4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: low level dungeon routines -BEN- */
18 * Support for Adam Bolt's tileset, lighting and transparency effects
19 * by Robert Ruehlmann (rr9@angband.org)
22 static byte display_autopick;
23 static int match_autopick;
24 static object_type *autopick_obj;
25 static int feat_priority;
28 * Distance between two points via Newton-Raphson technique
30 int distance (int y1, int x1, int y2, int x2)
32 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
33 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
35 /* Squared distance */
36 int target = (dy * dy) + (dx * dx);
38 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
39 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
44 if (!dy || !dx) return d;
48 /* Approximate error */
49 err = (target - d * d) / (2 * d);
51 /* No error - we are done */
63 * Return TRUE if the given feature is a trap
65 bool is_trap(int feat)
67 return have_flag(f_info[feat].flags, FF_TRAP);
72 * Return TRUE if the given grid is a known trap
74 bool is_known_trap(cave_type *c_ptr)
76 if (!c_ptr->mimic && !cave_have_flag_grid(c_ptr, FF_SECRET) &&
77 is_trap(c_ptr->feat)) return TRUE;
84 * Return TRUE if the given grid is a closed door
86 bool is_closed_door(int feat)
88 feature_type *f_ptr = &f_info[feat];
90 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
91 !have_flag(f_ptr->flags, FF_MOVE);
96 * Return TRUE if the given grid is a hidden closed door
98 bool is_hidden_door(cave_type *c_ptr)
100 if ((c_ptr->mimic || cave_have_flag_grid(c_ptr, FF_SECRET)) &&
101 is_closed_door(c_ptr->feat))
109 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
110 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
112 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
114 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
115 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
116 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
118 * We assume that the "mathematical corner" of a non-floor tile does not
119 * block line of sight.
121 * Because this function uses (short) ints for all calculations, overflow may
122 * occur if dx and dy exceed 90.
124 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
125 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
126 * we can use integer arithmetic.
128 * We travel from start to finish along the longer axis, starting at the border
129 * between the first and second tiles, where the y offset = .5 * slope, taking
130 * into account the scale factor. See below.
132 * Also note that this function and the "move towards target" code do NOT
133 * share the same properties. Thus, you can see someone, target them, and
134 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
135 * by clever choice of target locations, you can sometimes throw a "curve".
137 * Note that "line of sight" is not "reflexive" in all cases.
139 * Use the "projectable()" routine to test "spell/missile line of sight".
141 * Use the "update_view()" function to determine player line-of-sight.
143 bool los(int y1, int x1, int y2, int x2)
163 /* Slope, or 1/Slope, of LOS */
167 /* Extract the offset */
171 /* Extract the absolute offset */
176 /* Handle adjacent (or identical) grids */
177 if ((ax < 2) && (ay < 2)) return TRUE;
180 /* Paranoia -- require "safe" origin */
181 /* if (!in_bounds(y1, x1)) return FALSE; */
182 /* if (!in_bounds(y2, x2)) return FALSE; */
185 /* Directly South/North */
188 /* South -- check for walls */
191 for (ty = y1 + 1; ty < y2; ty++)
193 if (!cave_los_bold(ty, x1)) return FALSE;
197 /* North -- check for walls */
200 for (ty = y1 - 1; ty > y2; ty--)
202 if (!cave_los_bold(ty, x1)) return FALSE;
210 /* Directly East/West */
213 /* East -- check for walls */
216 for (tx = x1 + 1; tx < x2; tx++)
218 if (!cave_los_bold(y1, tx)) return FALSE;
222 /* West -- check for walls */
225 for (tx = x1 - 1; tx > x2; tx--)
227 if (!cave_los_bold(y1, tx)) return FALSE;
236 /* Extract some signs */
237 sx = (dx < 0) ? -1 : 1;
238 sy = (dy < 0) ? -1 : 1;
241 /* Vertical "knights" */
246 if (cave_los_bold(y1 + sy, x1)) return TRUE;
250 /* Horizontal "knights" */
255 if (cave_los_bold(y1, x1 + sx)) return TRUE;
260 /* Calculate scale factor div 2 */
263 /* Calculate scale factor */
267 /* Travel horizontally */
270 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
276 /* Consider the special case where slope == 1. */
287 /* Note (below) the case (qy == f2), where */
288 /* the LOS exactly meets the corner of a tile. */
291 if (!cave_los_bold(ty, tx)) return FALSE;
302 if (!cave_los_bold(ty, tx)) return FALSE;
315 /* Travel vertically */
318 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
334 /* Note (below) the case (qx == f2), where */
335 /* the LOS exactly meets the corner of a tile. */
338 if (!cave_los_bold(ty, tx)) return FALSE;
349 if (!cave_los_bold(ty, tx)) return FALSE;
371 #define COMPLEX_WALL_ILLUMINATION
374 * Check for "local" illumination
376 static bool check_local_illumination(int y, int x)
378 /* Hack -- move towards player */
379 int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
380 int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
382 /* Check for "local" illumination */
384 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
386 /* Check for "complex" illumination */
387 if ((feat_supports_los(get_feat_mimic(&cave[yy][xx])) &&
388 (cave[yy][xx].info & CAVE_GLOW)) ||
389 (feat_supports_los(get_feat_mimic(&cave[y][xx])) &&
390 (cave[y][xx].info & CAVE_GLOW)) ||
391 (feat_supports_los(get_feat_mimic(&cave[yy][x])) &&
392 (cave[yy][x].info & CAVE_GLOW)))
398 #else /* COMPLEX_WALL_ILLUMINATION */
400 /* Check for "simple" illumination */
401 return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
403 #endif /* COMPLEX_WALL_ILLUMINATION */
407 #define update_local_illumination_aux(Y, X) \
409 if (player_has_los_bold((Y), (X))) \
411 /* Update the monster */ \
412 if (cave[(Y)][(X)].m_idx) update_mon(cave[(Y)][(X)].m_idx, FALSE); \
414 /* Notice and redraw */ \
415 note_spot((Y), (X)); \
416 lite_spot((Y), (X)); \
422 * Update "local" illumination
424 void update_local_illumination(int y, int x)
428 if (!in_bounds(y, x)) return;
430 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
432 if ((y != py) && (x != px))
434 yy = (y < py) ? (y - 1) : (y + 1);
435 xx = (x < px) ? (x - 1) : (x + 1);
436 update_local_illumination_aux(yy, xx);
437 update_local_illumination_aux(y, xx);
438 update_local_illumination_aux(yy, x);
440 else if (x != px) /* y == py */
442 xx = (x < px) ? (x - 1) : (x + 1);
443 for (i = -1; i <= 1; i++)
446 update_local_illumination_aux(yy, xx);
449 update_local_illumination_aux(yy, x);
451 update_local_illumination_aux(yy, x);
453 else if (y != py) /* x == px */
455 yy = (y < py) ? (y - 1) : (y + 1);
456 for (i = -1; i <= 1; i++)
459 update_local_illumination_aux(yy, xx);
462 update_local_illumination_aux(y, xx);
464 update_local_illumination_aux(y, xx);
466 else /* Player's grid */
468 for (i = 0; i < 8; i++)
472 update_local_illumination_aux(yy, xx);
476 #else /* COMPLEX_WALL_ILLUMINATION */
478 if ((y != py) && (x != px))
480 yy = (y < py) ? (y - 1) : (y + 1);
481 xx = (x < px) ? (x - 1) : (x + 1);
482 update_local_illumination_aux(yy, xx);
484 else if (x != px) /* y == py */
486 xx = (x < px) ? (x - 1) : (x + 1);
487 for (i = -1; i <= 1; i++)
490 update_local_illumination_aux(yy, xx);
493 else if (y != py) /* x == px */
495 yy = (y < py) ? (y - 1) : (y + 1);
496 for (i = -1; i <= 1; i++)
499 update_local_illumination_aux(yy, xx);
502 else /* Player's grid */
504 for (i = 0; i < 8; i++)
508 update_local_illumination_aux(yy, xx);
512 #endif /* COMPLEX_WALL_ILLUMINATION */
517 * Can the player "see" the given grid in detail?
519 * He must have vision, illumination, and line of sight.
521 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
522 * So, given "CAVE_LITE", we know that the grid is "fully visible".
524 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
525 * that a wall is visible from any direction. That would be odd. Except
526 * under wizard light, which might make sense. Thus, for walls, we require
527 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
528 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
529 * in line of sight of the player.
531 * This extra check is expensive, but it provides a more "correct" semantics.
533 * Note that we should not run this check on walls which are "outer walls" of
534 * the dungeon, or we will induce a memory fault, but actually verifying all
535 * of the locations would be extremely expensive.
537 * Thus, to speed up the function, we assume that all "perma-walls" which are
538 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
539 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
540 * and the player has more important things on his mind when he is attacking a
541 * monster vault. It is annoying, but an extremely important optimization.
543 * Note that "glowing walls" are only considered to be "illuminated" if the
544 * grid which is next to the wall in the direction of the player is also a
545 * "glowing" grid. This prevents the player from being able to "see" the
546 * walls of illuminated rooms from a corridor outside the room.
548 bool player_can_see_bold(int y, int x)
552 /* Blind players see nothing */
553 if (p_ptr->blind) return FALSE;
555 /* Access the cave grid */
558 /* Note that "torch-lite" yields "illumination" */
559 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
561 /* Require line of sight to the grid */
562 if (!player_has_los_bold(y, x)) return FALSE;
564 /* Noctovision of Ninja */
565 if (p_ptr->see_nocto) return TRUE;
567 /* Require "perma-lite" of the grid */
568 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
570 /* Feature code (applying "mimic" field) */
571 /* Floors are simple */
572 if (feat_supports_los(get_feat_mimic(c_ptr))) return TRUE;
574 /* Check for "local" illumination */
575 return check_local_illumination(y, x);
581 * Returns true if the player's grid is dark
585 return (!player_can_see_bold(py, px));
592 * Determine if a given location may be "destroyed"
594 * Used by destruction spells, and for placing stairs, etc.
596 bool cave_valid_bold(int y, int x)
598 cave_type *c_ptr = &cave[y][x];
600 s16b this_o_idx, next_o_idx = 0;
603 /* Forbid perma-grids */
604 if (cave_perma_grid(c_ptr)) return (FALSE);
607 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
612 o_ptr = &o_list[this_o_idx];
614 /* Acquire next object */
615 next_o_idx = o_ptr->next_o_idx;
617 /* Forbid artifact grids */
618 if (object_is_artifact(o_ptr)) return (FALSE);
629 * Hack -- Legal monster codes
631 static char image_monster_hack[] = \
632 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
635 * Hack -- Legal object codes
637 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
640 * Mega-Hack -- Hallucinatory monster
642 static void image_monster(byte *ap, char *cp)
644 /* Random symbol from set above */
647 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
656 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
657 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
666 * Mega-Hack -- Hallucinatory object
668 static void image_object(byte *ap, char *cp)
672 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
679 int n = sizeof(image_object_hack) - 1;
681 *cp = image_object_hack[randint0(n)];
691 * Hack -- Random hallucination
693 static void image_random(byte *ap, char *cp)
695 /* Normally, assume monsters */
696 if (randint0(100) < 75)
698 image_monster(ap, cp);
701 /* Otherwise, assume objects */
704 image_object(ap, cp);
709 * This array lists the effects of "brightness" on various "base" colours.
711 * This is used to do dynamic lighting effects in ascii :-)
712 * At the moment, only the various "floor" tiles are affected.
714 * The layout of the array is [x][0] = light and [x][1] = dark.
717 static byte lighting_colours[16][2] =
720 {TERM_L_DARK, TERM_DARK},
723 {TERM_YELLOW, TERM_SLATE},
726 {TERM_WHITE, TERM_L_DARK},
729 {TERM_L_UMBER, TERM_UMBER},
732 {TERM_RED, TERM_RED},
735 {TERM_L_GREEN, TERM_GREEN},
738 {TERM_BLUE, TERM_BLUE},
741 {TERM_L_UMBER, TERM_RED},
744 {TERM_SLATE, TERM_L_DARK},
747 {TERM_WHITE, TERM_SLATE},
750 {TERM_L_RED, TERM_BLUE},
753 {TERM_YELLOW, TERM_ORANGE},
756 {TERM_L_RED, TERM_L_RED},
759 {TERM_L_GREEN, TERM_GREEN},
762 {TERM_L_BLUE, TERM_L_BLUE},
765 {TERM_L_UMBER, TERM_UMBER}
770 * Apply "default" feature lighting effects
772 void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX])
774 byte s_attr = f_attr[F_LIT_STANDARD];
775 byte s_char = f_char[F_LIT_STANDARD];
778 if (is_ascii_graphics(s_attr)) /* For ASCII */
780 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
781 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
782 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
784 else /* For tile graphics */
786 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
787 f_char[F_LIT_LITE] = s_char + 2;
788 f_char[F_LIT_DARK] = s_char + 1;
793 /* Is this grid "darkened" by monster? */
794 #define darkened_grid(C) \
795 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
800 * Extract the attr/char to display at the given (legal) map location
802 * Basically, we "paint" the chosen attr/char in several passes, starting
803 * with any known "terrain features" (defaulting to darkness), then adding
804 * any known "objects", and finally, adding any known "monsters". This
805 * is not the fastest method but since most of the calls to this function
806 * are made for grids with no monsters or objects, it is fast enough.
