite_hack(fy - 1, fx - 2);
3256 c_ptr = &cave[fy][fx - 2];
3259 if ((rad == 3) && cave_floor_grid(c_ptr))
3261 mon_lite_hack(fy + 1, fx - 3);
3262 mon_lite_hack(fy, fx - 3);
3263 mon_lite_hack(fy - 1, fx - 3);
3271 /* South-East of the monster */
3272 if (cave_floor_bold(fy + 1, fx + 1))
3274 mon_lite_hack(fy + 2, fx + 2);
3277 /* South-West of the monster */
3278 if (cave_floor_bold(fy + 1, fx - 1))
3280 mon_lite_hack(fy + 2, fx - 2);
3283 /* North-East of the monster */
3284 if (cave_floor_bold(fy - 1, fx + 1))
3286 mon_lite_hack(fy - 2, fx + 2);
3289 /* North-West of the monster */
3290 if (cave_floor_bold(fy - 1, fx - 1))
3292 mon_lite_hack(fy - 2, fx - 2);
3297 /* Save end of list of new squares */
3301 * Look at old set flags to see if there are any changes.
3303 for (i = 0; i < mon_lite_n; i++)
3308 if (!in_bounds2(fy, fx)) continue;
3311 c_ptr = &cave[fy][fx];
3313 /* It it no longer lit? */
3314 if (!(c_ptr->info & CAVE_MNLT) && player_has_los_grid(c_ptr))
3316 /* It is now unlit */
3321 /* Add to end of temp array */
3322 temp_x[temp_n] = (byte)fx;
3323 temp_y[temp_n] = (byte)fy;
3327 /* Clear the lite array */
3330 /* Copy the temp array into the lit array lighting the new squares. */
3331 for (i = 0; i < temp_n; i++)
3336 if (!in_bounds2(fy, fx)) continue;
3339 c_ptr = &cave[fy][fx];
3343 /* Clear the temp flag for the old lit grids */
3344 c_ptr->info &= ~(CAVE_TEMP);
3348 /* The is the square newly lit and visible? */
3349 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3360 /* Save in the monster lit array */
3361 mon_lite_x[mon_lite_n] = fx;
3362 mon_lite_y[mon_lite_n] = fy;
3367 /* Finished with temp_n */
3370 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3372 if (p_ptr->special_defense & NINJA_S_STEALTH)
3374 if (p_ptr->old_monlite != p_ptr->monlite)
3379 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3381 msg_print("Your mantle of shadow become thin.");
3387 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3389 msg_print("Your mantle of shadow restored its original darkness.");
3394 p_ptr->old_monlite = p_ptr->monlite;
3397 void clear_mon_lite(void)
3402 /* Clear all monster lit squares */
3403 for (i = 0; i < mon_lite_n; i++)
3406 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3408 /* Clear monster illumination flag */
3409 c_ptr->info &= ~(CAVE_MNLT);
3412 /* Empty the array */
3419 * Clear the viewable space
3421 void forget_view(void)
3427 /* None to forget */
3428 if (!view_n) return;
3430 /* Clear them all */
3431 for (i = 0; i < view_n; i++)
3436 /* Access the grid */
3437 c_ptr = &cave[y][x];
3439 /* Forget that the grid is viewable */
3440 c_ptr->info &= ~(CAVE_VIEW);
3442 if (!panel_contains(y, x)) continue;
3444 /* Update the screen */
3445 /* lite_spot(y, x); Perhaps don't need? */
3455 * This macro allows us to efficiently add a grid to the "view" array,
3456 * note that we are never called for illegal grids, or for grids which
3457 * have already been placed into the "view" array, and we are never
3458 * called when the "view" array is full.
3460 #define cave_view_hack(C,Y,X) \
3462 if (!((C)->info & (CAVE_VIEW))){\
3463 (C)->info |= (CAVE_VIEW); \
3464 view_y[view_n] = (Y); \
3465 view_x[view_n] = (X); \
3472 * Helper function for "update_view()" below
3474 * We are checking the "viewability" of grid (y,x) by the player.
3476 * This function assumes that (y,x) is legal (i.e. on the map).
3478 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3479 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3481 * Note that we are using the "CAVE_XTRA" field for marking grids as
3482 * "easily viewable". This bit is cleared at the end of "update_view()".
3484 * This function adds (y,x) to the "viewable set" if necessary.
