4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: low level dungeon routines -BEN- */
18 * Support for Adam Bolt's tileset, lighting and transparency effects
19 * by Robert Ruehlmann (rr9@angband.org)
22 static byte display_autopick;
23 static int match_autopick;
24 static object_type *autopick_obj;
25 static int feat_priority;
28 * Distance between two points via Newton-Raphson technique
30 int distance (int y1, int x1, int y2, int x2)
32 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
33 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
35 /* Squared distance */
36 int target = (dy * dy) + (dx * dx);
38 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
39 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
44 if (!dy || !dx) return d;
48 /* Approximate error */
49 err = (target - d * d) / (2 * d);
51 /* No error - we are done */
63 * Return TRUE if the given feature is a trap
65 bool is_trap(int feat)
69 case FEAT_TRAP_TRAPDOOR:
71 case FEAT_TRAP_SPIKED_PIT:
72 case FEAT_TRAP_POISON_PIT:
73 case FEAT_TRAP_TY_CURSE:
74 case FEAT_TRAP_TELEPORT:
78 case FEAT_TRAP_LOSE_STR:
79 case FEAT_TRAP_LOSE_DEX:
80 case FEAT_TRAP_LOSE_CON:
82 case FEAT_TRAP_CONFUSE:
83 case FEAT_TRAP_POISON:
88 case FEAT_TRAP_ARMAGEDDON:
89 case FEAT_TRAP_PIRANHA:
104 * Return TRUE if the given grid is a known trap
106 bool is_known_trap(cave_type *c_ptr)
108 if (!c_ptr->mimic && is_trap(c_ptr->feat)) return TRUE;
114 * Return TRUE if the given grid is a closed door
116 bool is_closed_door(int feat)
118 return (feat >= FEAT_DOOR_HEAD && feat <= FEAT_DOOR_TAIL);
123 * Return TRUE if the given grid is a hidden closed door
125 bool is_hidden_door(cave_type *c_ptr)
128 is_closed_door(c_ptr->feat))
136 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
137 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
139 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
141 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
142 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
143 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
145 * We assume that the "mathematical corner" of a non-floor tile does not
146 * block line of sight.
148 * Because this function uses (short) ints for all calculations, overflow may
149 * occur if dx and dy exceed 90.
151 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
152 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
153 * we can use integer arithmetic.
155 * We travel from start to finish along the longer axis, starting at the border
156 * between the first and second tiles, where the y offset = .5 * slope, taking
157 * into account the scale factor. See below.
159 * Also note that this function and the "move towards target" code do NOT
160 * share the same properties. Thus, you can see someone, target them, and
161 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
162 * by clever choice of target locations, you can sometimes throw a "curve".
164 * Note that "line of sight" is not "reflexive" in all cases.
166 * Use the "projectable()" routine to test "spell/missile line of sight".
168 * Use the "update_view()" function to determine player line-of-sight.
170 bool los(int y1, int x1, int y2, int x2)
190 /* Slope, or 1/Slope, of LOS */
194 /* Extract the offset */
198 /* Extract the absolute offset */
203 /* Handle adjacent (or identical) grids */
204 if ((ax < 2) && (ay < 2)) return (TRUE);
207 /* Paranoia -- require "safe" origin */
208 /* if (!in_bounds(y1, x1)) return (FALSE); */
209 /* if (!in_bounds(y2, x2)) return (FALSE); */
212 /* Directly South/North */
215 /* South -- check for walls */
218 for (ty = y1 + 1; ty < y2; ty++)
220 if (!cave_floor_bold(ty, x1)) return (FALSE);
224 /* North -- check for walls */
227 for (ty = y1 - 1; ty > y2; ty--)
229 if (!cave_floor_bold(ty, x1)) return (FALSE);
237 /* Directly East/West */
240 /* East -- check for walls */
243 for (tx = x1 + 1; tx < x2; tx++)
245 if (!cave_floor_bold(y1, tx)) return (FALSE);
249 /* West -- check for walls */
252 for (tx = x1 - 1; tx > x2; tx--)
254 if (!cave_floor_bold(y1, tx)) return (FALSE);
263 /* Extract some signs */
264 sx = (dx < 0) ? -1 : 1;
265 sy = (dy < 0) ? -1 : 1;
268 /* Vertical "knights" */
273 if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
277 /* Horizontal "knights" */
282 if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
287 /* Calculate scale factor div 2 */
290 /* Calculate scale factor */
294 /* Travel horizontally */
297 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
303 /* Consider the special case where slope == 1. */
314 /* Note (below) the case (qy == f2), where */
315 /* the LOS exactly meets the corner of a tile. */
318 if (!cave_floor_bold(ty, tx)) return (FALSE);
329 if (!cave_floor_bold(ty, tx)) return (FALSE);
342 /* Travel vertically */
345 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
361 /* Note (below) the case (qx == f2), where */
362 /* the LOS exactly meets the corner of a tile. */
365 if (!cave_floor_bold(ty, tx)) return (FALSE);
376 if (!cave_floor_bold(ty, tx)) return (FALSE);
399 * Can the player "see" the given grid in detail?
401 * He must have vision, illumination, and line of sight.
403 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
404 * So, given "CAVE_LITE", we know that the grid is "fully visible".
406 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
407 * that a wall is visible from any direction. That would be odd. Except
408 * under wizard light, which might make sense. Thus, for walls, we require
409 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
410 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
411 * in line of sight of the player.
413 * This extra check is expensive, but it provides a more "correct" semantics.
415 * Note that we should not run this check on walls which are "outer walls" of
416 * the dungeon, or we will induce a memory fault, but actually verifying all
417 * of the locations would be extremely expensive.
419 * Thus, to speed up the function, we assume that all "perma-walls" which are
420 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
421 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
422 * and the player has more important things on his mind when he is attacking a
423 * monster vault. It is annoying, but an extremely important optimization.
425 * Note that "glowing walls" are only considered to be "illuminated" if the
426 * grid which is next to the wall in the direction of the player is also a
427 * "glowing" grid. This prevents the player from being able to "see" the
428 * walls of illuminated rooms from a corridor outside the room.