808 * Note that this function, if used on the grid containing the "player",
809 * will return the attr/char of the grid underneath the player, and not
810 * the actual player attr/char itself, allowing a lot of optimization
811 * in various "display" functions.
813 * Note that the "zero" entry in the feature/object/monster arrays are
814 * used to provide "special" attr/char codes, with "monster zero" being
815 * used for the player attr/char, "object zero" being used for the "stack"
816 * attr/char, and "feature zero" being used for the "nothing" attr/char,
817 * though this function makes use of only "feature zero".
819 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
820 * which means their color changes, and "ATTR_CLEAR", which means they take
821 * the color of whatever is under them, and "CHAR_CLEAR", which means that
822 * they take the symbol of whatever is under them. Technically, the flag
823 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
824 * examined, but this flag is currently ignored.
826 * Currently, we do nothing with multi-hued objects, because there are
827 * not any. If there were, they would have to set "shimmer_objects"
828 * when they were created, and then new "shimmer" code in "dungeon.c"
829 * would have to be created handle the "shimmer" effect, and the code
830 * in "cave.c" would have to be updated to create the shimmer effect.
832 * Note the effects of hallucination. Objects always appear as random
833 * "objects", monsters as random "monsters", and normal grids occasionally
834 * appear as random "monsters" or "objects", but note that these random
835 * "monsters" and "objects" are really just "colored ascii symbols".
837 * Note that "floors" and "invisible traps" (and "zero" features) are
838 * drawn as "floors" using a special check for optimization purposes,
839 * and these are the only features which get drawn using the special
840 * lighting effects activated by "view_special_lite".
842 * Note the use of the "mimic" field in the "terrain feature" processing,
843 * which allows any feature to "pretend" to be another feature. This is
844 * used to "hide" secret doors, and to make all "doors" appear the same,
845 * and all "walls" appear the same, and "hidden" treasure stay hidden.
846 * It is possible to use this field to make a feature "look" like a floor,
847 * but the "special lighting effects" for floors will not be used.
849 * Note the use of the new "terrain feature" information. Note that the
850 * assumption that all interesting "objects" and "terrain features" are
851 * memorized allows extremely optimized processing below. Note the use
852 * of separate flags on objects to mark them as memorized allows a grid
853 * to have memorized "terrain" without granting knowledge of any object
854 * which may appear in that grid.
856 * Note the efficient code used to determine if a "floor" grid is
857 * "memorized" or "viewable" by the player, where the test for the
858 * grid being "viewable" is based on the facts that (1) the grid
859 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
860 * line of sight, and (3) the player must not be blind, and uses the
861 * assumption that all torch-lit grids are in line of sight.
863 * Note that floors (and invisible traps) are the only grids which are
864 * not memorized when seen, so only these grids need to check to see if
865 * the grid is "viewable" to the player (if it is not memorized). Since
866 * most non-memorized grids are in fact walls, this induces *massive*
867 * efficiency, at the cost of *forcing* the memorization of non-floor
868 * grids when they are first seen. Note that "invisible traps" are
869 * always treated exactly like "floors", which prevents "cheating".
871 * Note the "special lighting effects" which can be activated for floor
872 * grids using the "view_special_lite" option (for "white" floor grids),
873 * causing certain grids to be displayed using special colors. If the
874 * player is "blind", we will use "dark gray", else if the grid is lit
875 * by the torch, and the "view_yellow_lite" option is set, we will use
876 * "yellow", else if the grid is "dark", we will use "dark gray", else
877 * if the grid is not "viewable", and the "view_bright_lite" option is
878 * set, and the we will use "slate" (gray). We will use "white" for all
879 * other cases, in particular, for illuminated viewable floor grids.
881 * Note the "special lighting effects" which can be activated for wall
882 * grids using the "view_granite_lite" option (for "white" wall grids),
883 * causing certain grids to be displayed using special colors. If the
884 * player is "blind", we will use "dark gray", else if the grid is lit
885 * by the torch, and the "view_yellow_lite" option is set, we will use
886 * "yellow", else if the "view_bright_lite" option is set, and the grid
887 * is not "viewable", or is "dark", or is glowing, but not when viewed
888 * from the player's current location, we will use "slate" (gray). We
889 * will use "white" for all other cases, in particular, for correctly
890 * illuminated viewable wall grids.
892 * Note that, when "view_granite_lite" is set, we use an inline version
893 * of the "player_can_see_bold()" function to check the "viewability" of
894 * grids when the "view_bright_lite" option is set, and we do NOT use
895 * any special colors for "dark" wall grids, since this would allow the
896 * player to notice the walls of illuminated rooms from a hallway that
897 * happened to run beside the room. The alternative, by the way, would
898 * be to prevent the generation of hallways next to rooms, but this
899 * would still allow problems when digging towards a room.
901 * Note that bizarre things must be done when the "attr" and/or "char"
902 * codes have the "high-bit" set, since these values are used to encode
903 * various "special" pictures in some versions, and certain situations,
904 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
905 * to be "scrambled" in various ways.
907 * Note that eventually we may use the "&" symbol for embedded treasure,
908 * and use the "*" symbol to indicate multiple objects, though this will
909 * have to wait for Angband 2.8.0 or later. Note that currently, this
910 * is not important, since only one object or terrain feature is allowed
911 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
913 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
914 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
915 * then a whole lot of code should be changed... XXX XXX
917 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
920 cave_type *c_ptr = &cave[y][x];
922 s16b this_o_idx, next_o_idx = 0;
924 /* Feature code (applying "mimic" field) */
925 s16b feat = get_feat_mimic(c_ptr);
928 feature_type *f_ptr = &f_info[feat];
933 /* Boring grids (floors, etc) */
934 if (!have_flag(f_ptr->flags, FF_REMEMBER))
937 * Handle Memorized or visible floor
939 * No visual when blinded.
940 * (to prevent strange effects on darkness breath)
942 * - Can see grids with CAVE_MARK.
943 * - Can see grids with CAVE_LITE or CAVE_MNLT.
944 * (Such grids also have CAVE_VIEW)
945 * - Can see grids with CAVE_VIEW unless darkened by monsters.
948 ((c_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
949 ((c_ptr->info & CAVE_VIEW) && (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
951 /* Normal attr/char */
952 a = f_ptr->x_attr[F_LIT_STANDARD];
953 c = f_ptr->x_char[F_LIT_STANDARD];
955 if (p_ptr->wild_mode)
957 /* Special lighting effects */
959 if (view_special_lite && !is_daytime())
961 /* Use a darkened colour/tile */
962 a = f_ptr->x_attr[F_LIT_DARK];
963 c = f_ptr->x_char[F_LIT_DARK];
967 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
968 else if (darkened_grid(c_ptr))
970 /* Unsafe cave grid -- idea borrowed from Unangband */
971 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
973 /* Access darkness */
974 f_ptr = &f_info[feat];
976 /* Char and attr of darkness */
977 a = f_ptr->x_attr[F_LIT_STANDARD];
978 c = f_ptr->x_char[F_LIT_STANDARD];
981 /* Special lighting effects */
982 else if (view_special_lite)
984 /* Handle "torch-lit" grids */
985 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
988 if (view_yellow_lite)
990 /* Use a brightly lit colour/tile */
991 a = f_ptr->x_attr[F_LIT_LITE];
992 c = f_ptr->x_char[F_LIT_LITE];
996 /* Handle "dark" grids */
997 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
999 /* Use a darkened colour/tile */
1000 a = f_ptr->x_attr[F_LIT_DARK];
1001 c = f_ptr->x_char[F_LIT_DARK];
1004 /* Handle "out-of-sight" grids */
1005 else if (!(c_ptr->info & CAVE_VIEW))
1008 if (view_bright_lite)
1010 /* Use a darkened colour/tile */
1011 a = f_ptr->x_attr[F_LIT_DARK];
1012 c = f_ptr->x_char[F_LIT_DARK];
1021 /* Unsafe cave grid -- idea borrowed from Unangband */
1022 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1024 /* Access darkness */
1025 f_ptr = &f_info[feat];
1027 /* Normal attr/char */
1028 a = f_ptr->x_attr[F_LIT_STANDARD];
1029 c = f_ptr->x_char[F_LIT_STANDARD];
1033 /* Interesting grids (non-floors) */
1036 /* Memorized grids */
1037 if (c_ptr->info & CAVE_MARK)
1039 /* Normal attr/char */
1040 a = f_ptr->x_attr[F_LIT_STANDARD];
1041 c = f_ptr->x_char[F_LIT_STANDARD];
1043 if (p_ptr->wild_mode)
1045 /* Special lighting effects */
1046 /* Handle "blind" or "night" */
1047 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
1049 /* Use a darkened colour/tile */
1050 a = f_ptr->x_attr[F_LIT_DARK];
1051 c = f_ptr->x_char[F_LIT_DARK];
1055 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
1056 else if (darkened_grid(c_ptr) && !p_ptr->blind)
1058 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
1060 /* Unsafe cave grid -- idea borrowed from Unangband */
1061 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1063 /* Access darkness */
1064 f_ptr = &f_info[feat];
1066 /* Char and attr of darkness */
1067 a = f_ptr->x_attr[F_LIT_STANDARD];
1068 c = f_ptr->x_char[F_LIT_STANDARD];
1070 else if (view_granite_lite && view_bright_lite)
1072 /* Use a darkened colour/tile */
1073 a = f_ptr->x_attr[F_LIT_DARK];
1074 c = f_ptr->x_char[F_LIT_DARK];
1078 /* Special lighting effects */
1079 else if (view_granite_lite)
1081 /* Handle "blind" */
1084 /* Use a darkened colour/tile */
1085 a = f_ptr->x_attr[F_LIT_DARK];
1086 c = f_ptr->x_char[F_LIT_DARK];
1089 /* Handle "torch-lit" grids */
1090 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1093 if (view_yellow_lite)
1095 /* Use a brightly lit colour/tile */
1096 a = f_ptr->x_attr[F_LIT_LITE];
1097 c = f_ptr->x_char[F_LIT_LITE];
1101 /* Handle "view_bright_lite" */
1102 else if (view_bright_lite)
1105 if (!(c_ptr->info & CAVE_VIEW))
1107 /* Use a darkened colour/tile */
1108 a = f_ptr->x_attr[F_LIT_DARK];
1109 c = f_ptr->x_char[F_LIT_DARK];
1113 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1115 /* Use a darkened colour/tile */
1116 a = f_ptr->x_attr[F_LIT_DARK];
1117 c = f_ptr->x_char[F_LIT_DARK];
1120 /* Not glowing correctly */
1121 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
1123 /* Use a darkened colour/tile */
1124 a = f_ptr->x_attr[F_LIT_DARK];
1125 c = f_ptr->x_char[F_LIT_DARK];
1134 /* Unsafe cave grid -- idea borrowed from Unangband */
1135 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1137 /* Access feature */
1138 f_ptr = &f_info[feat];
1140 /* Normal attr/char */
1141 a = f_ptr->x_attr[F_LIT_STANDARD];
1142 c = f_ptr->x_char[F_LIT_STANDARD];
1146 if (feat_priority == -1) feat_priority = f_ptr->priority;
1148 /* Save the terrain info for the transparency effects */
1156 /* Hack -- rare random hallucination, except on outer dungeon walls */
1162 image_random(ap, cp);
1167 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1171 /* Acquire object */
1172 o_ptr = &o_list[this_o_idx];
1174 /* Acquire next object */
1175 next_o_idx = o_ptr->next_o_idx;
1177 /* Memorized objects */
1178 if (o_ptr->marked & OM_FOUND)
1180 if (display_autopick)
1184 match_autopick = is_autopick(o_ptr);
1185 if(match_autopick == -1)
1188 act = autopick_list[match_autopick].action;
1190 if ((act & DO_DISPLAY) && (act & display_autopick))
1192 autopick_obj = o_ptr;
1196 match_autopick = -1;
1201 (*cp) = object_char(o_ptr);
1204 (*ap) = object_attr(o_ptr);
1208 /* Hack -- hallucination */
1209 if (p_ptr->image) image_object(ap, cp);
1217 /* Handle monsters */
1218 if (c_ptr->m_idx && display_autopick == 0 )
1220 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1222 /* Visible monster */
1225 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1233 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1234 * flags are always unseen.
1236 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1242 /* Hallucinatory monster */
1243 image_monster(ap, cp);
1248 /* Monster attr/char */
1252 /* Normal monsters */
1253 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1254 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1256 /* Desired monster attr/char */
1262 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1263 * flags are always unseen.