3486 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3488 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3490 bool f1, f2, v1, v2, z1, z2, wall;
3494 cave_type *g1_c_ptr;
3495 cave_type *g2_c_ptr;
3497 /* Access the grids */
3498 g1_c_ptr = &cave[y1][x1];
3499 g2_c_ptr = &cave[y2][x2];
3502 /* Check for walls */
3503 f1 = (cave_floor_grid(g1_c_ptr));
3504 f2 = (cave_floor_grid(g2_c_ptr));
3506 /* Totally blocked by physical walls */
3507 if (!f1 && !f2) return (TRUE);
3510 /* Check for visibility */
3511 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3512 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3514 /* Totally blocked by "unviewable neighbors" */
3515 if (!v1 && !v2) return (TRUE);
3518 /* Access the grid */
3519 c_ptr = &cave[y][x];
3522 /* Check for walls */
3523 wall = (!cave_floor_grid(c_ptr));
3526 /* Check the "ease" of visibility */
3527 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3528 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3530 /* Hack -- "easy" plus "easy" yields "easy" */
3533 c_ptr->info |= (CAVE_XTRA);
3535 cave_view_hack(c_ptr, y, x);
3540 /* Hack -- primary "easy" yields "viewed" */
3543 cave_view_hack(c_ptr, y, x);
3548 /* Hack -- "view" plus "view" yields "view" */
3551 /* c_ptr->info |= (CAVE_XTRA); */
3553 cave_view_hack(c_ptr, y, x);
3559 /* Mega-Hack -- the "los()" function works poorly on walls */
3562 cave_view_hack(c_ptr, y, x);
3568 /* Hack -- check line of sight */
3569 if (los(py, px, y, x))
3571 cave_view_hack(c_ptr, y, x);
3577 /* Assume no line of sight. */
3584 * Calculate the viewable space
3586 * 1: Process the player
3587 * 1a: The player is always (easily) viewable
3588 * 2: Process the diagonals
3589 * 2a: The diagonals are (easily) viewable up to the first wall
3590 * 2b: But never go more than 2/3 of the "full" distance
3591 * 3: Process the main axes
3592 * 3a: The main axes are (easily) viewable up to the first wall
3593 * 3b: But never go more than the "full" distance
3594 * 4: Process sequential "strips" in each of the eight octants
3595 * 4a: Each strip runs along the previous strip
3596 * 4b: The main axes are "previous" to the first strip
3597 * 4c: Process both "sides" of each "direction" of each strip
3598 * 4c1: Each side aborts as soon as possible
3599 * 4c2: Each side tells the next strip how far it has to check
3601 * Note that the octant processing involves some pretty interesting
3602 * observations involving when a grid might possibly be viewable from
3603 * a given grid, and on the order in which the strips are processed.
3605 * Note the use of the mathematical facts shown below, which derive
3606 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3607 * hypotenuse of a right triangle is primarily determined by the length
3608 * of the longest side, when one side is small, and is strictly less
3609 * than one-and-a-half times as long as the longest side when both of
3610 * the sides are large.
3612 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3613 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3615 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3617 * These observations are important because the calculation of the actual
3618 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3619 * while for small values (up to about 20 or so), the approximations above
3620 * are correct to within an error of at most one grid or so.
3622 * Observe the use of "full" and "over" in the code below, and the use of
3623 * the specialized calculation involving "limit", all of which derive from
3624 * the observations given above. Basically, we note that the "circle" of
3625 * view is completely contained in an "octagon" whose bounds are easy to
3626 * determine, and that only a few steps are needed to derive the actual
3627 * bounds of the circle given the bounds of the octagon.
3629 * Note that by skipping all the grids in the corners of the octagon, we
3630 * place an upper limit on the number of grids in the field of view, given
3631 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3632 * view, only about 1475 of these are in the "octagon" of view, and even
3633 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3634 * entries to completely contain the actual field of view.
3636 * Note also the care taken to prevent "running off the map". The use of
3637 * explicit checks on the "validity" of the "diagonal", and the fact that
3638 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3639 * use the optimized "cave_floor_bold()" macro, and to avoid the overhead
3640 * of multiple checks on the validity of grids.
3642 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3643 * "ws","wn" variables. They work like this: While travelling down the
3644 * south-bound strip just to the east of the main south axis, as soon as
3645 * we get to a grid which does not "transmit" viewing, if all of the strips
3646 * preceding us (in this case, just the main axis) had terminated at or before
3647 * the same point, then we can stop, and reset the "max distance" to ourself.