430 bool player_can_see_bold(int y, int x)
436 /* Blind players see nothing */
437 if (p_ptr->blind) return (FALSE);
439 /* Access the cave grid */
442 /* Note that "torch-lite" yields "illumination" */
443 if (c_ptr->info & (CAVE_LITE)) return (TRUE);
445 /* Require line of sight to the grid */
446 if (!player_has_los_bold(y, x)) return (FALSE);
448 if (p_ptr->pclass == CLASS_NINJA) return TRUE;
450 /* Require "perma-lite" of the grid */
451 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return (FALSE);
453 /* Floors are simple */
454 if (cave_floor_bold(y, x)) return (TRUE);
456 /* Hack -- move towards player */
457 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
458 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
460 /* Check for "local" illumination */
461 if (cave[yy][xx].info & (CAVE_GLOW | CAVE_MNLT))
463 /* Assume the wall is really illuminated */
467 /* Assume not visible */
474 * Returns true if the player's grid is dark
478 return (!player_can_see_bold(py, px));
485 * Determine if a given location may be "destroyed"
487 * Used by destruction spells, and for placing stairs, etc.
489 bool cave_valid_bold(int y, int x)
491 cave_type *c_ptr = &cave[y][x];
493 s16b this_o_idx, next_o_idx = 0;
496 /* Forbid perma-grids */
497 if (cave_perma_grid(c_ptr)) return (FALSE);
500 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
505 o_ptr = &o_list[this_o_idx];
507 /* Acquire next object */
508 next_o_idx = o_ptr->next_o_idx;
510 /* Forbid artifact grids */
511 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
522 * Determine if a given location may be "destroyed"
524 * Used by destruction spells, and for placing stairs, etc.
526 bool cave_valid_grid(cave_type *c_ptr)
528 s16b this_o_idx, next_o_idx = 0;
531 /* Forbid perma-grids */
532 if (cave_perma_grid(c_ptr)) return (FALSE);
535 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
540 o_ptr = &o_list[this_o_idx];
542 /* Acquire next object */
543 next_o_idx = o_ptr->next_o_idx;
545 /* Forbid artifact grids */
546 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
557 * Hack -- Legal monster codes
559 static cptr image_monster_hack = \
560 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
563 * Mega-Hack -- Hallucinatory monster
565 static void image_monster(byte *ap, char *cp)
567 int n = strlen(image_monster_hack);
569 /* Random symbol from set above */
572 (*cp) = r_info[randint1(max_r_idx-1)].x_char;
573 (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
578 (*cp) = (image_monster_hack[randint0(n)]);
581 (*ap) = randint1(15);
588 * Hack -- Legal object codes
590 static cptr image_object_hack = \
591 "?/|\\\"!$()_-=[]{},~";
594 * Mega-Hack -- Hallucinatory object
596 static void image_object(byte *ap, char *cp)
598 int n = strlen(image_object_hack);
602 (*cp) = k_info[randint1(max_k_idx-1)].x_char;
603 (*ap) = k_info[randint1(max_k_idx-1)].x_attr;
607 (*cp) = (image_object_hack[randint0(n)]);
610 (*ap) = randint1(15);
617 * Hack -- Random hallucination
619 static void image_random(byte *ap, char *cp)
621 /* Normally, assume monsters */
622 if (randint0(100) < 75)
624 image_monster(ap, cp);
627 /* Otherwise, assume objects */
630 image_object(ap, cp);
635 * Not using graphical tiles for this feature?
637 #define is_ascii_graphics(C , A) \
638 (!(((C) & 0x80) && ((A) & 0x80)))
641 * The 16x16 tile of the terrain supports lighting
643 static bool feat_supports_lighting(byte feat)
645 if (is_trap(feat)) return streq(ANGBAND_GRAF, "new");
663 case FEAT_WALL_EXTRA:
664 case FEAT_WALL_INNER:
665 case FEAT_WALL_OUTER:
666 case FEAT_WALL_SOLID:
667 case FEAT_PERM_EXTRA:
668 case FEAT_PERM_INNER:
669 case FEAT_PERM_OUTER:
670 case FEAT_PERM_SOLID:
671 case FEAT_MINOR_GLYPH:
672 case FEAT_DEEP_WATER:
673 case FEAT_SHAL_WATER:
680 case FEAT_DEEP_GRASS:
691 * This array lists the effects of "brightness" on various "base" colours.
693 * This is used to do dynamic lighting effects in ascii :-)
694 * At the moment, only the various "floor" tiles are affected.
696 * The layout of the array is [x][0] = light and [x][1] = dark.
699 static byte lighting_colours[16][2] =
702 {TERM_L_DARK, TERM_DARK},
705 {TERM_YELLOW, TERM_SLATE},
708 {TERM_WHITE, TERM_L_DARK},
711 {TERM_L_UMBER, TERM_UMBER},
714 {TERM_RED, TERM_RED},
717 {TERM_L_GREEN, TERM_GREEN},
720 {TERM_BLUE, TERM_BLUE},
723 {TERM_L_UMBER, TERM_RED},
726 {TERM_SLATE, TERM_L_DARK},
729 {TERM_WHITE, TERM_SLATE},
732 {TERM_L_RED, TERM_BLUE},
735 {TERM_YELLOW, TERM_ORANGE},
738 {TERM_L_RED, TERM_L_RED},
741 {TERM_L_GREEN, TERM_GREEN},
744 {TERM_L_BLUE, TERM_L_BLUE},
747 {TERM_L_UMBER, TERM_UMBER}
751 * Extract the attr/char to display at the given (legal) map location
753 * Basically, we "paint" the chosen attr/char in several passes, starting
754 * with any known "terrain features" (defaulting to darkness), then adding
755 * any known "objects", and finally, adding any known "monsters". This
756 * is not the fastest method but since most of the calls to this function
757 * are made for grids with no monsters or objects, it is fast enough.
759 * Note that this function, if used on the grid containing the "player",
760 * will return the attr/char of the grid underneath the player, and not
761 * the actual player attr/char itself, allowing a lot of optimization
762 * in various "display" functions.
764 * Note that the "zero" entry in the feature/object/monster arrays are
765 * used to provide "special" attr/char codes, with "monster zero" being
766 * used for the player attr/char, "object zero" being used for the "stack"
767 * attr/char, and "feature zero" being used for the "nothing" attr/char,
768 * though this function makes use of only "feature zero".
770 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
771 * which means their color changes, and "ATTR_CLEAR", which means they take
772 * the color of whatever is under them, and "CHAR_CLEAR", which means that
773 * they take the symbol of whatever is under them. Technically, the flag
774 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
775 * examined, but this flag is currently ignored.
777 * Currently, we do nothing with multi-hued objects, because there are
778 * not any. If there were, they would have to set "shimmer_objects"
779 * when they were created, and then new "shimmer" code in "dungeon.c"
780 * would have to be created handle the "shimmer" effect, and the code
781 * in "cave.c" would have to be updated to create the shimmer effect.