1265 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1272 /*** Monster's attr ***/
1273 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1278 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1280 /* Multi-hued attr */
1281 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1282 else switch (randint1(7))
1284 case 1: *ap = TERM_RED; break;
1285 case 2: *ap = TERM_L_RED; break;
1286 case 3: *ap = TERM_WHITE; break;
1287 case 4: *ap = TERM_L_GREEN; break;
1288 case 5: *ap = TERM_BLUE; break;
1289 case 6: *ap = TERM_L_DARK; break;
1290 case 7: *ap = TERM_GREEN; break;
1293 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1295 /* Use semi-random attr (usually mimics' colors vary) */
1296 *ap = c_ptr->m_idx % 15 + 1;
1304 /*** Monster's char ***/
1305 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1310 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1314 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1315 *cp = tmp_r_ptr->x_char;
1316 *ap = tmp_r_ptr->x_attr;
1320 *cp = (one_in_(25) ?
1321 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1322 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1335 /* Handle "player" */
1336 if (player_bold(y, x))
1338 monster_race *r_ptr = &r_info[0];
1340 /* Get the "player" attr */
1341 *ap = r_ptr->x_attr;
1343 /* Get the "player" char */
1344 *cp = r_ptr->x_char;
1352 * Calculate panel colum of a location in the map
1354 static int panel_col_of(int col)
1356 col -= panel_col_min;
1357 if (use_bigtile) col *= 2;
1363 * Moves the cursor to a given MAP (y,x) location
1365 void move_cursor_relative(int row, int col)
1367 /* Real co-ords convert to screen positions */
1368 row -= panel_row_prt;
1371 Term_gotoxy(panel_col_of(col), row);
1377 * Place an attr/char pair at the given map coordinate, if legal.
1379 void print_rel(char c, byte a, int y, int x)
1381 /* Only do "legal" locations */
1382 if (panel_contains(y, x))
1384 /* Hack -- fake monochrome */
1387 if (world_monster) a = TERM_DARK;
1388 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1389 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1392 /* Draw the char using the attr */
1393 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1402 * Memorize interesting viewable object/features in the given grid
1404 * This function should only be called on "legal" grids.
1406 * This function will memorize the object and/or feature in the given
1407 * grid, if they are (1) viewable and (2) interesting. Note that all
1408 * objects are interesting, all terrain features except floors (and
1409 * invisible traps) are interesting, and floors (and invisible traps)
1410 * are interesting sometimes (depending on various options involving
1411 * the illumination of floor grids).
1413 * The automatic memorization of all objects and non-floor terrain
1414 * features as soon as they are displayed allows incredible amounts
1415 * of optimization in various places, especially "map_info()".
1417 * Note that the memorization of objects is completely separate from
1418 * the memorization of terrain features, preventing annoying floor
1419 * memorization when a detected object is picked up from a dark floor,
1420 * and object memorization when an object is dropped into a floor grid
1421 * which is memorized but out-of-sight.
1423 * This function should be called every time the "memorization" of
1424 * a grid (or the object in a grid) is called into question, such
1425 * as when an object is created in a grid, when a terrain feature
1426 * "changes" from "floor" to "non-floor", when any grid becomes
1427 * "illuminated" or "viewable", and when a "floor" grid becomes
1430 * Note the relatively efficient use of this function by the various
1431 * "update_view()" and "update_lite()" calls, to allow objects and
1432 * terrain features to be memorized (and drawn) whenever they become
1433 * viewable or illuminated in any way, but not when they "maintain"
1434 * or "lose" their previous viewability or illumination.
1436 * Note the butchered "internal" version of "player_can_see_bold()",
1437 * optimized primarily for the most common cases, that is, for the
1438 * non-marked floor grids.
1440 void note_spot(int y, int x)
1442 cave_type *c_ptr = &cave[y][x];
1444 s16b this_o_idx, next_o_idx = 0;
1447 /* Blind players see nothing */
1448 if (p_ptr->blind) return;
1450 /* Analyze non-torch-lit grids */
1451 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1453 /* Require line of sight to the grid */
1454 if (!(c_ptr->info & (CAVE_VIEW))) return;
1456 /* Require "perma-lite" of the grid */
1457 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1460 if (!p_ptr->see_nocto) return;
1465 /* Hack -- memorize objects */
1466 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1468 object_type *o_ptr = &o_list[this_o_idx];
1470 /* Acquire next object */
1471 next_o_idx = o_ptr->next_o_idx;
1473 /* Memorize objects */
1474 o_ptr->marked |= OM_FOUND;
1478 /* Hack -- memorize grids */
1479 if (!(c_ptr->info & (CAVE_MARK)))
1481 /* Feature code (applying "mimic" field) */
1482 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
1484 /* Memorize some "boring" grids */
1485 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1487 /* Option -- memorize all torch-lit floors */
1488 if (view_torch_grids &&
1489 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1492 c_ptr->info |= (CAVE_MARK);
1495 /* Option -- memorize all perma-lit floors */
1496 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1499 c_ptr->info |= (CAVE_MARK);
1503 /* Memorize normal grids */
1504 else if (have_flag(f_ptr->flags, FF_LOS))
1507 c_ptr->info |= (CAVE_MARK);
1510 /* Memorize torch-lit walls */
1511 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1514 c_ptr->info |= (CAVE_MARK);
1517 /* Memorize walls seen by noctovision of Ninja */
1518 else if (p_ptr->see_nocto)
1521 c_ptr->info |= (CAVE_MARK);
1524 /* Memorize certain non-torch-lit wall grids */
1525 else if (check_local_illumination(y, x))
1528 c_ptr->info |= (CAVE_MARK);
1534 void display_dungeon(void)
1543 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1545 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1547 if (in_bounds2(y, x))
1550 /* Examine the grid */
1551 map_info(y, x, &a, &c, &ta, &tc);
1553 /* Hack -- fake monochrome */
1556 if (world_monster) a = TERM_DARK;
1557 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1558 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1561 /* Hack -- Queue it */
1562 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1566 /* Clear out-of-bound tiles */
1568 /* Access darkness */
1569 feature_type *f_ptr = &f_info[feat_none];
1572 a = f_ptr->x_attr[F_LIT_STANDARD];
1575 c = f_ptr->x_char[F_LIT_STANDARD];
1577 /* Hack -- Queue it */
1578 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1586 * Redraw (on the screen) a given MAP location
1588 * This function should only be called on "legal" grids
1590 void lite_spot(int y, int x)
1592 /* Redraw if on screen */
1593 if (panel_contains(y, x) && in_bounds2(y, x))
1601 /* Examine the grid */
1602 map_info(y, x, &a, &c, &ta, &tc);
1604 /* Hack -- fake monochrome */
1607 if (world_monster) a = TERM_DARK;
1608 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1609 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1612 /* Hack -- Queue it */
1613 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1615 /* Update sub-windows */
1616 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1622 * Prints the map of the dungeon
1624 * Note that, for efficiency, we contain an "optimized" version
1625 * of both "lite_spot()" and "print_rel()", and that we use the
1626 * "lite_spot()" function to display the player grid, if needed.
1634 s16b xmin, xmax, ymin, ymax;
1639 Term_get_size(&wid, &hgt);
1641 /* Remove map offset */
1645 /* Access the cursor state */
1646 (void)Term_get_cursor(&v);
1648 /* Hide the cursor */
1649 (void)Term_set_cursor(0);
1652 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1653 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1654 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1655 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1657 /* Bottom section of screen */
1658 for (y = 1; y <= ymin - panel_row_prt; y++)
1660 /* Erase the section */
1661 Term_erase(COL_MAP, y, wid);
1664 /* Top section of screen */
1665 for (y = ymax - panel_row_prt; y <= hgt; y++)
1667 /* Erase the section */
1668 Term_erase(COL_MAP, y, wid);
1672 for (y = ymin; y <= ymax; y++)
1674 /* Scan the columns of row "y" */
1675 for (x = xmin; x <= xmax; x++)
1683 /* Determine what is there */
1684 map_info(y, x, &a, &c, &ta, &tc);
1686 /* Hack -- fake monochrome */
1689 if (world_monster) a = TERM_DARK;
1690 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1691 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1694 /* Efficiency -- Redraw that grid of the map */
1695 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1699 /* Display player */
1702 /* Restore the cursor */
1703 (void)Term_set_cursor(v);
1709 * print project path
1711 void prt_path(int y, int x)
1716 int default_color = TERM_SLATE;
1718 if (!display_path) return;
1719 if (-1 == project_length)
1722 /* Get projection path */
1723 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1726 p_ptr->redraw |= (PR_MAP);
1732 for (i = 0; i < path_n; i++)
1734 int ny = GRID_Y(path_g[i]);
1735 int nx = GRID_X(path_g[i]);
1736 cave_type *c_ptr = &cave[ny][nx];
1738 if (panel_contains(ny, nx))
1740 byte a = default_color;
1746 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1748 /* Determine what is there */
1749 map_info(ny, nx, &a, &c, &ta, &tc);
1751 if (!is_ascii_graphics(a))
1753 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1755 else if (a == default_color)
1761 if (world_monster) a = TERM_DARK;
1762 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1763 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1768 /* Hack -- Queue it */
1769 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1773 if ((c_ptr->info & CAVE_MARK) && !cave_have_flag_grid(c_ptr, FF_PROJECT)) break;
1776 if (nx == x && ny == y) default_color = TERM_L_DARK;
1781 static cptr simplify_list[][2] =
1788 {"^Amulet of ", "\""},
1789 {"^Scroll of ", "?"},
1790 {"^Scroll titled ", "?"},
1791 {"^Wand of " , "-"},
1793 {"^Staff of " , "_"},
1794 {"^Potion of ", "!"},
1806 static void display_shortened_item_name(object_type *o_ptr, int y)
1813 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1814 attr = tval_to_attr[o_ptr->tval % 128];
1820 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
1822 strcpy(buf, "something strange");
1826 for (c = buf; *c; c++)
1829 for (i = 0; simplify_list[i][1]; i++)
1831 cptr org_w = simplify_list[i][0];
1841 if (!strncmp(c, org_w, strlen(org_w)))
1844 cptr tmp = simplify_list[i][1];
1847 tmp = c + strlen(org_w);
1857 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
1863 if(len + 2 > 12) break;
1870 if(len + 1 > 12) break;
1876 Term_putstr(0, y, 12, attr, buf);
1880 * Display a "small-scale" map of the dungeon in the active Term
1882 void display_map(int *cy, int *cx)
1899 /* Save lighting effects */
1900 bool old_view_special_lite = view_special_lite;
1901 bool old_view_granite_lite = view_granite_lite;
1903 int hgt, wid, yrat, xrat;
1905 int **match_autopick_yx;
1906 object_type ***object_autopick_yx;
1909 Term_get_size(&wid, &hgt);
1912 if (use_bigtile) wid /= 2;
1914 yrat = (cur_hgt + hgt - 1) / hgt;
1915 xrat = (cur_wid + wid - 1) / wid;
1917 /* Disable lighting effects */
1918 view_special_lite = FALSE;
1919 view_granite_lite = FALSE;
1921 /* Allocate the maps */
1922 C_MAKE(ma, (hgt + 2), byte_ptr);
1923 C_MAKE(mc, (hgt + 2), char_ptr);
1924 C_MAKE(mp, (hgt + 2), byte_ptr);
1925 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1926 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1928 /* Allocate and wipe each line map */
1929 for (y = 0; y < (hgt + 2); y++)
1931 /* Allocate one row each array */
1932 C_MAKE(ma[y], (wid + 2), byte);
1933 C_MAKE(mc[y], (wid + 2), char);
1934 C_MAKE(mp[y], (wid + 2), byte);
1935 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1936 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1938 for (x = 0; x < wid + 2; ++x)
1940 match_autopick_yx[y][x] = -1;
1941 object_autopick_yx[y][x] = NULL;
1944 ma[y][x] = TERM_WHITE;
1952 /* Allocate the maps */
1953 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1954 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1955 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1957 /* Allocate and wipe each line map */
1958 for (y = 0; y < (cur_hgt + 2); y++)
1960 /* Allocate one row each array */
1961 C_MAKE(bigma[y], (cur_wid + 2), byte);
1962 C_MAKE(bigmc[y], (cur_wid + 2), char);
1963 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1965 for (x = 0; x < cur_wid + 2; ++x)
1968 bigma[y][x] = TERM_WHITE;
1976 /* Fill in the map */
1977 for (i = 0; i < cur_wid; ++i)
1979 for (j = 0; j < cur_hgt; ++j)
1989 /* Extract the current attr/char at that map location */
1990 map_info(j, i, &ta, &tc, &ta, &tc);
1992 /* Extract the priority */
1995 if(match_autopick!=-1
1996 && (match_autopick_yx[y][x] == -1
1997 || match_autopick_yx[y][x] > match_autopick))
1999 match_autopick_yx[y][x] = match_autopick;
2000 object_autopick_yx[y][x] = autopick_obj;
2004 /* Save the char, attr and priority */
2005 bigmc[j+1][i+1] = tc;
2006 bigma[j+1][i+1] = ta;
2007 bigmp[j+1][i+1] = tp;
2011 for (j = 0; j < cur_hgt; ++j)
2013 for (i = 0; i < cur_wid; ++i)
2019 tc = bigmc[j+1][i+1];
2020 ta = bigma[j+1][i+1];
2021 tp = bigmp[j+1][i+1];
2023 /* rare feature has more priority */
2029 for (t = 0; t < 8; t++)
2031 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2032 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2042 /* Save the char, attr and priority */
2055 /* Draw the corners */
2056 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2058 /* Draw the horizontal edges */
2059 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2061 /* Draw the vertical edges */
2062 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2065 /* Display each map line in order */
2066 for (y = 0; y < hgt + 2; ++y)
2068 /* Start a new line */
2069 Term_gotoxy(COL_MAP, y);
2071 /* Display the line */
2072 for (x = 0; x < wid + 2; ++x)
2077 /* Hack -- fake monochrome */
2080 if (world_monster) ta = TERM_DARK;
2081 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2082 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2085 /* Add the character */
2086 Term_add_bigch(ta, tc);
2091 for (y = 1; y < hgt + 1; ++y)
2093 match_autopick = -1;
2094 for (x = 1; x <= wid; x++){
2095 if (match_autopick_yx[y][x] != -1 &&
2096 (match_autopick > match_autopick_yx[y][x] ||
2097 match_autopick == -1)){