3648 * So, each strip (named by major axis plus offset, thus "se" in this case)
3649 * maintains a "blockage" variable, initialized during the main axis step,
3650 * and checks it whenever a blockage is observed. After processing each
3651 * strip as far as the previous strip told us to process, the next strip is
3652 * told not to go farther than the current strip's farthest viewable grid,
3653 * unless open space is still available. This uses the "k" variable.
3655 * Note the use of "inline" macros for efficiency. The "cave_floor_grid()"
3656 * macro is a replacement for "cave_floor_bold()" which takes a pointer to
3657 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3658 * chunk of code which adds the given location to the "view" array if it
3659 * is not already there, using both the actual location and a pointer to
3660 * the cave grid. See above.
3662 * By the way, the purpose of this code is to reduce the dependancy on the
3663 * "los()" function which is slow, and, in some cases, not very accurate.
3665 * It is very possible that I am the only person who fully understands this
3666 * function, and for that I am truly sorry, but efficiency was very important
3667 * and the "simple" version of this function was just not fast enough. I am
3668 * more than willing to replace this function with a simpler one, if it is
3669 * equally efficient, and especially willing if the new function happens to
3670 * derive "reverse-line-of-sight" at the same time, since currently monsters
3671 * just use an optimized hack of "you see me, so I see you", and then use the
3672 * actual "projectable()" function to check spell attacks.
3674 void update_view(void)
3676 int n, m, d, k, y, x, z;
3678 int se, sw, ne, nw, es, en, ws, wn;
3682 int y_max = cur_hgt - 1;
3683 int x_max = cur_wid - 1;
3687 /*** Initialize ***/
3690 if (view_reduce_view && !dun_level)
3692 /* Full radius (10) */
3693 full = MAX_SIGHT / 2;
3695 /* Octagon factor (15) */
3696 over = MAX_SIGHT * 3 / 4;
3702 /* Full radius (20) */
3705 /* Octagon factor (30) */
3706 over = MAX_SIGHT * 3 / 2;
3710 /*** Step 0 -- Begin ***/
3712 /* Save the old "view" grids for later */
3713 for (n = 0; n < view_n; n++)
3718 /* Access the grid */
3719 c_ptr = &cave[y][x];
3721 /* Mark the grid as not in "view" */
3722 c_ptr->info &= ~(CAVE_VIEW);
3724 /* Mark the grid as "seen" */
3725 c_ptr->info |= (CAVE_TEMP);
3727 /* Add it to the "seen" set */
3733 /* Start over with the "view" array */
3736 /*** Step 1 -- adjacent grids ***/
3738 /* Now start on the player */
3742 /* Access the grid */
3743 c_ptr = &cave[y][x];
3745 /* Assume the player grid is easily viewable */
3746 c_ptr->info |= (CAVE_XTRA);
3748 /* Assume the player grid is viewable */
3749 cave_view_hack(c_ptr, y, x);
3752 /*** Step 2 -- Major Diagonals ***/
3757 /* Scan south-east */
3758 for (d = 1; d <= z; d++)
3760 c_ptr = &cave[y+d][x+d];
3761 c_ptr->info |= (CAVE_XTRA);
3762 cave_view_hack(c_ptr, y+d, x+d);
3763 if (!cave_floor_grid(c_ptr)) break;
3766 /* Scan south-west */
3767 for (d = 1; d <= z; d++)
3769 c_ptr = &cave[y+d][x-d];
3770 c_ptr->info |= (CAVE_XTRA);
3771 cave_view_hack(c_ptr, y+d, x-d);
3772 if (!cave_floor_grid(c_ptr)) break;
3775 /* Scan north-east */
3776 for (d = 1; d <= z; d++)
3778 c_ptr = &cave[y-d][x+d];
3779 c_ptr->info |= (CAVE_XTRA);
3780 cave_view_hack(c_ptr, y-d, x+d);
3781 if (!cave_floor_grid(c_ptr)) break;
3784 /* Scan north-west */
3785 for (d = 1; d <= z; d++)
3787 c_ptr = &cave[y-d][x-d];
3788 c_ptr->info |= (CAVE_XTRA);
3789 cave_view_hack(c_ptr, y-d, x-d);
3790 if (!cave_floor_grid(c_ptr)) break;
3794 /*** Step 3 -- major axes ***/
3797 for (d = 1; d <= full; d++)
3799 c_ptr = &cave[y+d][x];
3800 c_ptr->info |= (CAVE_XTRA);