783 * Note the effects of hallucination. Objects always appear as random
784 * "objects", monsters as random "monsters", and normal grids occasionally
785 * appear as random "monsters" or "objects", but note that these random
786 * "monsters" and "objects" are really just "colored ascii symbols".
788 * Note that "floors" and "invisible traps" (and "zero" features) are
789 * drawn as "floors" using a special check for optimization purposes,
790 * and these are the only features which get drawn using the special
791 * lighting effects activated by "view_special_lite".
793 * Note the use of the "mimic" field in the "terrain feature" processing,
794 * which allows any feature to "pretend" to be another feature. This is
795 * used to "hide" secret doors, and to make all "doors" appear the same,
796 * and all "walls" appear the same, and "hidden" treasure stay hidden.
797 * It is possible to use this field to make a feature "look" like a floor,
798 * but the "special lighting effects" for floors will not be used.
800 * Note the use of the new "terrain feature" information. Note that the
801 * assumption that all interesting "objects" and "terrain features" are
802 * memorized allows extremely optimized processing below. Note the use
803 * of separate flags on objects to mark them as memorized allows a grid
804 * to have memorized "terrain" without granting knowledge of any object
805 * which may appear in that grid.
807 * Note the efficient code used to determine if a "floor" grid is
808 * "memorized" or "viewable" by the player, where the test for the
809 * grid being "viewable" is based on the facts that (1) the grid
810 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
811 * line of sight, and (3) the player must not be blind, and uses the
812 * assumption that all torch-lit grids are in line of sight.
814 * Note that floors (and invisible traps) are the only grids which are
815 * not memorized when seen, so only these grids need to check to see if
816 * the grid is "viewable" to the player (if it is not memorized). Since
817 * most non-memorized grids are in fact walls, this induces *massive*
818 * efficiency, at the cost of *forcing* the memorization of non-floor
819 * grids when they are first seen. Note that "invisible traps" are
820 * always treated exactly like "floors", which prevents "cheating".
822 * Note the "special lighting effects" which can be activated for floor
823 * grids using the "view_special_lite" option (for "white" floor grids),
824 * causing certain grids to be displayed using special colors. If the
825 * player is "blind", we will use "dark gray", else if the grid is lit
826 * by the torch, and the "view_yellow_lite" option is set, we will use
827 * "yellow", else if the grid is "dark", we will use "dark gray", else
828 * if the grid is not "viewable", and the "view_bright_lite" option is
829 * set, and the we will use "slate" (gray). We will use "white" for all
830 * other cases, in particular, for illuminated viewable floor grids.
832 * Note the "special lighting effects" which can be activated for wall
833 * grids using the "view_granite_lite" option (for "white" wall grids),
834 * causing certain grids to be displayed using special colors. If the
835 * player is "blind", we will use "dark gray", else if the grid is lit
836 * by the torch, and the "view_yellow_lite" option is set, we will use
837 * "yellow", else if the "view_bright_lite" option is set, and the grid
838 * is not "viewable", or is "dark", or is glowing, but not when viewed
839 * from the player's current location, we will use "slate" (gray). We
840 * will use "white" for all other cases, in particular, for correctly
841 * illuminated viewable wall grids.
843 * Note that, when "view_granite_lite" is set, we use an inline version
844 * of the "player_can_see_bold()" function to check the "viewability" of
845 * grids when the "view_bright_lite" option is set, and we do NOT use
846 * any special colors for "dark" wall grids, since this would allow the
847 * player to notice the walls of illuminated rooms from a hallway that
848 * happened to run beside the room. The alternative, by the way, would
849 * be to prevent the generation of hallways next to rooms, but this
850 * would still allow problems when digging towards a room.
852 * Note that bizarre things must be done when the "attr" and/or "char"
853 * codes have the "high-bit" set, since these values are used to encode
854 * various "special" pictures in some versions, and certain situations,
855 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
856 * to be "scrambled" in various ways.
858 * Note that eventually we may use the "&" symbol for embedded treasure,
859 * and use the "*" symbol to indicate multiple objects, though this will
860 * have to wait for Angband 2.8.0 or later. Note that currently, this
861 * is not important, since only one object or terrain feature is allowed
862 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
864 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
865 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
866 * then a whole lot of code should be changed... XXX XXX
868 #ifdef USE_TRANSPARENCY
869 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
870 #else /* USE_TRANSPARENCY */
871 void map_info(int y, int x, byte *ap, char *cp)
872 #endif /* USE_TRANSPARENCY */
878 s16b this_o_idx, next_o_idx = 0;
888 /* Feature code (applying "mimic" field) */
889 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
892 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
894 /* Memorized (or visible) floor */
895 if ((c_ptr->info & CAVE_MARK) ||
896 (((c_ptr->info & CAVE_LITE) || (c_ptr->info & CAVE_MNLT) ||
897 ((c_ptr->info & CAVE_GLOW) &&
898 (c_ptr->info & CAVE_VIEW))) &&
902 f_ptr = &f_info[feat];
910 /* Special lighting effects */
911 if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
919 * feat_supports_lighting(feat)
920 * is always TRUE here
923 /* Use a dark tile */
928 /* Use "dark gray" */
933 /* Handle "torch-lit" grids */
934 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
937 if (view_yellow_lite && !p_ptr->wild_mode)
942 * feat_supports_lighting(feat)
943 * is always TRUE here
946 /* Use a brightly lit tile */
957 /* Handle "dark" grids */