2098 match_autopick = match_autopick_yx[y][x];
2099 autopick_obj = object_autopick_yx[y][x];
2103 /* Clear old display */
2104 Term_putstr(0, y, 12, 0, " ");
2106 if (match_autopick != -1)
2108 display_shortened_item_name(autopick_obj, y);
2111 char buf[13] = "\0";
2112 strncpy(buf,autopick_list[match_autopick].name,12);
2120 /* Player location */
2121 (*cy) = py / yrat + 1 + ROW_MAP;
2123 (*cx) = px / xrat + 1 + COL_MAP;
2125 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2127 /* Restore lighting effects */
2128 view_special_lite = old_view_special_lite;
2129 view_granite_lite = old_view_granite_lite;
2131 /* Free each line map */
2132 for (y = 0; y < (hgt + 2); y++)
2134 /* Free one row each array */
2135 C_FREE(ma[y], (wid + 2), byte);
2136 C_FREE(mc[y], (wid + 2), char);
2137 C_FREE(mp[y], (wid + 2), byte);
2138 C_FREE(match_autopick_yx[y], (wid + 2), int);
2139 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2142 /* Free each line map */
2143 C_FREE(ma, (hgt + 2), byte_ptr);
2144 C_FREE(mc, (hgt + 2), char_ptr);
2145 C_FREE(mp, (hgt + 2), byte_ptr);
2146 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2147 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2149 /* Free each line map */
2150 for (y = 0; y < (cur_hgt + 2); y++)
2152 /* Free one row each array */
2153 C_FREE(bigma[y], (cur_wid + 2), byte);
2154 C_FREE(bigmc[y], (cur_wid + 2), char);
2155 C_FREE(bigmp[y], (cur_wid + 2), byte);
2158 /* Free each line map */
2159 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2160 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2161 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2166 * Display a "small-scale" map of the dungeon for the player
2168 * Currently, the "player" is displayed on the map. XXX XXX XXX
2170 void do_cmd_view_map(void)
2175 /* Save the screen */
2180 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2182 prt("Please wait...", 0, 0);
2188 /* Clear the screen */
2191 display_autopick = 0;
2193 /* Display the map */
2194 display_map(&cy, &cx);
2197 if(max_autopick && !p_ptr->wild_mode)
2199 display_autopick = ITEM_DISPLAY;
2206 int wid, hgt, row_message;
2208 Term_get_size(&wid, &hgt);
2209 row_message = hgt - 1;
2212 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2214 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2217 /* Hilite the player */
2218 move_cursor(cy, cx);
2223 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2225 flag = DONT_AUTOPICK;
2227 flag = DO_AUTODESTROY;
2229 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2235 if (~display_autopick & flag)
2236 display_autopick |= flag;
2238 display_autopick &= ~flag;
2239 /* Display the map */
2240 display_map(&cy, &cx);
2243 display_autopick = 0;
2249 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2251 put_str("Hit any key to continue", 23, 30);
2252 #endif /* Hilite the player */
2253 move_cursor(cy, cx);
2258 /* Restore the screen */
2267 * Some comments on the cave grid flags. -BEN-
2270 * One of the major bottlenecks in previous versions of Angband was in
2271 * the calculation of "line of sight" from the player to various grids,
2272 * such as monsters. This was such a nasty bottleneck that a lot of
2273 * silly things were done to reduce the dependancy on "line of sight",
2274 * for example, you could not "see" any grids in a lit room until you
2275 * actually entered the room, and there were all kinds of bizarre grid
2276 * flags to enable this behavior. This is also why the "call light"
2277 * spells always lit an entire room.
2279 * The code below provides functions to calculate the "field of view"
2280 * for the player, which, once calculated, provides extremely fast
2281 * calculation of "line of sight from the player", and to calculate
2282 * the "field of torch lite", which, again, once calculated, provides
2283 * extremely fast calculation of "which grids are lit by the player's
2284 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2285 * "GRID_LITE", as appropriate, these functions maintain an array for
2286 * each of these two flags, each array containing the locations of all
2287 * of the grids marked with the appropriate flag, which can be used to
2288 * very quickly scan through all of the grids in a given set.
2290 * To allow more "semantically valid" field of view semantics, whenever
2291 * the field of view (or the set of torch lit grids) changes, all of the
2292 * grids in the field of view (or the set of torch lit grids) are "drawn"
2293 * so that changes in the world will become apparent as soon as possible.
2294 * This has been optimized so that only grids which actually "change" are
2295 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2296 * of the grids which are entering or leaving the relevent set of grids.
2298 * These new methods are so efficient that the old nasty code was removed.
2300 * Note that there is no reason to "update" the "viewable space" unless
2301 * the player "moves", or walls/doors are created/destroyed, and there
2302 * is no reason to "update" the "torch lit grids" unless the field of
2303 * view changes, or the "light radius" changes. This means that when
2304 * the player is resting, or digging, or doing anything that does not
2305 * involve movement or changing the state of the dungeon, there is no
2306 * need to update the "view" or the "lite" regions, which is nice.
2308 * Note that the calls to the nasty "los()" function have been reduced
2309 * to a bare minimum by the use of the new "field of view" calculations.
2311 * I wouldn't be surprised if slight modifications to the "update_view()"
2312 * function would allow us to determine "reverse line-of-sight" as well
2313 * as "normal line-of-sight", which would allow monsters to use a more
2314 * "correct" calculation to determine if they can "see" the player. For
2315 * now, monsters simply "cheat" somewhat and assume that if the player
2316 * has "line of sight" to the monster, then the monster can "pretend"
2317 * that it has "line of sight" to the player.
2320 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2321 * grid and maintains an array of all "CAVE_LITE" grids.
2323 * This set of grids is the complete set of all grids which are lit by
2324 * the players light source, which allows the "player_can_see_bold()"
2325 * function to work very quickly.
2327 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2328 * fact, the player (unless blind) can always "see" all grids which are
2329 * marked as "CAVE_LITE", unless they are "off screen".
2332 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2333 * grid and maintains an array of all "CAVE_VIEW" grids.
2335 * This set of grids is the complete set of all grids within line of sight
2336 * of the player, allowing the "player_has_los_bold()" macro to work very
2340 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2341 * temporary internal flag to mark those grids which are not only in view,
2342 * but which are also "easily" in line of sight of the player. This flag
2343 * is always cleared when we are done.
2346 * The current "update_lite()" and "update_view()" algorithms use the
2347 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2348 * to keep track of which grids were previously marked as "CAVE_LITE" or
2349 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2351 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2352 * for various other purposes, such as spreading lite or darkness during
2353 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2356 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2357 * in some way permanently lit. However, for the player to "see" anything
2358 * in the grid, as determined by "player_can_see()", the player must not be
2359 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2360 * grids, even if marked as "perma lit", are only illuminated if they touch
2361 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2364 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2365 * that even if the player cannot "see" the grid, he "knows" the terrain in
2366 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2367 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2368 * or when one of the "memorize floor grids" options induces memorization.
2370 * Objects are "memorized" in a different way, using a special "marked" flag
2371 * on the object itself, which is set when an object is observed or detected.
2374 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2375 * and should be illuminated by "lite room" and "darkness" spells.
2378 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2379 * and should be unavailable for "teleportation" destinations.
2382 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2383 * which is observed, and the "view_torch_grids" allows the player to memorize
2384 * every torch-lit grid. The player will always memorize important walls,
2385 * doors, stairs, and other terrain features, as well as any "detected" grids.
2387 * Note that the new "update_view()" method allows, among other things, a room
2388 * to be "partially" seen as the player approaches it, with a growing cone of
2389 * floor appearing as the player gets closer to the door. Also, by not turning
2390 * on the "memorize perma-lit grids" option, the player will only "see" those
2391 * floor grids which are actually in line of sight.
2393 * And my favorite "plus" is that you can now use a special option to draw the
2394 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2395 * grids dimly), providing a "pretty" effect as the player runs around, and
2396 * to efficiently display the "torch lite" in a special color.
2399 * Some comments on the "update_view()" algorithm...
2401 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2402 * and only has to call "los()" on the borderline cases. The major axes/diags
2403 * even terminate early when they hit walls. I need to find a quick way
2404 * to "terminate" the other scans.
2406 * Note that in the worst case (a big empty area with say 5% scattered walls),
2407 * each of the 1500 or so nearby grids is checked once, most of them getting
2408 * an "instant" rating, and only a small portion requiring a call to "los()".
2410 * The only time that the algorithm appears to be "noticeably" too slow is
2411 * when running, and this is usually only important in town, since the town
2412 * provides about the worst scenario possible, with large open regions and
2413 * a few scattered obstructions. There is a special "efficiency" option to
2414 * allow the player to reduce his field of view in town, if needed.
2416 * In the "best" case (say, a normal stretch of corridor), the algorithm
2417 * makes one check for each viewable grid, and makes no calls to "los()".
2418 * So running in corridors is very fast, and if a lot of monsters are
2419 * nearby, it is much faster than the old methods.
2421 * Note that resting, most normal commands, and several forms of running,
2422 * plus all commands executed near large groups of monsters, are strictly
2423 * more efficient with "update_view()" that with the old "compute los() on
2424 * demand" method, primarily because once the "field of view" has been
2425 * calculated, it does not have to be recalculated until the player moves
2426 * (or a wall or door is created or destroyed).
2428 * Note that we no longer have to do as many "los()" checks, since once the
2429 * "view" region has been built, very few things cause it to be "changed"
2430 * (player movement, and the opening/closing of doors, changes in wall status).
2431 * Note that door/wall changes are only relevant when the door/wall itself is
2432 * in the "view" region.
2434 * The algorithm seems to only call "los()" from zero to ten times, usually
2435 * only when coming down a corridor into a room, or standing in a room, just
2436 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2437 * we will be reducing the calls to "los()".
2439 * I am thinking in terms of an algorithm that "walks" from the central point
2440 * out to the maximal "distance", at each point, determining the "view" code
2441 * (above). For each grid not on a major axis or diagonal, the "view" code
2442 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2443 * (the one along the nearest diagonal, and the one next to that one, see
2444 * "update_view_aux()"...).
2446 * We "memorize" the viewable space array, so that at the cost of under 3000
2447 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2448 * each grid actually in the "viewable space". And for another 3000 bytes,
2449 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2450 * are also used by other routines, thus reducing the cost to almost nothing.
2452 * A similar thing is done for "forget_lite()" in which case the savings are
2453 * much less, but save us from doing bizarre maintenance checking.
2455 * In the worst "normal" case (in the middle of the town), the reachable space
2456 * actually reaches to more than half of the largest possible "circle" of view,
2457 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2458 * where all the walls have been removed), the reachable space actually reaches
2459 * the theoretical maximum size of just under 1500 grids.
2461 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2462 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2463 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2464 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2465 * entire possible space (including initialization) in one step per grid. If
2466 * we do the "clearing" as a separate step (and use an array of "view" grids),
2467 * then the clearing will take as many steps as grids that were viewed, and the
2468 * algorithm will be able to "stop" scanning at various points.
2469 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2480 * Actually erase the entire "lite" array, redrawing every grid
2482 void forget_lite(void)
2486 /* None to forget */
2487 if (!lite_n) return;
2489 /* Clear them all */
2490 for (i = 0; i < lite_n; i++)
2495 /* Forget "LITE" flag */
2496 cave[y][x].info &= ~(CAVE_LITE);
2499 /* lite_spot(y, x); Perhaps don't need? */
2508 * For delayed visual update
2510 #define cave_note_and_redraw_later(C,Y,X) \
2512 (C)->info |= CAVE_NOTE; \
2513 cave_redraw_later((C), (Y), (X)); \
2518 * For delayed visual update
2520 #define cave_redraw_later(C,Y,X) \
2522 if (!((C)->info & CAVE_REDRAW)) \
2524 (C)->info |= CAVE_REDRAW; \
2525 redraw_y[redraw_n] = (Y); \
2526 redraw_x[redraw_n++] = (X); \
2534 * This macro allows us to efficiently add a grid to the "lite" array,
2535 * note that we are never called for illegal grids, or for grids which
2536 * have already been placed into the "lite" array, and we are never
2537 * called when the "lite" array is full.