3801 cave_view_hack(c_ptr, y+d, x);
3802 if (!cave_floor_grid(c_ptr)) break;
3805 /* Initialize the "south strips" */
3809 for (d = 1; d <= full; d++)
3811 c_ptr = &cave[y-d][x];
3812 c_ptr->info |= (CAVE_XTRA);
3813 cave_view_hack(c_ptr, y-d, x);
3814 if (!cave_floor_grid(c_ptr)) break;
3817 /* Initialize the "north strips" */
3821 for (d = 1; d <= full; d++)
3823 c_ptr = &cave[y][x+d];
3824 c_ptr->info |= (CAVE_XTRA);
3825 cave_view_hack(c_ptr, y, x+d);
3826 if (!cave_floor_grid(c_ptr)) break;
3829 /* Initialize the "east strips" */
3833 for (d = 1; d <= full; d++)
3835 c_ptr = &cave[y][x-d];
3836 c_ptr->info |= (CAVE_XTRA);
3837 cave_view_hack(c_ptr, y, x-d);
3838 if (!cave_floor_grid(c_ptr)) break;
3841 /* Initialize the "west strips" */
3845 /*** Step 4 -- Divide each "octant" into "strips" ***/
3847 /* Now check each "diagonal" (in parallel) */
3848 for (n = 1; n <= over / 2; n++)
3850 int ypn, ymn, xpn, xmn;
3853 /* Acquire the "bounds" of the maximal circle */
3855 if (z > full - n) z = full - n;
3856 while ((z + n + (n>>1)) > full) z--;
3859 /* Access the four diagonal grids */
3869 /* Maximum distance */
3870 m = MIN(z, y_max - ypn);
3873 if ((xpn <= x_max) && (n < se))
3876 for (k = n, d = 1; d <= m; d++)
3878 /* Check grid "d" in strip "n", notice "blockage" */
3879 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3881 if (n + d >= se) break;
3884 /* Track most distant "non-blockage" */
3891 /* Limit the next strip */
3896 if ((xmn >= 0) && (n < sw))
3899 for (k = n, d = 1; d <= m; d++)
3901 /* Check grid "d" in strip "n", notice "blockage" */
3902 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3904 if (n + d >= sw) break;
3907 /* Track most distant "non-blockage" */
3914 /* Limit the next strip */
3923 /* Maximum distance */
3927 if ((xpn <= x_max) && (n < ne))
3930 for (k = n, d = 1; d <= m; d++)
3932 /* Check grid "d" in strip "n", notice "blockage" */
3933 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3935 if (n + d >= ne) break;
3938 /* Track most distant "non-blockage" */
3945 /* Limit the next strip */
3950 if ((xmn >= 0) && (n < nw))
3953 for (k = n, d = 1; d <= m; d++)
3955 /* Check grid "d" in strip "n", notice "blockage" */
3956 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3958 if (n + d >= nw) break;
3961 /* Track most distant "non-blockage" */
3968 /* Limit the next strip */
3977 /* Maximum distance */
3978 m = MIN(z, x_max - xpn);
3981 if ((ypn <= x_max) && (n < es))
3984 for (k = n, d = 1; d <= m; d++)
3986 /* Check grid "d" in strip "n", notice "blockage" */
3987 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3989 if (n + d >= es) break;
3992 /* Track most distant "non-blockage" */
3999 /* Limit the next strip */
4004 if ((ymn >= 0) && (n < en))
4007 for (k = n, d = 1; d <= m; d++)
4009 /* Check grid "d" in strip "n", notice "blockage" */
4010 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
4012 if (n + d >= en) break;
4015 /* Track most distant "non-blockage" */
4022 /* Limit the next strip */
4031 /* Maximum distance */
4035 if ((ypn <= y_max) && (n < ws))
4038 for (k = n, d = 1; d <= m; d++)
4040 /* Check grid "d" in strip "n", notice "blockage" */
4041 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
4043 if (n + d >= ws) break;
4046 /* Track most distant "non-blockage" */
4053 /* Limit the next strip */
4058 if ((ymn >= 0) && (n < wn))
4061 for (k = n, d = 1; d <= m; d++)
4063 /* Check grid "d" in strip "n", notice "blockage" */
4064 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
4066 if (n + d >= wn) break;
4069 /* Track most distant "non-blockage" */
4076 /* Limit the next strip */
4083 /*** Step 5 -- Complete the algorithm ***/
4085 /* Update all the new grids */
4086 for (n = 0; n < view_n; n++)