958 else if (!(c_ptr->info & CAVE_GLOW))
963 * feat_supports_lighting(feat)
964 * is always TRUE here
967 /* Use a dark tile */
972 /* Use "dark gray" */
977 /* Handle "out-of-sight" grids */
978 else if (!(c_ptr->info & CAVE_VIEW))
981 if (view_bright_lite && !p_ptr->wild_mode)
986 * feat_supports_lighting(feat)
987 * is always TRUE here
990 /* Use a dark tile */
1006 /* Unsafe cave grid -- idea borrowed from Unangband */
1007 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1008 feat = FEAT_UNDETECTD;
1012 /* Access darkness */
1013 f_ptr = &f_info[feat];
1026 /* Memorized grids */
1027 if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || new_ascii_graphics))
1029 /* Access feature */
1030 f_ptr = &f_info[feat];
1038 if (new_ascii_graphics)
1040 /* Handle "blind" */
1043 if (is_ascii_graphics(c,a))
1045 /* Use darkened colour */
1046 a = lighting_colours[a][1];
1048 else if (use_graphics && feat_supports_lighting(feat))
1050 /* Use a dark tile */
1055 /* Handle "torch-lit" grids */
1056 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1059 if (view_yellow_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(c,a)))
1061 if (is_ascii_graphics(c,a))
1063 /* Use lightened colour */
1064 a = lighting_colours[a][0];
1066 else if (use_graphics &&
1067 feat_supports_lighting(feat))
1069 /* Use a brightly lit tile */
1075 /* Handle "view_bright_lite" */
1076 else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(c,a)))
1079 if (!(c_ptr->info & CAVE_VIEW))
1081 if (is_ascii_graphics(c,a))
1083 /* Use darkened colour */
1084 a = lighting_colours[a][1];
1086 else if (use_graphics && feat_supports_lighting(feat))
1088 /* Use a dark tile */
1094 else if (!(c_ptr->info & CAVE_GLOW))
1096 if (is_ascii_graphics(c,a))
1098 /* Use darkened colour */
1099 a = lighting_colours[a][1];
1104 /* Special lighting effects */
1105 else if (view_granite_lite && !p_ptr->wild_mode &&
1106 (((a == TERM_WHITE) && !use_graphics) ||
1107 (use_graphics && feat_supports_lighting(feat))))
1109 /* Handle "blind" */
1114 /* Use a dark tile */
1119 /* Use "dark gray" */
1124 /* Handle "torch-lit" grids */
1125 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1128 if (view_yellow_lite && !p_ptr->wild_mode)
1132 /* Use a brightly lit tile */
1143 /* Handle "view_bright_lite" */
1144 else if (view_bright_lite && !p_ptr->wild_mode)
1147 if (!(c_ptr->info & CAVE_VIEW))
1151 /* Use a dark tile */
1162 else if (!(c_ptr->info & CAVE_GLOW))
1166 /* Use a lit tile */
1175 /* Not glowing correctly */
1180 /* Hack -- move towards player */
1181 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1182 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1184 /* Check for "local" illumination */
1185 if (!(cave[yy][xx].info & CAVE_GLOW))
1189 /* Use a lit tile */
1202 /* "Simple Lighting" */
1205 /* Handle "blind" */
1206 if (!(c_ptr->info & CAVE_MARK))
1208 /* Unsafe cave grid -- idea borrowed from Unangband */
1209 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1210 feat = FEAT_UNDETECTD;
1215 /* Access feature */
1216 f_ptr = &f_info[feat];
1226 if (feat_priority == -1)
1231 case FEAT_UNDETECTD:
1238 case FEAT_TRAP_TRAPDOOR:
1240 case FEAT_TRAP_SPIKED_PIT:
1241 case FEAT_TRAP_POISON_PIT:
1242 case FEAT_TRAP_TY_CURSE:
1243 case FEAT_TRAP_TELEPORT:
1244 case FEAT_TRAP_FIRE:
1245 case FEAT_TRAP_ACID:
1246 case FEAT_TRAP_SLOW:
1247 case FEAT_TRAP_LOSE_STR:
1248 case FEAT_TRAP_LOSE_DEX:
1249 case FEAT_TRAP_LOSE_CON:
1250 case FEAT_TRAP_BLIND:
1251 case FEAT_TRAP_CONFUSE:
1252 case FEAT_TRAP_POISON:
1253 case FEAT_TRAP_SLEEP:
1254 case FEAT_TRAP_TRAPS:
1255 case FEAT_TRAP_ALARM:
1259 case FEAT_DEEP_GRASS:
1267 case FEAT_WALL_EXTRA:
1268 case FEAT_WALL_INNER:
1269 case FEAT_WALL_OUTER:
1270 case FEAT_WALL_SOLID:
1271 case FEAT_DEEP_WATER:
1272 case FEAT_SHAL_WATER:
1273 case FEAT_DEEP_LAVA:
1274 case FEAT_SHAL_LAVA:
1280 /* Now a days treasere grid is too many */
1285 case FEAT_PERM_EXTRA:
1286 case FEAT_PERM_INNER:
1287 case FEAT_PERM_OUTER:
1288 case FEAT_PERM_SOLID:
1292 /* default is feat_priority = 20; (doors and stores) */
1295 case FEAT_MINOR_GLYPH:
1297 case FEAT_PATTERN_START:
1298 case FEAT_PATTERN_1:
1299 case FEAT_PATTERN_2:
1300 case FEAT_PATTERN_3:
1301 case FEAT_PATTERN_4:
1302 case FEAT_PATTERN_END:
1303 case FEAT_PATTERN_OLD:
1304 case FEAT_PATTERN_XTRA1:
1305 case FEAT_PATTERN_XTRA2:
1309 /* objects have feat_priority = 20 */
1310 /* monsters have feat_priority = 30 */
1314 case FEAT_QUEST_ENTER:
1315 case FEAT_QUEST_EXIT:
1316 case FEAT_QUEST_DOWN:
1318 case FEAT_LESS_LESS:
1319 case FEAT_MORE_MORE:
1331 #ifdef USE_TRANSPARENCY
1332 /* Save the terrain info for the transparency effects */
1335 #endif /* USE_TRANSPARENCY */
1341 /* Hack -- rare random hallucination, except on outer dungeon walls */
1342 if (p_ptr->image && (feat < FEAT_PERM_SOLID) && !randint0(256))
1345 image_random(ap, cp);
1349 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1353 /* Acquire object */
1354 o_ptr = &o_list[this_o_idx];
1356 /* Acquire next object */
1357 next_o_idx = o_ptr->next_o_idx;
1359 /* Memorized objects */
1362 if (display_autopick)
1366 match_autopick = is_autopick(o_ptr);
1367 if(match_autopick == -1)
1370 act = autopick_list[match_autopick].action;
1372 if ((act & DO_DISPLAY) && (act & display_autopick))
1374 autopick_obj = o_ptr;
1378 match_autopick = -1;
1383 (*cp) = object_char(o_ptr);
1386 (*ap) = object_attr(o_ptr);
1390 /* Hack -- hallucination */
1391 if (p_ptr->image) image_object(ap, cp);
1399 /* Handle monsters */
1400 if (c_ptr->m_idx && display_autopick == 0 )
1402 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1404 /* Visible monster */
1407 monster_race *r_ptr;
1408 r_ptr = &r_info[m_ptr->ap_r_idx];
1418 /* Mimics' colors vary */
1419 if (strchr("\"!=", c) && !(r_ptr->flags1 & RF1_UNIQUE))
1424 /* Use semi-random attr */
1425 (*ap) = c_ptr->m_idx % 15 + 1;
1428 /* Special attr/char codes */
1429 else if ((a & 0x80) && (c & 0x80))
1438 /* Multi-hued monster */
1439 else if (r_ptr->flags1 & (RF1_ATTR_MULTI))
1441 /* Is it a shapechanger? */
1442 if (r_ptr->flags2 & (RF2_SHAPECHANGER))
1446 (*cp) = r_info[randint1(max_r_idx-1)].x_char;
1447 (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
1451 (*cp) = (one_in_(25) ?