2539 #define cave_lite_hack(Y,X) \
2541 if (!(cave[Y][X].info & (CAVE_LITE))) \
2543 cave[Y][X].info |= (CAVE_LITE); \
2544 lite_y[lite_n] = (Y); \
2545 lite_x[lite_n++] = (X); \
2551 * Update the set of grids "illuminated" by the player's lite.
2553 * This routine needs to use the results of "update_view()"
2555 * Note that "blindness" does NOT affect "torch lite". Be careful!
2557 * We optimize most lites (all non-artifact lites) by using "obvious"
2558 * facts about the results of "small" lite radius, and we attempt to
2559 * list the "nearby" grids before the more "distant" ones in the
2560 * array of torch-lit grids.
2562 * We assume that "radius zero" lite is in fact no lite at all.
2564 * Torch Lantern Artifacts
2574 void update_lite(void)
2576 int i, x, y, min_x, max_x, min_y, max_y;
2577 int p = p_ptr->cur_lite;
2580 /*** Special case ***/
2583 /* Hack -- Player has no lite */
2586 /* Forget the old lite */
2587 /* forget_lite(); Perhaps don't need? */
2589 /* Add it to later visual update */
2590 cave_redraw_later(&cave[py][px], py, px);
2594 /*** Save the old "lite" grids for later ***/
2596 /* Clear them all */
2597 for (i = 0; i < lite_n; i++)
2602 /* Mark the grid as not "lite" */
2603 cave[y][x].info &= ~(CAVE_LITE);
2605 /* Mark the grid as "seen" */
2606 cave[y][x].info |= (CAVE_TEMP);
2608 /* Add it to the "seen" set */
2618 /*** Collect the new "lite" grids ***/
2620 /* Radius 1 -- torch radius */
2624 cave_lite_hack(py, px);
2627 cave_lite_hack(py+1, px);
2628 cave_lite_hack(py-1, px);
2629 cave_lite_hack(py, px+1);
2630 cave_lite_hack(py, px-1);
2632 /* Diagonal grids */
2633 cave_lite_hack(py+1, px+1);
2634 cave_lite_hack(py+1, px-1);
2635 cave_lite_hack(py-1, px+1);
2636 cave_lite_hack(py-1, px-1);
2639 /* Radius 2 -- lantern radius */
2642 /* South of the player */
2643 if (cave_los_bold(py + 1, px))
2645 cave_lite_hack(py+2, px);
2646 cave_lite_hack(py+2, px+1);
2647 cave_lite_hack(py+2, px-1);
2650 /* North of the player */
2651 if (cave_los_bold(py - 1, px))
2653 cave_lite_hack(py-2, px);
2654 cave_lite_hack(py-2, px+1);
2655 cave_lite_hack(py-2, px-1);
2658 /* East of the player */
2659 if (cave_los_bold(py, px + 1))
2661 cave_lite_hack(py, px+2);
2662 cave_lite_hack(py+1, px+2);
2663 cave_lite_hack(py-1, px+2);
2666 /* West of the player */
2667 if (cave_los_bold(py, px - 1))
2669 cave_lite_hack(py, px-2);
2670 cave_lite_hack(py+1, px-2);
2671 cave_lite_hack(py-1, px-2);
2675 /* Radius 3+ -- artifact radius */
2680 /* Paranoia -- see "LITE_MAX" */
2683 /* South-East of the player */
2684 if (cave_los_bold(py + 1, px + 1))
2686 cave_lite_hack(py+2, px+2);
2689 /* South-West of the player */
2690 if (cave_los_bold(py + 1, px - 1))
2692 cave_lite_hack(py+2, px-2);
2695 /* North-East of the player */
2696 if (cave_los_bold(py - 1, px + 1))
2698 cave_lite_hack(py-2, px+2);
2701 /* North-West of the player */
2702 if (cave_los_bold(py - 1, px - 1))
2704 cave_lite_hack(py-2, px-2);
2709 if (min_y < 0) min_y = 0;
2713 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2717 if (min_x < 0) min_x = 0;
2721 if (max_x > cur_wid-1) max_x = cur_wid-1;
2723 /* Scan the maximal box */
2724 for (y = min_y; y <= max_y; y++)
2726 for (x = min_x; x <= max_x; x++)
2728 int dy = (py > y) ? (py - y) : (y - py);
2729 int dx = (px > x) ? (px - x) : (x - px);
2731 /* Skip the "central" grids (above) */
2732 if ((dy <= 2) && (dx <= 2)) continue;
2734 /* Hack -- approximate the distance */
2735 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2737 /* Skip distant grids */
2738 if (d > p) continue;
2740 /* Viewable, nearby, grids get "torch lit" */
2741 if (cave[y][x].info & CAVE_VIEW)
2743 /* This grid is "torch lit" */
2744 cave_lite_hack(y, x);
2751 /*** Complete the algorithm ***/
2753 /* Draw the new grids */
2754 for (i = 0; i < lite_n; i++)
2759 c_ptr = &cave[y][x];
2761 /* Update fresh grids */
2762 if (c_ptr->info & (CAVE_TEMP)) continue;
2764 /* Add it to later visual update */
2765 cave_note_and_redraw_later(c_ptr, y, x);
2768 /* Clear them all */
2769 for (i = 0; i < temp_n; i++)
2774 c_ptr = &cave[y][x];
2776 /* No longer in the array */
2777 c_ptr->info &= ~(CAVE_TEMP);
2779 /* Update stale grids */
2780 if (c_ptr->info & (CAVE_LITE)) continue;
2782 /* Add it to later visual update */
2783 cave_redraw_later(c_ptr, y, x);
2789 /* Mega-Hack -- Visual update later */
2790 p_ptr->update |= (PU_DELAY_VIS);
2794 static bool mon_invis;
2795 static s16b mon_fy, mon_fx;
2798 * Add a square to the changes array
2800 static void mon_lite_hack(int y, int x)
2803 int midpoint, dpf, d;
2805 /* We trust this grid is in bounds */
2806 /* if (!in_bounds2(y, x)) return; */
2808 c_ptr = &cave[y][x];
2810 /* Want a unlit square in view of the player */
2811 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2813 if (!cave_los_grid(c_ptr))
2815 /* Hack -- Prevent monster lite leakage in walls */
2817 /* Horizontal walls between player and a monster */
2818 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2822 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2824 /* Only first wall viewed from mid-x is lit */
2827 if (!cave_los_bold(y, x + 1)) return;
2829 else if (x > midpoint)
2831 if (!cave_los_bold(y, x - 1)) return;
2834 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2835 else if (mon_invis) return;
2838 /* Vertical walls between player and a monster */
2839 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2843 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2845 /* Only first wall viewed from mid-y is lit */
2848 if (!cave_los_bold(y + 1, x)) return;
2850 else if (y > midpoint)
2852 if (!cave_los_bold(y - 1, x)) return;
2855 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2856 else if (mon_invis) return;
2860 /* We trust temp_n does not exceed TEMP_MAX */
2863 if (!(c_ptr->info & CAVE_MNDK))
2865 /* Save this square */
2874 /* No longer dark */
2875 c_ptr->info &= ~(CAVE_MNDK);
2879 c_ptr->info |= CAVE_MNLT;
2884 * Add a square to the changes array
2886 static void mon_dark_hack(int y, int x)
2889 int midpoint, dpf, d;
2891 /* We trust this grid is in bounds */
2892 /* if (!in_bounds2(y, x)) return; */
2894 c_ptr = &cave[y][x];
2896 /* Want a unlit and undarkened square in view of the player */
2897 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2899 if (!cave_los_grid(c_ptr) && !cave_have_flag_grid(c_ptr, FF_PROJECT))
2901 /* Hack -- Prevent monster dark lite leakage in walls */
2903 /* Horizontal walls between player and a monster */
2904 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2908 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2910 /* Only first wall viewed from mid-x is lit */
2913 if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
2915 else if (x > midpoint)
2917 if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
2920 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2921 else if (mon_invis) return;
2924 /* Vertical walls between player and a monster */
2925 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2929 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2931 /* Only first wall viewed from mid-y is lit */
2934 if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
2936 else if (y > midpoint)
2938 if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
2941 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2942 else if (mon_invis) return;
2946 /* We trust temp_n does not exceed TEMP_MAX */
2948 /* Save this square */
2954 c_ptr->info |= CAVE_MNDK;
2959 * Update squares illuminated or darkened by monsters.
2961 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2962 * denote squares illuminated by monsters.
2964 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2965 * updating. Only squares in view of the player, whos state
2966 * changes are drawn via lite_spot().
2968 void update_mon_lite(void)
2974 void (*add_mon_lite)(int, int);
2979 /* Non-Ninja player in the darkness */
2980 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2981 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
2983 /* Clear all monster lit squares */
2984 for (i = 0; i < mon_lite_n; i++)
2987 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
2989 /* Set temp or xtra flag */
2990 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
2992 /* Clear monster illumination flag */
2993 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
2996 /* Empty temp list of new squares to lite up */
2999 /* If a monster stops time, don't process */
3002 monster_type *m_ptr;
3003 monster_race *r_ptr;
3005 /* Loop through monsters, adding newly lit squares to changes list */
3006 for (i = 1; i < m_max; i++)
3009 r_ptr = &r_info[m_ptr->r_idx];
3011 /* Skip dead monsters */
3012 if (!m_ptr->r_idx) continue;
3014 /* Is it too far away? */
3015 if (m_ptr->cdis > dis_lim) continue;
3017 /* Get lite radius */
3020 /* Note the radii are cumulative */
3021 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3022 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3023 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
3024 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
3026 /* Exit if has no light */
3030 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3031 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3032 add_mon_lite = mon_lite_hack;
3037 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && !is_daytime()))) continue;
3038 add_mon_lite = mon_dark_hack;
3039 f_flag = FF_PROJECT;
3040 rad = -rad; /* Use absolute value */
3043 /* Access the location */
3047 /* Is the monster visible? */
3048 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
3050 /* The square it is on */
3051 add_mon_lite(mon_fy, mon_fx);
3053 /* Adjacent squares */
3054 add_mon_lite(mon_fy + 1, mon_fx);
3055 add_mon_lite(mon_fy - 1, mon_fx);
3056 add_mon_lite(mon_fy, mon_fx + 1);
3057 add_mon_lite(mon_fy, mon_fx - 1);
3058 add_mon_lite(mon_fy + 1, mon_fx + 1);
3059 add_mon_lite(mon_fy + 1, mon_fx - 1);
3060 add_mon_lite(mon_fy - 1, mon_fx + 1);
3061 add_mon_lite(mon_fy - 1, mon_fx - 1);
3066 /* South of the monster */
3067 if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
3069 add_mon_lite(mon_fy + 2, mon_fx + 1);
3070 add_mon_lite(mon_fy + 2, mon_fx);
3071 add_mon_lite(mon_fy + 2, mon_fx - 1);
3073 c_ptr = &cave[mon_fy + 2][mon_fx];
3076 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3078 add_mon_lite(mon_fy + 3, mon_fx + 1);
3079 add_mon_lite(mon_fy + 3, mon_fx);
3080 add_mon_lite(mon_fy + 3, mon_fx - 1);
3084 /* North of the monster */
3085 if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
3087 add_mon_lite(mon_fy - 2, mon_fx + 1);
3088 add_mon_lite(mon_fy - 2, mon_fx);
3089 add_mon_lite(mon_fy - 2, mon_fx - 1);
3091 c_ptr = &cave[mon_fy - 2][mon_fx];
3094 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3096 add_mon_lite(mon_fy - 3, mon_fx + 1);
3097 add_mon_lite(mon_fy - 3, mon_fx);
3098 add_mon_lite(mon_fy - 3, mon_fx - 1);
3102 /* East of the monster */
3103 if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
3105 add_mon_lite(mon_fy + 1, mon_fx + 2);
3106 add_mon_lite(mon_fy, mon_fx + 2);
3107 add_mon_lite(mon_fy - 1, mon_fx + 2);
3109 c_ptr = &cave[mon_fy][mon_fx + 2];
3112 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3114 add_mon_lite(mon_fy + 1, mon_fx + 3);
3115 add_mon_lite(mon_fy, mon_fx + 3);
3116 add_mon_lite(mon_fy - 1, mon_fx + 3);
3120 /* West of the monster */
3121 if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
3123 add_mon_lite(mon_fy + 1, mon_fx - 2);
3124 add_mon_lite(mon_fy, mon_fx - 2);
3125 add_mon_lite(mon_fy - 1, mon_fx - 2);
3127 c_ptr = &cave[mon_fy][mon_fx - 2];
3130 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3132 add_mon_lite(mon_fy + 1, mon_fx - 3);
3133 add_mon_lite(mon_fy, mon_fx - 3);
3134 add_mon_lite(mon_fy - 1, mon_fx - 3);
3142 /* South-East of the monster */
3143 if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
3145 add_mon_lite(mon_fy + 2, mon_fx + 2);
3148 /* South-West of the monster */
3149 if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
3151 add_mon_lite(mon_fy + 2, mon_fx - 2);
3154 /* North-East of the monster */
3155 if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
3157 add_mon_lite(mon_fy - 2, mon_fx + 2);
3160 /* North-West of the monster */
3161 if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
3163 add_mon_lite(mon_fy - 2, mon_fx - 2);
3169 /* Save end of list of new squares */
3173 * Look at old set flags to see if there are any changes.