4091 /* Access the grid */
4092 c_ptr = &cave[y][x];
4094 /* Clear the "CAVE_XTRA" flag */
4095 c_ptr->info &= ~(CAVE_XTRA);
4097 /* Update only newly viewed grids */
4098 if (c_ptr->info & (CAVE_TEMP)) continue;
4107 /* Wipe the old grids, update as needed */
4108 for (n = 0; n < temp_n; n++)
4113 /* Access the grid */
4114 c_ptr = &cave[y][x];
4116 /* No longer in the array */
4117 c_ptr->info &= ~(CAVE_TEMP);
4119 /* Update only non-viewable grids */
4120 if (c_ptr->info & (CAVE_VIEW)) continue;
4133 * Hack -- forget the "flow" information
4135 void forget_flow(void)
4139 /* Check the entire dungeon */
4140 for (y = 0; y < cur_hgt; y++)
4142 for (x = 0; x < cur_wid; x++)
4144 /* Forget the old data */
4145 cave[y][x].dist = 0;
4146 cave[y][x].cost = 0;
4147 cave[y][x].when = 0;
4154 * Hack - speed up the update_flow algorithm by only doing
4155 * it everytime the player moves out of LOS of the last
4158 static u16b flow_x = 0;
4159 static u16b flow_y = 0;
4164 * Hack -- fill in the "cost" field of every grid that the player
4165 * can "reach" with the number of steps needed to reach that grid.
4166 * This also yields the "distance" of the player from every grid.
4168 * In addition, mark the "when" of the grids that can reach
4169 * the player with the incremented value of "flow_n".
4171 * Hack -- use the "seen" array as a "circular queue".
4173 * We do not need a priority queue because the cost from grid
4174 * to grid is always "one" and we process them in order.
4176 void update_flow(void)
4182 /* Paranoia -- make sure the array is empty */
4185 /* The last way-point is on the map */
4186 if (running && in_bounds(flow_y, flow_x))
4188 /* The way point is in sight - do not update. (Speedup) */
4189 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4192 /* Erase all of the current flow information */
4193 for (y = 0; y < cur_hgt; y++)
4195 for (x = 0; x < cur_wid; x++)
4197 cave[y][x].cost = 0;
4198 cave[y][x].dist = 0;
4202 /* Save player position */
4206 /* Add the player's grid to the queue */
4210 /* Now process the queue */
4211 while (flow_head != flow_tail)
4215 /* Extract the next entry */
4216 ty = temp_y[flow_tail];
4217 tx = temp_x[flow_tail];
4219 /* Forget that entry */
4220 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4222 /* Add the "children" */
4223 for (d = 0; d < 8; d++)
4225 int old_head = flow_head;
4226 int m = cave[ty][tx].cost + 1;
4227 int n = cave[ty][tx].dist + 1;
4230 /* Child location */
4231 y = ty + ddy_ddd[d];
4232 x = tx + ddx_ddd[d];
4234 /* Ignore player's grid */
4235 if (player_bold(y, x)) continue;
4237 c_ptr = &cave[y][x];
4239 if (is_closed_door(c_ptr->feat)) m += 3;
4241 /* Ignore "pre-stamped" entries */
4242 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4244 /* Ignore "walls" and "rubble" */
4245 if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4247 /* Save the flow cost */
4248 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4249 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4251 /* Hack -- limit flow depth */
4252 if (n == MONSTER_FLOW_DEPTH) continue;
4254 /* Enqueue that entry */
4255 temp_y[flow_head] = y;
4256 temp_x[flow_head] = x;
4258 /* Advance the queue */
4259 if (++flow_head == TEMP_MAX) flow_head = 0;
4261 /* Hack -- notice overflow by forgetting new entry */
4262 if (flow_head == flow_tail) flow_head = old_head;
4268 static int scent_when = 0;
4271 * Characters leave scent trails for perceptive monsters to track.
4273 * Smell is rather more limited than sound. Many creatures cannot use
4274 * it at all, it doesn't extend very far outwards from the character's
4275 * current position, and monsters can use it to home in the character,
4276 * but not to run away from him.