1452 image_object_hack[randint0(strlen(image_object_hack))] :
1453 image_monster_hack[randint0(strlen(image_monster_hack))]);
1459 /* Multi-hued attr */
1460 if (r_ptr->flags2 & RF2_ATTR_ANY)
1461 (*ap) = randint1(15);
1462 else switch (randint1(7))
1474 (*ap) = TERM_L_GREEN;
1480 (*ap) = TERM_L_DARK;
1488 /* Normal monster (not "clear" in any way) */
1489 else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR)))
1498 /* Hack -- Bizarre grid under monster */
1499 else if ((*ap & 0x80) || (*cp & 0x80))
1511 /* Normal (non-clear char) monster */
1512 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR)))
1518 /* Normal (non-clear attr) monster */
1519 else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR)))
1526 /* Hack -- hallucination */
1529 /* Hallucinatory monster */
1530 image_monster(ap, cp);
1535 /* Handle "player" */
1536 if ((y == py) && (x == px))
1538 monster_race *r_ptr = &r_info[0];
1542 /* Get the "player" attr */
1545 /* Get the "player" char */
1548 #ifdef VARIABLE_PLAYER_GRAPH
1554 #endif /* VARIABLE_PLAYER_GRAPH */
1562 * Table of Ascii-to-Zenkaku
1563 * ¡Ö¢£¡×¤ÏÆóÇÜÉýƦÉå¤ÎÆâÉô¥³¡¼¥É¤Ë»ÈÍÑ¡£
1565 static char ascii_to_zenkaku[2*128+1] = "\
1566 ¡¡¡ª¡É¡ô¡ð¡ó¡õ¡Ç¡Ê¡Ë¡ö¡Ü¡¤¡Ý¡¥¡¿\
1567 £°£±£²£³£´£µ£¶£·£¸£¹¡§¡¨¡ã¡á¡ä¡©\
1568 ¡÷£Á£Â£Ã£Ä£Å£Æ£Ç£È£É£Ê£Ë£Ì£Í£Î£Ï\
1569 £Ð£Ñ£Ò£Ó£Ô£Õ£Ö£×£Ø£Ù£Ú¡Î¡À¡Ï¡°¡²\
1570 ¡Æ£á£â£ã£ä£å£æ£ç£è£é£ê£ë£ì£í£î£ï\
1571 £ð£ñ£ò£ó£ô£õ£ö£÷£ø£ù£ú¡Ð¡Ã¡Ñ¡Á¢£";
1575 * Prepare Bigtile or 2-bytes character attr/char pairs
1577 void bigtile_attr(char *cp, byte *ap, char *cp2, byte *ap2)
1579 if ((*ap & 0x80) && (*cp & 0x80))
1587 if (isprint(*cp) || *cp == 127)
1589 *ap2 = (*ap) | 0xf0;
1590 *cp2 = ascii_to_zenkaku[2*(*cp-' ') + 1];
1591 *cp = ascii_to_zenkaku[2*(*cp-' ')];
1602 * Calculate panel colum of a location in the map
1604 static int panel_col_of(int col)
1606 col -= panel_col_min;
1607 if (use_bigtile) col *= 2;
1613 * Moves the cursor to a given MAP (y,x) location
1615 void move_cursor_relative(int row, int col)
1617 /* Real co-ords convert to screen positions */
1618 row -= panel_row_prt;
1621 Term_gotoxy(panel_col_of(col), row);
1627 * Place an attr/char pair at the given map coordinate, if legal.
1629 void print_rel(char c, byte a, int y, int x)
1634 /* Only do "legal" locations */
1635 if (panel_contains(y, x))
1637 /* Hack -- fake monochrome */
1640 if (world_monster) a = TERM_DARK;
1641 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1642 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1645 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
1647 /* Draw the char using the attr */
1648 Term_draw(panel_col_of(x), y-panel_row_prt, a, c);
1650 Term_draw(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
1659 * Memorize interesting viewable object/features in the given grid
1661 * This function should only be called on "legal" grids.
1663 * This function will memorize the object and/or feature in the given
1664 * grid, if they are (1) viewable and (2) interesting. Note that all
1665 * objects are interesting, all terrain features except floors (and
1666 * invisible traps) are interesting, and floors (and invisible traps)
1667 * are interesting sometimes (depending on various options involving
1668 * the illumination of floor grids).
1670 * The automatic memorization of all objects and non-floor terrain
1671 * features as soon as they are displayed allows incredible amounts
1672 * of optimization in various places, especially "map_info()".
1674 * Note that the memorization of objects is completely separate from
1675 * the memorization of terrain features, preventing annoying floor
1676 * memorization when a detected object is picked up from a dark floor,
1677 * and object memorization when an object is dropped into a floor grid
1678 * which is memorized but out-of-sight.
1680 * This function should be called every time the "memorization" of
1681 * a grid (or the object in a grid) is called into question, such
1682 * as when an object is created in a grid, when a terrain feature
1683 * "changes" from "floor" to "non-floor", when any grid becomes
1684 * "illuminated" or "viewable", and when a "floor" grid becomes
1687 * Note the relatively efficient use of this function by the various
1688 * "update_view()" and "update_lite()" calls, to allow objects and
1689 * terrain features to be memorized (and drawn) whenever they become
1690 * viewable or illuminated in any way, but not when they "maintain"
1691 * or "lose" their previous viewability or illumination.
1693 * Note the butchered "internal" version of "player_can_see_bold()",
1694 * optimized primarily for the most common cases, that is, for the
1695 * non-marked floor grids.