3175 for (i = 0; i < mon_lite_n; i++)
3180 /* We trust this grid is in bounds */
3183 c_ptr = &cave[fy][fx];
3185 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3187 /* It it no longer lit? */
3188 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3190 /* It is now unlit */
3191 /* Add it to later visual update */
3192 cave_note_and_redraw_later(c_ptr, fy, fx);
3195 else /* Pervious darkened */
3197 /* It it no longer darken? */
3198 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3200 /* It is now undarken */
3201 /* Add it to later visual update */
3202 cave_note_and_redraw_later(c_ptr, fy, fx);
3206 /* Add to end of temp array */
3207 temp_x[temp_n] = (byte)fx;
3208 temp_y[temp_n] = (byte)fy;
3212 /* Clear the lite array */
3215 /* Copy the temp array into the lit array lighting the new squares. */
3216 for (i = 0; i < end_temp; i++)
3221 /* We trust this grid is in bounds */
3224 c_ptr = &cave[fy][fx];
3226 if (c_ptr->info & CAVE_MNLT) /* Lit */
3228 /* The is the square newly lit and visible? */
3229 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3232 /* Add it to later visual update */
3233 cave_note_and_redraw_later(c_ptr, fy, fx);
3238 /* The is the square newly darkened and visible? */
3239 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3241 /* It is now darkened */
3242 /* Add it to later visual update */
3243 cave_note_and_redraw_later(c_ptr, fy, fx);
3247 /* Save in the monster lit or darkened array */
3248 mon_lite_x[mon_lite_n] = fx;
3249 mon_lite_y[mon_lite_n] = fy;
3253 /* Clear the temp flag for the old lit or darken grids */
3254 for (i = end_temp; i < temp_n; i++)
3256 /* We trust this grid is in bounds */
3258 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3261 /* Finished with temp_n */
3264 /* Mega-Hack -- Visual update later */
3265 p_ptr->update |= (PU_DELAY_VIS);
3267 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3269 if (p_ptr->special_defense & NINJA_S_STEALTH)
3271 if (p_ptr->old_monlite != p_ptr->monlite)
3276 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3278 msg_print("Your mantle of shadow become thin.");
3284 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3286 msg_print("Your mantle of shadow restored its original darkness.");
3291 p_ptr->old_monlite = p_ptr->monlite;
3294 void clear_mon_lite(void)
3299 /* Clear all monster lit squares */
3300 for (i = 0; i < mon_lite_n; i++)
3303 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3305 /* Clear monster illumination flag */
3306 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3309 /* Empty the array */
3316 * Clear the viewable space
3318 void forget_view(void)
3324 /* None to forget */
3325 if (!view_n) return;
3327 /* Clear them all */
3328 for (i = 0; i < view_n; i++)
3333 /* Access the grid */
3334 c_ptr = &cave[y][x];
3336 /* Forget that the grid is viewable */
3337 c_ptr->info &= ~(CAVE_VIEW);
3339 /* if (!panel_contains(y, x)) continue; */
3341 /* Update the screen */
3342 /* lite_spot(y, x); Perhaps don't need? */
3352 * This macro allows us to efficiently add a grid to the "view" array,
3353 * note that we are never called for illegal grids, or for grids which
3354 * have already been placed into the "view" array, and we are never
3355 * called when the "view" array is full.
3357 #define cave_view_hack(C,Y,X) \
3359 if (!((C)->info & (CAVE_VIEW))){\
3360 (C)->info |= (CAVE_VIEW); \
3361 view_y[view_n] = (Y); \
3362 view_x[view_n] = (X); \
3369 * Helper function for "update_view()" below
3371 * We are checking the "viewability" of grid (y,x) by the player.
3373 * This function assumes that (y,x) is legal (i.e. on the map).
3375 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3376 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3378 * Note that we are using the "CAVE_XTRA" field for marking grids as
3379 * "easily viewable". This bit is cleared at the end of "update_view()".
3381 * This function adds (y,x) to the "viewable set" if necessary.
3383 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3385 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3387 bool f1, f2, v1, v2, z1, z2, wall;
3391 cave_type *g1_c_ptr;
3392 cave_type *g2_c_ptr;
3394 /* Access the grids */
3395 g1_c_ptr = &cave[y1][x1];
3396 g2_c_ptr = &cave[y2][x2];
3399 /* Check for walls */
3400 f1 = (cave_los_grid(g1_c_ptr));
3401 f2 = (cave_los_grid(g2_c_ptr));
3403 /* Totally blocked by physical walls */
3404 if (!f1 && !f2) return (TRUE);
3407 /* Check for visibility */
3408 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3409 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3411 /* Totally blocked by "unviewable neighbors" */
3412 if (!v1 && !v2) return (TRUE);
3415 /* Access the grid */
3416 c_ptr = &cave[y][x];
3419 /* Check for walls */
3420 wall = (!cave_los_grid(c_ptr));
3423 /* Check the "ease" of visibility */
3424 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3425 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3427 /* Hack -- "easy" plus "easy" yields "easy" */
3430 c_ptr->info |= (CAVE_XTRA);
3432 cave_view_hack(c_ptr, y, x);
3437 /* Hack -- primary "easy" yields "viewed" */
3440 cave_view_hack(c_ptr, y, x);
3445 /* Hack -- "view" plus "view" yields "view" */
3448 /* c_ptr->info |= (CAVE_XTRA); */
3450 cave_view_hack(c_ptr, y, x);
3456 /* Mega-Hack -- the "los()" function works poorly on walls */
3459 cave_view_hack(c_ptr, y, x);
3465 /* Hack -- check line of sight */
3466 if (los(py, px, y, x))
3468 cave_view_hack(c_ptr, y, x);
3474 /* Assume no line of sight. */
3481 * Calculate the viewable space
3483 * 1: Process the player
3484 * 1a: The player is always (easily) viewable
3485 * 2: Process the diagonals
3486 * 2a: The diagonals are (easily) viewable up to the first wall
3487 * 2b: But never go more than 2/3 of the "full" distance
3488 * 3: Process the main axes
3489 * 3a: The main axes are (easily) viewable up to the first wall
3490 * 3b: But never go more than the "full" distance
3491 * 4: Process sequential "strips" in each of the eight octants
3492 * 4a: Each strip runs along the previous strip
3493 * 4b: The main axes are "previous" to the first strip
3494 * 4c: Process both "sides" of each "direction" of each strip
3495 * 4c1: Each side aborts as soon as possible
3496 * 4c2: Each side tells the next strip how far it has to check
3498 * Note that the octant processing involves some pretty interesting
3499 * observations involving when a grid might possibly be viewable from
3500 * a given grid, and on the order in which the strips are processed.
3502 * Note the use of the mathematical facts shown below, which derive
3503 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3504 * hypotenuse of a right triangle is primarily determined by the length
3505 * of the longest side, when one side is small, and is strictly less
3506 * than one-and-a-half times as long as the longest side when both of
3507 * the sides are large.
3509 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3510 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3512 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3514 * These observations are important because the calculation of the actual
3515 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3516 * while for small values (up to about 20 or so), the approximations above
3517 * are correct to within an error of at most one grid or so.
3519 * Observe the use of "full" and "over" in the code below, and the use of
3520 * the specialized calculation involving "limit", all of which derive from
3521 * the observations given above. Basically, we note that the "circle" of
3522 * view is completely contained in an "octagon" whose bounds are easy to
3523 * determine, and that only a few steps are needed to derive the actual
3524 * bounds of the circle given the bounds of the octagon.
3526 * Note that by skipping all the grids in the corners of the octagon, we
3527 * place an upper limit on the number of grids in the field of view, given
3528 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3529 * view, only about 1475 of these are in the "octagon" of view, and even
3530 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3531 * entries to completely contain the actual field of view.
3533 * Note also the care taken to prevent "running off the map". The use of
3534 * explicit checks on the "validity" of the "diagonal", and the fact that
3535 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3536 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3537 * of multiple checks on the validity of grids.
3539 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3540 * "ws","wn" variables. They work like this: While travelling down the
3541 * south-bound strip just to the east of the main south axis, as soon as
3542 * we get to a grid which does not "transmit" viewing, if all of the strips
3543 * preceding us (in this case, just the main axis) had terminated at or before
3544 * the same point, then we can stop, and reset the "max distance" to ourself.
3545 * So, each strip (named by major axis plus offset, thus "se" in this case)
3546 * maintains a "blockage" variable, initialized during the main axis step,
3547 * and checks it whenever a blockage is observed. After processing each
3548 * strip as far as the previous strip told us to process, the next strip is
3549 * told not to go farther than the current strip's farthest viewable grid,
3550 * unless open space is still available. This uses the "k" variable.
3552 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3553 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3554 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3555 * chunk of code which adds the given location to the "view" array if it
3556 * is not already there, using both the actual location and a pointer to
3557 * the cave grid. See above.
3559 * By the way, the purpose of this code is to reduce the dependancy on the
3560 * "los()" function which is slow, and, in some cases, not very accurate.
3562 * It is very possible that I am the only person who fully understands this
3563 * function, and for that I am truly sorry, but efficiency was very important
3564 * and the "simple" version of this function was just not fast enough. I am
3565 * more than willing to replace this function with a simpler one, if it is
3566 * equally efficient, and especially willing if the new function happens to
3567 * derive "reverse-line-of-sight" at the same time, since currently monsters
3568 * just use an optimized hack of "you see me, so I see you", and then use the
3569 * actual "projectable()" function to check spell attacks.