4278 * Smell is valued according to age. When a character takes his turn,
4279 * scent is aged by one, and new scent of the current age is laid down.
4280 * Speedy characters leave more scent, true, but it also ages faster,
4281 * which makes it harder to hunt them down.
4283 * Whenever the age count loops, most of the scent trail is erased and
4284 * the age of the remainder is recalculated.
4286 void update_smell(void)
4291 /* Create a table that controls the spread of scent */
4292 const int scent_adjust[5][5] =
4301 /* Loop the age and adjust scent values when necessary */
4302 if (++scent_when == 254)
4304 /* Scan the entire dungeon */
4305 for (y = 0; y < cur_hgt; y++)
4307 for (x = 0; x < cur_wid; x++)
4309 int w = cave[y][x].when;
4310 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4319 /* Lay down new scent */
4320 for (i = 0; i < 5; i++)
4322 for (j = 0; j < 5; j++)
4326 /* Translate table to map grids */
4331 if (!in_bounds(y, x)) continue;
4333 c_ptr = &cave[y][x];
4335 /* Walls, water, and lava cannot hold scent. */
4336 if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4338 /* Grid must not be blocked by walls from the character */
4339 if (!player_has_los_bold(y, x)) continue;
4341 /* Note grids that are too far away */
4342 if (scent_adjust[i][j] == -1) continue;
4344 /* Mark the grid with new scent */
4345 c_ptr->when = scent_when + scent_adjust[i][j];
4352 * Hack -- map the current panel (plus some) ala "magic mapping"
4354 void map_area(int range)
4362 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4364 /* Scan that area */
4365 for (y = 1; y < cur_hgt - 1; y++)
4367 for (x = 1; x < cur_wid - 1; x++)
4369 if (distance(py, px, y, x) > range) continue;
4371 c_ptr = &cave[y][x];
4373 /* Feature code (applying "mimic" field) */
4374 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4376 /* All non-walls are "checked" */
4377 if ((feat <= FEAT_DOOR_TAIL) ||
4378 (feat == FEAT_RUBBLE) ||
4379 ((feat >= FEAT_MINOR_GLYPH) &&
4380 (feat <= FEAT_TREES)) ||
4381 (feat >= FEAT_TOWN))
4383 /* Memorize normal features */
4384 if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
4386 /* Memorize the object */
4387 c_ptr->info |= (CAVE_MARK);
4390 /* Memorize known walls */
4391 for (i = 0; i < 8; i++)
4393 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4395 /* Feature code (applying "mimic" field) */
4396 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4398 /* Memorize walls (etc) */
4399 if ((feat >= FEAT_RUBBLE) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
4401 /* Memorize the walls */
4402 c_ptr->info |= (CAVE_MARK);
4410 p_ptr->redraw |= (PR_MAP);
4413 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4419 * Light up the dungeon using "clairvoyance"
4421 * This function "illuminates" every grid in the dungeon, memorizes all
4422 * "objects", memorizes all grids as with magic mapping, and, under the
4423 * standard option settings (view_perma_grids but not view_torch_grids)
4424 * memorizes all floor grids too.
4426 * Note that if "view_perma_grids" is not set, we do not memorize floor
4427 * grids, since this would defeat the purpose of "view_perma_grids", not
4428 * that anyone seems to play without this option.
4430 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4431 * since this would prevent the use of "view_torch_grids" as a method to
4432 * keep track of what grids have been observed directly.