1697 void note_spot(int y, int x)
1699 cave_type *c_ptr = &cave[y][x];
1701 s16b this_o_idx, next_o_idx = 0;
1705 /* Feature code (applying "mimic" field) */
1706 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
1709 /* Blind players see nothing */
1710 if (p_ptr->blind) return;
1712 /* Analyze non-torch-lit grids */
1713 if (!(c_ptr->info & (CAVE_LITE)))
1715 /* Require line of sight to the grid */
1716 if (!(c_ptr->info & (CAVE_VIEW))) return;
1718 if (p_ptr->pclass != CLASS_NINJA)
1720 /* Require "perma-lite" of the grid */
1721 if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return;
1726 /* Hack -- memorize objects */
1727 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1729 object_type *o_ptr = &o_list[this_o_idx];
1731 /* Acquire next object */
1732 next_o_idx = o_ptr->next_o_idx;
1734 /* Memorize objects */
1735 o_ptr->marked |= OM_FOUND;
1739 /* Hack -- memorize grids */
1740 if (!(c_ptr->info & (CAVE_MARK)))
1742 if (p_ptr->pclass == CLASS_NINJA)
1744 c_ptr->info |= (CAVE_MARK);
1746 /* Handle floor grids first */
1747 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
1749 /* Option -- memorize all torch-lit floors */
1750 if (view_torch_grids && (c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1753 c_ptr->info |= (CAVE_MARK);
1756 /* Option -- memorize all perma-lit floors */
1757 else if (view_perma_grids && (c_ptr->info & (CAVE_GLOW)))
1760 c_ptr->info |= (CAVE_MARK);
1764 /* Memorize normal grids */
1765 else if (cave_floor_grid(c_ptr))
1768 c_ptr->info |= (CAVE_MARK);
1771 /* Memorize torch-lit walls */
1772 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1775 c_ptr->info |= (CAVE_MARK);
1778 /* Memorize certain non-torch-lit wall grids */
1783 /* Hack -- move one grid towards player */
1784 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1785 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1787 /* Check for "local" illumination */
1788 if (cave[yy][xx].info & (CAVE_GLOW))
1791 c_ptr->info |= (CAVE_MARK);
1798 void display_dungeon(void)
1804 #ifdef USE_TRANSPARENCY
1807 #endif /* USE_TRANSPARENCY */
1809 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1811 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1813 if (in_bounds2(y, x))
1816 #ifdef USE_TRANSPARENCY
1817 /* Examine the grid */
1818 map_info(y, x, &a, &c, &ta, &tc);
1819 #else /* USE_TRANSPARENCY */
1820 /* Examine the grid */
1821 map_info(y, x, &a, &c);
1822 #endif /* USE_TRANSPARENCY */
1824 /* Hack -- fake monochrome */
1827 if (world_monster) a = TERM_DARK;
1828 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1829 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1832 #ifdef USE_TRANSPARENCY
1833 /* Hack -- Queue it */
1834 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1835 #else /* USE_TRANSPARENCY */
1836 /* Hack -- Queue it */
1837 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
1838 #endif /* USE_TRANSPARENCY */
1843 /* Clear out-of-bound tiles */
1845 /* Access darkness */
1846 feature_type *f_ptr = &f_info[FEAT_NONE];
1854 #ifdef USE_TRANSPARENCY
1855 /* Hack -- Queue it */
1856 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1857 #else /* USE_TRANSPARENCY */
1858 /* Hack -- Queue it */
1859 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
1860 #endif /* USE_TRANSPARENCY */
1868 * Redraw (on the screen) a given MAP location
1870 * This function should only be called on "legal" grids
1872 void lite_spot(int y, int x)
1874 /* Redraw if on screen */
1875 if (panel_contains(y, x) && in_bounds2(y, x))
1880 #ifdef USE_TRANSPARENCY
1884 /* Examine the grid */
1885 map_info(y, x, &a, &c, &ta, &tc);
1886 #else /* USE_TRANSPARENCY */
1887 /* Examine the grid */
1888 map_info(y, x, &a, &c);
1889 #endif /* USE_TRANSPARENCY */
1891 /* Hack -- fake monochrome */
1894 if (world_monster) a = TERM_DARK;
1895 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1896 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1900 if (use_bigtile && !(a & 0x80) && (isprint(c) || c == 127))
1902 /* Term_queue_chars ¤ÏÁ´³ÑASCIIÃÏ·Á¤òÀµ¤·¤¯update¤¹¤ë¡£ */
1903 Term_queue_chars(panel_col_of(x), y-panel_row_prt, 2, a, &ascii_to_zenkaku[2*(c-' ')]);
1908 #ifdef USE_TRANSPARENCY
1909 /* Hack -- Queue it */
1910 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1912 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1, 0, 0);
1913 #else /* USE_TRANSPARENCY */
1914 /* Hack -- Queue it */
1915 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
1917 Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1);
1918 #endif /* USE_TRANSPARENCY */
1920 /* Update sub-windows */
1921 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1927 * Prints the map of the dungeon
1929 * Note that, for efficiency, we contain an "optimized" version
1930 * of both "lite_spot()" and "print_rel()", and that we use the
1931 * "lite_spot()" function to display the player grid, if needed.
1939 s16b xmin, xmax, ymin, ymax;
1944 Term_get_size(&wid, &hgt);
1946 /* Remove map offset */
1950 /* Access the cursor state */
1951 (void)Term_get_cursor(&v);
1953 /* Hide the cursor */
1954 (void)Term_set_cursor(0);
1957 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1958 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1959 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1960 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1962 /* Bottom section of screen */
1963 for (y = 1; y <= ymin - panel_row_prt; y++)
1965 /* Erase the section */
1966 Term_erase(COL_MAP, y, wid);
1969 /* Top section of screen */
1970 for (y = ymax - panel_row_prt; y <= hgt; y++)
1972 /* Erase the section */
1973 Term_erase(COL_MAP, y, wid);
1977 for (y = ymin; y <= ymax; y++)
1979 /* Scan the columns of row "y" */
1980 for (x = xmin; x <= xmax; x++)
1985 #ifdef USE_TRANSPARENCY
1989 /* Determine what is there */
1990 map_info(y, x, &a, &c, &ta, &tc);
1992 /* Determine what is there */
1993 map_info(y, x, &a, &c);
1996 /* Hack -- fake monochrome */
1999 if (world_monster) a = TERM_DARK;
2000 else if (IS_INVULN() || world_player) a = TERM_WHITE;
2001 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2004 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
2006 /* Efficiency -- Redraw that grid of the map */
2007 #ifdef USE_TRANSPARENCY
2008 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
2009 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2, 0, 0);
2011 Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
2012 if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
2017 /* Display player */
2020 /* Restore the cursor */
2021 (void)Term_set_cursor(v);
2027 * print project path
2029 void prt_path(int y, int x)
2034 int default_color = TERM_SLATE;
2036 if (!display_path) return;
2037 if (-1 == project_length)
2040 /* Get projection path */
2041 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
2044 p_ptr->redraw |= (PR_MAP);