3571 void update_view(void)
3573 int n, m, d, k, y, x, z;
3575 int se, sw, ne, nw, es, en, ws, wn;
3579 int y_max = cur_hgt - 1;
3580 int x_max = cur_wid - 1;
3584 /*** Initialize ***/
3587 if (view_reduce_view && !dun_level)
3589 /* Full radius (10) */
3590 full = MAX_SIGHT / 2;
3592 /* Octagon factor (15) */
3593 over = MAX_SIGHT * 3 / 4;
3599 /* Full radius (20) */
3602 /* Octagon factor (30) */
3603 over = MAX_SIGHT * 3 / 2;
3607 /*** Step 0 -- Begin ***/
3609 /* Save the old "view" grids for later */
3610 for (n = 0; n < view_n; n++)
3615 /* Access the grid */
3616 c_ptr = &cave[y][x];
3618 /* Mark the grid as not in "view" */
3619 c_ptr->info &= ~(CAVE_VIEW);
3621 /* Mark the grid as "seen" */
3622 c_ptr->info |= (CAVE_TEMP);
3624 /* Add it to the "seen" set */
3630 /* Start over with the "view" array */
3633 /*** Step 1 -- adjacent grids ***/
3635 /* Now start on the player */
3639 /* Access the grid */
3640 c_ptr = &cave[y][x];
3642 /* Assume the player grid is easily viewable */
3643 c_ptr->info |= (CAVE_XTRA);
3645 /* Assume the player grid is viewable */
3646 cave_view_hack(c_ptr, y, x);
3649 /*** Step 2 -- Major Diagonals ***/
3654 /* Scan south-east */
3655 for (d = 1; d <= z; d++)
3657 c_ptr = &cave[y+d][x+d];
3658 c_ptr->info |= (CAVE_XTRA);
3659 cave_view_hack(c_ptr, y+d, x+d);
3660 if (!cave_los_grid(c_ptr)) break;
3663 /* Scan south-west */
3664 for (d = 1; d <= z; d++)
3666 c_ptr = &cave[y+d][x-d];
3667 c_ptr->info |= (CAVE_XTRA);
3668 cave_view_hack(c_ptr, y+d, x-d);
3669 if (!cave_los_grid(c_ptr)) break;
3672 /* Scan north-east */
3673 for (d = 1; d <= z; d++)
3675 c_ptr = &cave[y-d][x+d];
3676 c_ptr->info |= (CAVE_XTRA);
3677 cave_view_hack(c_ptr, y-d, x+d);
3678 if (!cave_los_grid(c_ptr)) break;
3681 /* Scan north-west */
3682 for (d = 1; d <= z; d++)
3684 c_ptr = &cave[y-d][x-d];
3685 c_ptr->info |= (CAVE_XTRA);
3686 cave_view_hack(c_ptr, y-d, x-d);
3687 if (!cave_los_grid(c_ptr)) break;
3691 /*** Step 3 -- major axes ***/
3694 for (d = 1; d <= full; d++)
3696 c_ptr = &cave[y+d][x];
3697 c_ptr->info |= (CAVE_XTRA);
3698 cave_view_hack(c_ptr, y+d, x);
3699 if (!cave_los_grid(c_ptr)) break;
3702 /* Initialize the "south strips" */
3706 for (d = 1; d <= full; d++)
3708 c_ptr = &cave[y-d][x];
3709 c_ptr->info |= (CAVE_XTRA);
3710 cave_view_hack(c_ptr, y-d, x);
3711 if (!cave_los_grid(c_ptr)) break;
3714 /* Initialize the "north strips" */
3718 for (d = 1; d <= full; d++)
3720 c_ptr = &cave[y][x+d];
3721 c_ptr->info |= (CAVE_XTRA);
3722 cave_view_hack(c_ptr, y, x+d);
3723 if (!cave_los_grid(c_ptr)) break;
3726 /* Initialize the "east strips" */
3730 for (d = 1; d <= full; d++)
3732 c_ptr = &cave[y][x-d];
3733 c_ptr->info |= (CAVE_XTRA);
3734 cave_view_hack(c_ptr, y, x-d);
3735 if (!cave_los_grid(c_ptr)) break;
3738 /* Initialize the "west strips" */
3742 /*** Step 4 -- Divide each "octant" into "strips" ***/
3744 /* Now check each "diagonal" (in parallel) */
3745 for (n = 1; n <= over / 2; n++)
3747 int ypn, ymn, xpn, xmn;
3750 /* Acquire the "bounds" of the maximal circle */
3752 if (z > full - n) z = full - n;
3753 while ((z + n + (n>>1)) > full) z--;
3756 /* Access the four diagonal grids */
3766 /* Maximum distance */
3767 m = MIN(z, y_max - ypn);
3770 if ((xpn <= x_max) && (n < se))
3773 for (k = n, d = 1; d <= m; d++)
3775 /* Check grid "d" in strip "n", notice "blockage" */
3776 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3778 if (n + d >= se) break;
3781 /* Track most distant "non-blockage" */
3788 /* Limit the next strip */
3793 if ((xmn >= 0) && (n < sw))
3796 for (k = n, d = 1; d <= m; d++)
3798 /* Check grid "d" in strip "n", notice "blockage" */
3799 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3801 if (n + d >= sw) break;
3804 /* Track most distant "non-blockage" */
3811 /* Limit the next strip */
3820 /* Maximum distance */
3824 if ((xpn <= x_max) && (n < ne))
3827 for (k = n, d = 1; d <= m; d++)
3829 /* Check grid "d" in strip "n", notice "blockage" */
3830 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3832 if (n + d >= ne) break;
3835 /* Track most distant "non-blockage" */
3842 /* Limit the next strip */
3847 if ((xmn >= 0) && (n < nw))
3850 for (k = n, d = 1; d <= m; d++)
3852 /* Check grid "d" in strip "n", notice "blockage" */
3853 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3855 if (n + d >= nw) break;
3858 /* Track most distant "non-blockage" */
3865 /* Limit the next strip */
3874 /* Maximum distance */
3875 m = MIN(z, x_max - xpn);
3878 if ((ypn <= x_max) && (n < es))
3881 for (k = n, d = 1; d <= m; d++)
3883 /* Check grid "d" in strip "n", notice "blockage" */
3884 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3886 if (n + d >= es) break;
3889 /* Track most distant "non-blockage" */
3896 /* Limit the next strip */
3901 if ((ymn >= 0) && (n < en))
3904 for (k = n, d = 1; d <= m; d++)
3906 /* Check grid "d" in strip "n", notice "blockage" */
3907 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3909 if (n + d >= en) break;
3912 /* Track most distant "non-blockage" */
3919 /* Limit the next strip */
3928 /* Maximum distance */
3932 if ((ypn <= y_max) && (n < ws))
3935 for (k = n, d = 1; d <= m; d++)
3937 /* Check grid "d" in strip "n", notice "blockage" */
3938 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3940 if (n + d >= ws) break;
3943 /* Track most distant "non-blockage" */
3950 /* Limit the next strip */
3955 if ((ymn >= 0) && (n < wn))
3958 for (k = n, d = 1; d <= m; d++)
3960 /* Check grid "d" in strip "n", notice "blockage" */
3961 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3963 if (n + d >= wn) break;
3966 /* Track most distant "non-blockage" */
3973 /* Limit the next strip */
3980 /*** Step 5 -- Complete the algorithm ***/
3982 /* Update all the new grids */
3983 for (n = 0; n < view_n; n++)
3988 /* Access the grid */
3989 c_ptr = &cave[y][x];
3991 /* Clear the "CAVE_XTRA" flag */
3992 c_ptr->info &= ~(CAVE_XTRA);
3994 /* Update only newly viewed grids */
3995 if (c_ptr->info & (CAVE_TEMP)) continue;
3997 /* Add it to later visual update */
3998 cave_note_and_redraw_later(c_ptr, y, x);
4001 /* Wipe the old grids, update as needed */
4002 for (n = 0; n < temp_n; n++)
4007 /* Access the grid */
4008 c_ptr = &cave[y][x];
4010 /* No longer in the array */
4011 c_ptr->info &= ~(CAVE_TEMP);
4013 /* Update only non-viewable grids */
4014 if (c_ptr->info & (CAVE_VIEW)) continue;
4016 /* Add it to later visual update */
4017 cave_redraw_later(c_ptr, y, x);
4023 /* Mega-Hack -- Visual update later */
4024 p_ptr->update |= (PU_DELAY_VIS);
4029 * Mega-Hack -- Delayed visual update
4030 * Only used if update_view(), update_lite() or update_mon_lite() was called
4032 void delayed_visual_update(void)
4037 /* Update needed grids */
4038 for (i = 0; i < redraw_n; i++)
4043 /* Access the grid */
4044 c_ptr = &cave[y][x];
4046 /* Update only needed grids (prevent multiple updating) */
4047 if (!(c_ptr->info & CAVE_REDRAW)) continue;
4049 /* If required, note */
4050 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
4055 /* Hack -- Visual update of monster on this grid */
4056 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4058 /* No longer in the array */
4059 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
4068 * Hack -- forget the "flow" information
4070 void forget_flow(void)
4074 /* Check the entire dungeon */
4075 for (y = 0; y < cur_hgt; y++)
4077 for (x = 0; x < cur_wid; x++)
4079 /* Forget the old data */
4080 cave[y][x].dist = 0;
4081 cave[y][x].cost = 0;
4082 cave[y][x].when = 0;
4089 * Hack - speed up the update_flow algorithm by only doing
4090 * it everytime the player moves out of LOS of the last
4093 static u16b flow_x = 0;
4094 static u16b flow_y = 0;
4099 * Hack -- fill in the "cost" field of every grid that the player
4100 * can "reach" with the number of steps needed to reach that grid.
4101 * This also yields the "distance" of the player from every grid.
4103 * In addition, mark the "when" of the grids that can reach
4104 * the player with the incremented value of "flow_n".
4106 * Hack -- use the "seen" array as a "circular queue".
4108 * We do not need a priority queue because the cost from grid
4109 * to grid is always "one" and we process them in order.
4111 void update_flow(void)
4117 /* Paranoia -- make sure the array is empty */
4120 /* The last way-point is on the map */
4121 if (running && in_bounds(flow_y, flow_x))
4123 /* The way point is in sight - do not update. (Speedup) */
4124 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4127 /* Erase all of the current flow information */
4128 for (y = 0; y < cur_hgt; y++)
4130 for (x = 0; x < cur_wid; x++)
4132 cave[y][x].cost = 0;
4133 cave[y][x].dist = 0;
4137 /* Save player position */
4141 /* Add the player's grid to the queue */
4145 /* Now process the queue */
4146 while (flow_head != flow_tail)
4150 /* Extract the next entry */
4151 ty = temp_y[flow_tail];
4152 tx = temp_x[flow_tail];
4154 /* Forget that entry */
4155 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4157 /* Add the "children" */
4158 for (d = 0; d < 8; d++)
4160 int old_head = flow_head;
4161 int m = cave[ty][tx].cost + 1;
4162 int n = cave[ty][tx].dist + 1;
4165 /* Child location */
4166 y = ty + ddy_ddd[d];
4167 x = tx + ddx_ddd[d];
4169 /* Ignore player's grid */
4170 if (player_bold(y, x)) continue;
4172 c_ptr = &cave[y][x];
4174 if (is_closed_door(c_ptr->feat)) m += 3;
4176 /* Ignore "pre-stamped" entries */
4177 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4179 /* Ignore "walls" and "rubble" */
4180 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4182 /* Save the flow cost */
4183 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4184 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4186 /* Hack -- limit flow depth */
4187 if (n == MONSTER_FLOW_DEPTH) continue;
4189 /* Enqueue that entry */
4190 temp_y[flow_head] = y;
4191 temp_x[flow_head] = x;
4193 /* Advance the queue */
4194 if (++flow_head == TEMP_MAX) flow_head = 0;
4196 /* Hack -- notice overflow by forgetting new entry */
4197 if (flow_head == flow_tail) flow_head = old_head;
4203 static int scent_when = 0;
4206 * Characters leave scent trails for perceptive monsters to track.
4208 * Smell is rather more limited than sound. Many creatures cannot use
4209 * it at all, it doesn't extend very far outwards from the character's
4210 * current position, and monsters can use it to home in the character,
4211 * but not to run away from him.
4213 * Smell is valued according to age. When a character takes his turn,
4214 * scent is aged by one, and new scent of the current age is laid down.
4215 * Speedy characters leave more scent, true, but it also ages faster,
4216 * which makes it harder to hunt them down.
4218 * Whenever the age count loops, most of the scent trail is erased and
4219 * the age of the remainder is recalculated.
4221 void update_smell(void)
4226 /* Create a table that controls the spread of scent */
4227 const int scent_adjust[5][5] =
4236 /* Loop the age and adjust scent values when necessary */
4237 if (++scent_when == 254)
4239 /* Scan the entire dungeon */
4240 for (y = 0; y < cur_hgt; y++)
4242 for (x = 0; x < cur_wid; x++)
4244 int w = cave[y][x].when;
4245 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4254 /* Lay down new scent */
4255 for (i = 0; i < 5; i++)
4257 for (j = 0; j < 5; j++)
4261 /* Translate table to map grids */
4266 if (!in_bounds(y, x)) continue;
4268 c_ptr = &cave[y][x];
4270 /* Walls, water, and lava cannot hold scent. */
4271 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4273 /* Grid must not be blocked by walls from the character */
4274 if (!player_has_los_bold(y, x)) continue;
4276 /* Note grids that are too far away */
4277 if (scent_adjust[i][j] == -1) continue;
4279 /* Mark the grid with new scent */
4280 c_ptr->when = scent_when + scent_adjust[i][j];
4287 * Hack -- map the current panel (plus some) ala "magic mapping"
4289 void map_area(int range)
4294 feature_type *f_ptr;
4296 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4298 /* Scan that area */
4299 for (y = 1; y < cur_hgt - 1; y++)
4301 for (x = 1; x < cur_wid - 1; x++)
4303 if (distance(py, px, y, x) > range) continue;
4305 c_ptr = &cave[y][x];
4307 /* Feature code (applying "mimic" field) */
4308 feat = get_feat_mimic(c_ptr);
4309 f_ptr = &f_info[feat];
4311 /* All non-walls are "checked" */
4312 if (!have_flag(f_ptr->flags, FF_WALL))
4314 /* Memorize normal features */
4315 if (have_flag(f_ptr->flags, FF_REMEMBER))
4317 /* Memorize the object */
4318 c_ptr->info |= (CAVE_MARK);
4321 /* Memorize known walls */
4322 for (i = 0; i < 8; i++)
4324 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4326 /* Feature code (applying "mimic" field) */
4327 feat = get_feat_mimic(c_ptr);
4328 f_ptr = &f_info[feat];
4330 /* Memorize walls (etc) */
4331 if (have_flag(f_ptr->flags, FF_REMEMBER))
4333 /* Memorize the walls */
4334 c_ptr->info |= (CAVE_MARK);
4342 p_ptr->redraw |= (PR_MAP);
4345 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4351 * Light up the dungeon using "clairvoyance"
4353 * This function "illuminates" every grid in the dungeon, memorizes all
4354 * "objects", memorizes all grids as with magic mapping, and, under the
4355 * standard option settings (view_perma_grids but not view_torch_grids)
4356 * memorizes all floor grids too.
4358 * Note that if "view_perma_grids" is not set, we do not memorize floor
4359 * grids, since this would defeat the purpose of "view_perma_grids", not
4360 * that anyone seems to play without this option.
4362 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4363 * since this would prevent the use of "view_torch_grids" as a method to
4364 * keep track of what grids have been observed directly.