4434 void wiz_lite(bool ninja)
4439 /* Memorize objects */
4440 for (i = 1; i < o_max; i++)
4442 object_type *o_ptr = &o_list[i];
4444 /* Skip dead objects */
4445 if (!o_ptr->k_idx) continue;
4447 /* Skip held objects */
4448 if (o_ptr->held_m_idx) continue;
4451 o_ptr->marked |= OM_FOUND;
4454 /* Scan all normal grids */
4455 for (y = 1; y < cur_hgt - 1; y++)
4457 /* Scan all normal grids */
4458 for (x = 1; x < cur_wid - 1; x++)
4460 cave_type *c_ptr = &cave[y][x];
4462 /* Feature code (applying "mimic" field) */
4463 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4465 /* Process all non-walls */
4466 if (cave_floor_bold(y, x) || (feat == FEAT_RUBBLE) || (feat == FEAT_TREES) || (feat == FEAT_MOUNTAIN))
4468 /* Scan all neighbors */
4469 for (i = 0; i < 9; i++)
4471 int yy = y + ddy_ddd[i];
4472 int xx = x + ddx_ddd[i];
4475 c_ptr = &cave[yy][xx];
4477 /* Feature code (applying "mimic" field) */
4478 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4480 /* Memorize normal features */
4483 /* Memorize the grid */
4484 c_ptr->info |= (CAVE_MARK);
4488 if ((feat > FEAT_INVIS))
4490 /* Memorize the grid */
4491 c_ptr->info |= (CAVE_MARK);
4494 /* Perma-lite the grid */
4495 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4497 c_ptr->info |= (CAVE_GLOW);
4499 /* Normally, memorize floors (see above) */
4500 if (view_perma_grids && !view_torch_grids)
4502 /* Memorize the grid */
4503 c_ptr->info |= (CAVE_MARK);
4512 /* Update the monsters */
4513 p_ptr->update |= (PU_MONSTERS);
4516 p_ptr->redraw |= (PR_MAP);
4519 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4524 * Forget the dungeon map (ala "Thinking of Maud...").
4531 /* Forget every grid */
4532 for (y = 0; y < cur_hgt; y++)
4534 for (x = 0; x < cur_wid; x++)
4536 cave_type *c_ptr = &cave[y][x];
4538 /* Process the grid */
4539 c_ptr->info &= ~(CAVE_MARK);
4543 /* Forget all objects */
4544 for (i = 1; i < o_max; i++)
4546 object_type *o_ptr = &o_list[i];
4548 /* Skip dead objects */
4549 if (!o_ptr->k_idx) continue;
4551 /* Skip held objects */
4552 if (o_ptr->held_m_idx) continue;
4554 /* Forget the object */
4558 /* Mega-Hack -- Forget the view and lite */
4559 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4561 /* Update the view and lite */
4562 p_ptr->update |= (PU_VIEW | PU_LITE);
4564 /* Update the monsters */
4565 p_ptr->update |= (PU_MONSTERS);
4568 p_ptr->redraw |= (PR_MAP);
4571 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4579 * Change the "feat" flag for a grid, and notice/redraw the grid
4581 void cave_set_feat(int y, int x, int feat)
4583 cave_type *c_ptr = &cave[y][x];
4585 /* Clear mimic type */
4588 /* Remove flag for mirror/glyph */
4589 c_ptr->info &= ~(CAVE_OBJECT);
4591 /* Change the feature */
4594 /* Hack -- glow the deep lava */
4595 if ((feat == FEAT_DEEP_LAVA) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4599 for (i = 0; i < 9; i++)
4601 yy = y + ddy_ddd[i];
4602 xx = x + ddx_ddd[i];
4603 if (!in_bounds2(yy, xx)) continue;
4604 cave[yy][xx].info |= CAVE_GLOW;
4605 if (player_has_los_bold(yy, xx))
4623 /* Remove a mirror */
4624 void remove_mirror(int y, int x)
4626 /* Remove the mirror */
4627 cave[y][x].info &= ~(CAVE_OBJECT);
4628 cave[y][x].mimic = 0;
4630 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4632 cave[y][x].info &= ~(CAVE_GLOW);
4633 if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
4644 * Return TRUE if there is a mirror on the grid.
4646 bool is_mirror_grid(cave_type *c_ptr)
4648 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MIRROR)
4656 * Return TRUE if there is a mirror on the grid.
4658 bool is_glyph_grid(cave_type *c_ptr)
4660 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_GLYPH)
4668 * Return TRUE if there is a mirror on the grid.
4670 bool is_explosive_rune_grid(cave_type *c_ptr)
4672 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MINOR_GLYPH)
4680 * Calculate "incremental motion". Used by project() and shoot().
4681 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4683 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4685 int dy, dx, dist, shift;
4687 /* Extract the distance travelled */
4688 dy = (*y < y1) ? y1 - *y : *y - y1;
4689 dx = (*x < x1) ? x1 - *x : *x - x1;
4691 /* Number of steps */
4692 dist = (dy > dx) ? dy : dx;
4694 /* We are calculating the next location */
4698 /* Calculate the total distance along each axis */
4699 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4700 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4702 /* Paranoia -- Hack -- no motion */
4703 if (!dy && !dx) return;
4706 /* Move mostly vertically */
4709 /* Extract a shift factor */
4710 shift = (dist * dx + (dy - 1) / 2) / dy;
4712 /* Sometimes move along the minor axis */
4713 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4715 /* Always move along major axis */
4716 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4719 /* Move mostly horizontally */
4722 /* Extract a shift factor */
4723 shift = (dist * dy + (dx - 1) / 2) / dx;
4725 /* Sometimes move along the minor axis */
4726 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4728 /* Always move along major axis */
4729 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4736 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4737 * at the final destination, assuming no monster gets in the way.