2050 for (i = 0; i < path_n; i++)
2052 int ny = GRID_Y(path_g[i]);
2053 int nx = GRID_X(path_g[i]);
2055 if (panel_contains(ny, nx))
2057 byte a2, a = default_color;
2060 #ifdef USE_TRANSPARENCY
2065 if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
2067 /* Determine what is there */
2068 #ifdef USE_TRANSPARENCY
2069 map_info(ny, nx, &a, &c, &ta, &tc);
2071 map_info(ny, nx, &a, &c);
2075 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
2077 else if (a == default_color)
2083 if (world_monster) a = TERM_DARK;
2084 else if (IS_INVULN() || world_player) a = TERM_WHITE;
2085 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2089 if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
2091 /* Hack -- Queue it */
2092 #ifdef USE_TRANSPARENCY
2093 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
2094 if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2, 0, 0);
2096 Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c);
2097 if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a, c2);
2102 if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
2105 if (nx == x && ny == y) default_color = TERM_L_DARK;
2110 static cptr simplify_list[][2] =
2117 {"^Amulet of ", "\""},
2118 {"^Scroll of ", "?"},
2119 {"^Scroll titled ", "?"},
2120 {"^Wand of " , "-"},
2122 {"^Staff of " , "_"},
2123 {"^Potion of ", "!"},
2135 static void display_shortened_item_name(object_type *o_ptr, int y)
2142 object_desc(buf, o_ptr, FALSE, 0);
2143 attr = tval_to_attr[o_ptr->tval % 128];
2149 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
2151 strcpy(buf, "something strange");
2155 for (c = buf; *c; c++)
2158 for (i = 0; simplify_list[i][1]; i++)
2160 cptr org_w = simplify_list[i][0];
2170 if (!strncmp(c, org_w, strlen(org_w)))
2173 cptr tmp = simplify_list[i][1];
2176 tmp = c + strlen(org_w);
2186 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
2192 if(len + 2 > 12) break;
2199 if(len + 1 > 12) break;
2205 Term_putstr(0, y, 12, attr, buf);
2209 * Display a "small-scale" map of the dungeon in the active Term
2211 void display_map(int *cy, int *cx)
2228 /* Save lighting effects */
2229 bool old_view_special_lite = view_special_lite;
2230 bool old_view_granite_lite = view_granite_lite;
2232 int hgt, wid, yrat, xrat;
2234 int **match_autopick_yx;
2235 object_type ***object_autopick_yx;
2238 Term_get_size(&wid, &hgt);
2241 if (use_bigtile) wid /= 2;
2243 yrat = (cur_hgt + hgt - 1) / hgt;
2244 xrat = (cur_wid + wid - 1) / wid;
2246 /* Disable lighting effects */
2247 view_special_lite = FALSE;
2248 view_granite_lite = FALSE;
2250 /* Allocate the maps */
2251 C_MAKE(ma, (hgt + 2), byte_ptr);
2252 C_MAKE(mc, (hgt + 2), char_ptr);
2253 C_MAKE(mp, (hgt + 2), byte_ptr);
2254 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
2255 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
2257 /* Allocate and wipe each line map */
2258 for (y = 0; y < (hgt + 2); y++)
2260 /* Allocate one row each array */
2261 C_MAKE(ma[y], (wid + 2), byte);
2262 C_MAKE(mc[y], (wid + 2), char);
2263 C_MAKE(mp[y], (wid + 2), byte);
2264 C_MAKE(match_autopick_yx[y], (wid + 2), int);
2265 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
2267 for (x = 0; x < wid + 2; ++x)
2269 match_autopick_yx[y][x] = -1;
2270 object_autopick_yx[y][x] = NULL;
2273 ma[y][x] = TERM_WHITE;
2281 /* Allocate the maps */
2282 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
2283 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
2284 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
2286 /* Allocate and wipe each line map */
2287 for (y = 0; y < (cur_hgt + 2); y++)
2289 /* Allocate one row each array */
2290 C_MAKE(bigma[y], (cur_wid + 2), byte);
2291 C_MAKE(bigmc[y], (cur_wid + 2), char);
2292 C_MAKE(bigmp[y], (cur_wid + 2), byte);
2294 for (x = 0; x < cur_wid + 2; ++x)
2297 bigma[y][x] = TERM_WHITE;
2305 /* Fill in the map */
2306 for (i = 0; i < cur_wid; ++i)
2308 for (j = 0; j < cur_hgt; ++j)
2318 /* Extract the current attr/char at that map location */
2319 #ifdef USE_TRANSPARENCY
2320 map_info(j, i, &ta, &tc, &ta, &tc);
2321 #else /* USE_TRANSPARENCY */
2322 map_info(j, i, &ta, &tc);
2323 #endif /* USE_TRANSPARENCY */
2325 /* Extract the priority */
2328 if(match_autopick!=-1
2329 && (match_autopick_yx[y][x] == -1
2330 || match_autopick_yx[y][x] > match_autopick))
2332 match_autopick_yx[y][x] = match_autopick;
2333 object_autopick_yx[y][x] = autopick_obj;
2337 /* Save the char, attr and priority */
2338 bigmc[j+1][i+1] = tc;
2339 bigma[j+1][i+1] = ta;
2340 bigmp[j+1][i+1] = tp;
2344 for (j = 0; j < cur_hgt; ++j)
2346 for (i = 0; i < cur_wid; ++i)
2352 tc = bigmc[j+1][i+1];
2353 ta = bigma[j+1][i+1];
2354 tp = bigmp[j+1][i+1];
2356 /* rare feature has more priority */
2362 for (t = 0; t < 8; t++)
2364 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2365 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2375 /* Save the char, attr and priority */
2388 /* Draw the corners */
2389 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2391 /* Draw the horizontal edges */
2392 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2394 /* Draw the vertical edges */
2395 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2398 /* Display each map line in order */
2399 for (y = 0; y < hgt + 2; ++y)
2401 /* Start a new line */
2402 Term_gotoxy(COL_MAP, y);
2404 /* Display the line */
2405 for (x = 0; x < wid + 2; ++x)
2410 /* Hack -- fake monochrome */
2413 if (world_monster) ta = TERM_DARK;
2414 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2415 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2418 if (use_bigtile) bigtile_attr(&tc, &ta, &c2, &a2);
2420 /* Add the character */
2422 if (use_bigtile) Term_addch(a2, c2);
2427 for (y = 1; y < hgt + 1; ++y)
2429 match_autopick = -1;
2430 for (x = 1; x <= wid; x++){
2431 if (match_autopick_yx[y][x] != -1 &&
2432 (match_autopick > match_autopick_yx[y][x] ||
2433 match_autopick == -1)){
2434 match_autopick = match_autopick_yx[y][x];
2435 autopick_obj = object_autopick_yx[y][x];
2439 /* Clear old display */
2440 Term_putstr(0, y, 12, 0, " ");
2442 if (match_autopick != -1)
2444 display_shortened_item_name(autopick_obj, y);
2447 char buf[13] = "\0";
2448 strncpy(buf,autopick_list[match_autopick].name,12);
2456 /* Player location */
2457 (*cy) = py / yrat + 1 + ROW_MAP;
2459 (*cx) = px / xrat + 1 + COL_MAP;
2461 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2463 /* Restore lighting effects */
2464 view_special_lite = old_view_special_lite;
2465 view_granite_lite = old_view_granite_lite;
2467 /* Free each line map */
2468 for (y = 0; y < (hgt + 2); y++)
2470 /* Free one row each array */
2471 C_FREE(ma[y], (wid + 2), byte);
2472 C_FREE(mc[y], (wid + 2), char);
2473 C_FREE(mp[y], (wid + 2), byte);
2474 C_FREE(match_autopick_yx[y], (wid + 2), int);
2475 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2478 /* Free each line map */