4366 void wiz_lite(bool ninja)
4370 feature_type *f_ptr;
4372 /* Memorize objects */
4373 for (i = 1; i < o_max; i++)
4375 object_type *o_ptr = &o_list[i];
4377 /* Skip dead objects */
4378 if (!o_ptr->k_idx) continue;
4380 /* Skip held objects */
4381 if (o_ptr->held_m_idx) continue;
4384 o_ptr->marked |= OM_FOUND;
4387 /* Scan all normal grids */
4388 for (y = 1; y < cur_hgt - 1; y++)
4390 /* Scan all normal grids */
4391 for (x = 1; x < cur_wid - 1; x++)
4393 cave_type *c_ptr = &cave[y][x];
4395 /* Feature code (applying "mimic" field) */
4396 feat = get_feat_mimic(c_ptr);
4397 f_ptr = &f_info[feat];
4399 /* Process all non-walls */
4400 if (!have_flag(f_ptr->flags, FF_WALL))
4402 /* Scan all neighbors */
4403 for (i = 0; i < 9; i++)
4405 int yy = y + ddy_ddd[i];
4406 int xx = x + ddx_ddd[i];
4409 c_ptr = &cave[yy][xx];
4411 /* Feature code (applying "mimic" field) */
4412 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4414 /* Perma-lite the grid */
4415 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4417 c_ptr->info |= (CAVE_GLOW);
4420 /* Memorize normal features */
4421 if (have_flag(f_ptr->flags, FF_REMEMBER))
4423 /* Memorize the grid */
4424 c_ptr->info |= (CAVE_MARK);
4427 /* Perma-lit grids (newly and previously) */
4428 else if (c_ptr->info & CAVE_GLOW)
4430 /* Normally, memorize floors (see above) */
4431 if (view_perma_grids && !view_torch_grids)
4433 /* Memorize the grid */
4434 c_ptr->info |= (CAVE_MARK);
4442 /* Update the monsters */
4443 p_ptr->update |= (PU_MONSTERS);
4446 p_ptr->redraw |= (PR_MAP);
4449 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4451 if (p_ptr->special_defense & NINJA_S_STEALTH)
4453 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4459 * Forget the dungeon map (ala "Thinking of Maud...").
4466 /* Forget every grid */
4467 for (y = 1; y < cur_hgt - 1; y++)
4469 for (x = 1; x < cur_wid - 1; x++)
4471 cave_type *c_ptr = &cave[y][x];
4473 /* Process the grid */
4474 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
4475 c_ptr->info |= (CAVE_UNSAFE);
4479 /* Forget every grid on horizontal edge */
4480 for (x = 0; x < cur_wid; x++)
4482 cave[0][x].info &= ~(CAVE_MARK);
4483 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4486 /* Forget every grid on vertical edge */
4487 for (y = 1; y < (cur_hgt - 1); y++)
4489 cave[y][0].info &= ~(CAVE_MARK);
4490 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4493 /* Forget all objects */
4494 for (i = 1; i < o_max; i++)
4496 object_type *o_ptr = &o_list[i];
4498 /* Skip dead objects */
4499 if (!o_ptr->k_idx) continue;
4501 /* Skip held objects */
4502 if (o_ptr->held_m_idx) continue;
4504 /* Forget the object */
4505 o_ptr->marked &= OM_TOUCHED;
4508 /* Mega-Hack -- Forget the view and lite */
4509 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4511 /* Update the view and lite */
4512 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4514 /* Update the monsters */
4515 p_ptr->update |= (PU_MONSTERS);
4518 p_ptr->redraw |= (PR_MAP);
4521 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4529 * Change the "feat" flag for a grid, and notice/redraw the grid
4531 void cave_set_feat(int y, int x, int feat)
4533 cave_type *c_ptr = &cave[y][x];
4534 feature_type *f_ptr = &f_info[feat];
4535 bool old_los, old_mirror;
4537 if (!character_dungeon)
4539 /* Clear mimic type */
4542 /* Change the feature */
4545 /* Hack -- glow the GLOW terrain */
4546 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4550 for (i = 0; i < 9; i++)
4552 yy = y + ddy_ddd[i];
4553 xx = x + ddx_ddd[i];
4554 if (!in_bounds2(yy, xx)) continue;
4555 cave[yy][xx].info |= CAVE_GLOW;
4562 old_los = cave_have_flag_bold(y, x, FF_LOS);
4563 old_mirror = is_mirror_grid(c_ptr);
4565 /* Clear mimic type */
4568 /* Change the feature */
4571 /* Remove flag for mirror/glyph */
4572 c_ptr->info &= ~(CAVE_OBJECT);
4574 if (old_mirror && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
4576 c_ptr->info &= ~(CAVE_GLOW);
4577 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4579 update_local_illumination(y, x);
4582 /* Check for change to boring grid */
4583 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4585 /* Update the monster */
4586 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4594 /* Check if los has changed */
4595 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
4598 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
4600 update_local_illumination(y, x);
4602 #endif /* COMPLEX_WALL_ILLUMINATION */
4604 /* Update the visuals */
4605 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
4608 /* Hack -- glow the GLOW terrain */
4609 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4614 for (i = 0; i < 9; i++)
4616 yy = y + ddy_ddd[i];
4617 xx = x + ddx_ddd[i];
4618 if (!in_bounds2(yy, xx)) continue;
4619 cc_ptr = &cave[yy][xx];
4620 cc_ptr->info |= CAVE_GLOW;
4622 if (player_has_los_grid(cc_ptr))
4624 /* Update the monster */
4625 if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
4634 update_local_illumination(yy, xx);
4637 if (p_ptr->special_defense & NINJA_S_STEALTH)
4639 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
4645 int conv_dungeon_feat(int newfeat)
4647 feature_type *f_ptr = &f_info[newfeat];
4649 if (have_flag(f_ptr->flags, FF_CONVERT))
4651 switch (f_ptr->subtype)
4653 case CONVERT_TYPE_FLOOR:
4654 return floor_type[randint0(100)];
4655 case CONVERT_TYPE_WALL:
4656 return fill_type[randint0(100)];
4657 case CONVERT_TYPE_INNER:
4658 return feat_wall_inner;
4659 case CONVERT_TYPE_OUTER:
4660 return feat_wall_outer;
4661 case CONVERT_TYPE_SOLID:
4662 return feat_wall_solid;
4663 case CONVERT_TYPE_STREAM1:
4664 return d_info[dungeon_type].stream1;
4665 case CONVERT_TYPE_STREAM2:
4666 return d_info[dungeon_type].stream2;
4671 else return newfeat;
4676 * Take a feature, determine what that feature becomes
4677 * through applying the given action.
4679 int feat_state(int feat, int action)
4681 feature_type *f_ptr = &f_info[feat];
4684 /* Get the new feature */
4685 for (i = 0; i < MAX_FEAT_STATES; i++)
4687 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
4690 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4692 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
4696 * Takes a location and action and changes the feature at that
4697 * location through applying the given action.
4699 void cave_alter_feat(int y, int x, int action)
4701 /* Set old feature */
4702 int oldfeat = cave[y][x].feat;
4704 /* Get the new feat */
4705 int newfeat = feat_state(oldfeat, action);
4708 if (newfeat == oldfeat) return;
4710 /* Set the new feature */
4711 cave_set_feat(y, x, newfeat);
4713 if (!(feature_action_flags[action] & FAF_NO_DROP))
4715 feature_type *old_f_ptr = &f_info[oldfeat];
4716 feature_type *f_ptr = &f_info[newfeat];
4720 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4722 /* Place some gold */
4728 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4731 place_object(y, x, 0L);
4735 if (found && character_dungeon && player_can_see_bold(y, x))
4738 msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
4740 msg_print("You have found something!");
4745 if (feature_action_flags[action] & FAF_CRASH_GLASS)
4747 feature_type *old_f_ptr = &f_info[oldfeat];
4749 if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
4751 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(dun_level, 100) / 4, GF_SHARDS,
4752 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4758 /* Remove a mirror */
4759 void remove_mirror(int y, int x)
4761 cave_type *c_ptr = &cave[y][x];
4763 /* Remove the mirror */
4764 c_ptr->info &= ~(CAVE_OBJECT);
4767 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4769 c_ptr->info &= ~(CAVE_GLOW);
4770 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4772 /* Update the monster */
4773 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4775 update_local_illumination(y, x);
4787 * Return TRUE if there is a mirror on the grid.
4789 bool is_mirror_grid(cave_type *c_ptr)
4791 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4799 * Return TRUE if there is a mirror on the grid.
4801 bool is_glyph_grid(cave_type *c_ptr)
4803 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4811 * Return TRUE if there is a mirror on the grid.
4813 bool is_explosive_rune_grid(cave_type *c_ptr)
4815 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4823 * Calculate "incremental motion". Used by project() and shoot().
4824 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4826 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4828 int dy, dx, dist, shift;
4830 /* Extract the distance travelled */
4831 dy = (*y < y1) ? y1 - *y : *y - y1;
4832 dx = (*x < x1) ? x1 - *x : *x - x1;
4834 /* Number of steps */
4835 dist = (dy > dx) ? dy : dx;
4837 /* We are calculating the next location */
4841 /* Calculate the total distance along each axis */
4842 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4843 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4845 /* Paranoia -- Hack -- no motion */
4846 if (!dy && !dx) return;
4849 /* Move mostly vertically */
4852 /* Extract a shift factor */
4853 shift = (dist * dx + (dy - 1) / 2) / dy;
4855 /* Sometimes move along the minor axis */
4856 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4858 /* Always move along major axis */
4859 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4862 /* Move mostly horizontally */
4865 /* Extract a shift factor */
4866 shift = (dist * dy + (dx - 1) / 2) / dx;
4868 /* Sometimes move along the minor axis */
4869 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4871 /* Always move along major axis */
4872 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4879 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4880 * at the final destination, assuming no monster gets in the way.
4882 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4884 bool projectable(int y1, int x1, int y2, int x2)
4891 /* Check the projection path */
4892 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4894 /* Identical grid */
4895 if (!grid_n) return TRUE;
4898 y = GRID_Y(grid_g[grid_n - 1]);
4899 x = GRID_X(grid_g[grid_n - 1]);
4901 /* May not end in an unrequested grid */
4902 if ((y != y2) || (x != x2)) return (FALSE);
4910 * Standard "find me a location" function
4912 * Obtains a legal location within the given distance of the initial
4913 * location, and with "los()" from the source to destination location.
4915 * This function is often called from inside a loop which searches for
4916 * locations while increasing the "d" distance.
4918 * Currently the "m" parameter is unused.
4920 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4927 /* Pick a location */
4930 /* Pick a new location */
4931 ny = rand_spread(y, d);
4932 nx = rand_spread(x, d);
4934 /* Ignore annoying locations */
4935 if (!in_bounds(ny, nx)) continue;
4937 /* Ignore "excessively distant" locations */
4938 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4940 /* Require "line of projection" */
4941 if (projectable(y, x, ny, nx)) break;
4944 /* Save the location */
4953 * Track a new monster
4955 void health_track(int m_idx)
4957 /* Mount monster is already tracked */
4958 if (m_idx && m_idx == p_ptr->riding) return;
4960 /* Track a new guy */
4961 p_ptr->health_who = m_idx;
4963 /* Redraw (later) */
4964 p_ptr->redraw |= (PR_HEALTH);
4970 * Hack -- track the given monster race
4972 void monster_race_track(int r_idx)
4974 /* Save this monster ID */
4975 p_ptr->monster_race_idx = r_idx;
4978 p_ptr->window |= (PW_MONSTER);
4984 * Hack -- track the given object kind
4986 void object_kind_track(int k_idx)
4988 /* Save this monster ID */
4989 p_ptr->object_kind_idx = k_idx;
4992 p_ptr->window |= (PW_OBJECT);
4998 * Something has happened to disturb the player.
5000 * The first arg indicates a major disturbance, which affects search.
5002 * The second arg is currently unused, but could induce output flush.
5004 * All disturbance cancels repeated commands, resting, and running.
5006 void disturb(int stop_search, int unused_flag)
5009 unused_flag = unused_flag;
5011 /* Cancel auto-commands */
5012 /* command_new = 0; */
5014 /* Cancel repeated commands */
5020 /* Redraw the state (later) */
5021 p_ptr->redraw |= (PR_STATE);
5024 /* Cancel Resting */
5025 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
5028 set_action(ACTION_NONE);
5031 /* Cancel running */
5037 /* Check for new panel if appropriate */
5038 if (center_player && !center_running) verify_panel();
5040 /* Calculate torch radius */
5041 p_ptr->update |= (PU_TORCH);
5043 /* Update monster flow */
5044 p_ptr->update |= (PU_FLOW);
5053 /* Check for new panel if appropriate */
5054 if (center_player && !center_running) verify_panel();
5056 /* Calculate torch radius */
5057 p_ptr->update |= (PU_TORCH);
5061 /* Flush the input if requested */
5062 if (flush_disturb) flush();
5067 * Glow deep lava and building entrances in the floor
5069 void glow_deep_lava_and_bldg(void)
5071 int y, x, i, yy, xx;
5074 /* Not in the darkness dungeon */
5075 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
5077 for (y = 0; y < cur_hgt; y++)
5079 for (x = 0; x < cur_wid; x++)
5081 c_ptr = &cave[y][x];
5083 /* Feature code (applying "mimic" field) */
5085 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
5087 for (i = 0; i < 9; i++)
5089 yy = y + ddy_ddd[i];
5090 xx = x + ddx_ddd[i];
5091 if (!in_bounds2(yy, xx)) continue;
5092 cave[yy][xx].info |= CAVE_GLOW;
5098 /* Update the view and lite */
5099 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5102 p_ptr->redraw |= (PR_MAP);