4739 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4741 bool projectable(int y1, int x1, int y2, int x2)
4748 /* Check the projection path */
4749 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4751 /* No grid is ever projectable from itself */
4752 if (!grid_n) return (FALSE);
4755 y = GRID_Y(grid_g[grid_n - 1]);
4756 x = GRID_X(grid_g[grid_n - 1]);
4758 /* May not end in an unrequested grid */
4759 if ((y != y2) || (x != x2)) return (FALSE);
4767 * Standard "find me a location" function
4769 * Obtains a legal location within the given distance of the initial
4770 * location, and with "los()" from the source to destination location.
4772 * This function is often called from inside a loop which searches for
4773 * locations while increasing the "d" distance.
4775 * Currently the "m" parameter is unused.
4777 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4784 /* Pick a location */
4787 /* Pick a new location */
4788 ny = rand_spread(y, d);
4789 nx = rand_spread(x, d);
4791 /* Ignore annoying locations */
4792 if (!in_bounds(ny, nx)) continue;
4794 /* Ignore "excessively distant" locations */
4795 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4797 /* Require "line of sight" */
4798 if (los(y, x, ny, nx)) break;
4801 /* Save the location */
4810 * Track a new monster
4812 void health_track(int m_idx)
4814 /* Mount monster is already tracked */
4815 if (m_idx && m_idx == p_ptr->riding) return;
4817 /* Track a new guy */
4818 p_ptr->health_who = m_idx;
4820 /* Redraw (later) */
4821 p_ptr->redraw |= (PR_HEALTH);
4827 * Hack -- track the given monster race
4829 void monster_race_track(int r_idx)
4831 /* Save this monster ID */
4832 p_ptr->monster_race_idx = r_idx;
4835 p_ptr->window |= (PW_MONSTER);
4841 * Hack -- track the given object kind
4843 void object_kind_track(int k_idx)
4845 /* Save this monster ID */
4846 p_ptr->object_kind_idx = k_idx;
4849 p_ptr->window |= (PW_OBJECT);
4855 * Something has happened to disturb the player.
4857 * The first arg indicates a major disturbance, which affects search.
4859 * The second arg is currently unused, but could induce output flush.
4861 * All disturbance cancels repeated commands, resting, and running.
4863 void disturb(int stop_search, int unused_flag)
4866 unused_flag = unused_flag;
4868 /* Cancel auto-commands */
4869 /* command_new = 0; */
4871 /* Cancel repeated commands */
4877 /* Redraw the state (later) */
4878 p_ptr->redraw |= (PR_STATE);
4881 /* Cancel Resting */
4882 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4885 set_action(ACTION_NONE);
4888 /* Cancel running */
4894 /* Check for new panel if appropriate */
4895 if (center_player && !center_running) verify_panel();
4897 /* Calculate torch radius */
4898 p_ptr->update |= (PU_TORCH);
4900 /* Update monster flow */
4901 p_ptr->update |= (PU_FLOW);
4904 /* Flush the input if requested */
4905 if (flush_disturb) flush();
4910 * Glow deep lava in the floor
4912 void glow_deep_lava(void)
4914 int y, x, i, yy, xx;
4918 /* Not in the darkness dungeon */
4919 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
4921 for (y = 0; y < cur_hgt; y++)
4923 for (x = 0; x < cur_wid; x++)
4925 c_ptr = &cave[y][x];
4927 /* Feature code (applying "mimic" field) */
4928 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4930 if (feat == FEAT_DEEP_LAVA)
4932 for (i = 0; i < 9; i++)
4934 yy = y + ddy_ddd[i];
4935 xx = x + ddx_ddd[i];
4936 if (!in_bounds2(yy, xx)) continue;
4937 cave[yy][xx].info |= CAVE_GLOW;
4938 if (player_has_los_bold(yy, xx)) note_spot(yy, xx);