2479 C_FREE(ma, (hgt + 2), byte_ptr);
2480 C_FREE(mc, (hgt + 2), char_ptr);
2481 C_FREE(mp, (hgt + 2), byte_ptr);
2482 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2483 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2485 /* Free each line map */
2486 for (y = 0; y < (cur_hgt + 2); y++)
2488 /* Free one row each array */
2489 C_FREE(bigma[y], (cur_wid + 2), byte);
2490 C_FREE(bigmc[y], (cur_wid + 2), char);
2491 C_FREE(bigmp[y], (cur_wid + 2), byte);
2494 /* Free each line map */
2495 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2496 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2497 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2502 * Display a "small-scale" map of the dungeon for the player
2504 * Currently, the "player" is displayed on the map. XXX XXX XXX
2506 void do_cmd_view_map(void)
2511 /* Save the screen */
2516 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2518 prt("Please wait...", 0, 0);
2524 /* Clear the screen */
2527 display_autopick = 0;
2529 /* Display the map */
2530 display_map(&cy, &cx);
2533 if(max_autopick && !p_ptr->wild_mode)
2535 display_autopick = ITEM_DISPLAY;
2542 int wid, hgt, row_message;
2544 Term_get_size(&wid, &hgt);
2545 row_message = hgt - 1;
2548 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2550 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2553 /* Hilite the player */
2554 move_cursor(cy, cx);
2559 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2561 flag = DONT_AUTOPICK;
2563 flag = DO_AUTODESTROY;
2565 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2571 if (~display_autopick & flag)
2572 display_autopick |= flag;
2574 display_autopick &= ~flag;
2575 /* Display the map */
2576 display_map(&cy, &cx);
2579 display_autopick = 0;
2585 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2587 put_str("Hit any key to continue", 23, 30);
2588 #endif /* Hilite the player */
2589 move_cursor(cy, cx);
2594 /* Restore the screen */
2603 * Some comments on the cave grid flags. -BEN-
2606 * One of the major bottlenecks in previous versions of Angband was in
2607 * the calculation of "line of sight" from the player to various grids,
2608 * such as monsters. This was such a nasty bottleneck that a lot of
2609 * silly things were done to reduce the dependancy on "line of sight",
2610 * for example, you could not "see" any grids in a lit room until you
2611 * actually entered the room, and there were all kinds of bizarre grid
2612 * flags to enable this behavior. This is also why the "call light"
2613 * spells always lit an entire room.
2615 * The code below provides functions to calculate the "field of view"
2616 * for the player, which, once calculated, provides extremely fast
2617 * calculation of "line of sight from the player", and to calculate
2618 * the "field of torch lite", which, again, once calculated, provides
2619 * extremely fast calculation of "which grids are lit by the player's
2620 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2621 * "GRID_LITE", as appropriate, these functions maintain an array for
2622 * each of these two flags, each array containing the locations of all
2623 * of the grids marked with the appropriate flag, which can be used to
2624 * very quickly scan through all of the grids in a given set.
2626 * To allow more "semantically valid" field of view semantics, whenever
2627 * the field of view (or the set of torch lit grids) changes, all of the
2628 * grids in the field of view (or the set of torch lit grids) are "drawn"
2629 * so that changes in the world will become apparent as soon as possible.
2630 * This has been optimized so that only grids which actually "change" are
2631 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2632 * of the grids which are entering or leaving the relevent set of grids.
2634 * These new methods are so efficient that the old nasty code was removed.
2636 * Note that there is no reason to "update" the "viewable space" unless
2637 * the player "moves", or walls/doors are created/destroyed, and there
2638 * is no reason to "update" the "torch lit grids" unless the field of
2639 * view changes, or the "light radius" changes. This means that when
2640 * the player is resting, or digging, or doing anything that does not
2641 * involve movement or changing the state of the dungeon, there is no
2642 * need to update the "view" or the "lite" regions, which is nice.
2644 * Note that the calls to the nasty "los()" function have been reduced
2645 * to a bare minimum by the use of the new "field of view" calculations.
2647 * I wouldn't be surprised if slight modifications to the "update_view()"
2648 * function would allow us to determine "reverse line-of-sight" as well
2649 * as "normal line-of-sight", which would allow monsters to use a more
2650 * "correct" calculation to determine if they can "see" the player. For
2651 * now, monsters simply "cheat" somewhat and assume that if the player
2652 * has "line of sight" to the monster, then the monster can "pretend"
2653 * that it has "line of sight" to the player.
2656 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2657 * grid and maintains an array of all "CAVE_LITE" grids.
2659 * This set of grids is the complete set of all grids which are lit by
2660 * the players light source, which allows the "player_can_see_bold()"
2661 * function to work very quickly.
2663 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2664 * fact, the player (unless blind) can always "see" all grids which are
2665 * marked as "CAVE_LITE", unless they are "off screen".
2668 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2669 * grid and maintains an array of all "CAVE_VIEW" grids.
2671 * This set of grids is the complete set of all grids within line of sight
2672 * of the player, allowing the "player_has_los_bold()" macro to work very
2676 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2677 * temporary internal flag to mark those grids which are not only in view,
2678 * but which are also "easily" in line of sight of the player. This flag
2679 * is always cleared when we are done.
2682 * The current "update_lite()" and "update_view()" algorithms use the
2683 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2684 * to keep track of which grids were previously marked as "CAVE_LITE" or
2685 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2687 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2688 * for various other purposes, such as spreading lite or darkness during
2689 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2692 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2693 * in some way permanently lit. However, for the player to "see" anything
2694 * in the grid, as determined by "player_can_see()", the player must not be
2695 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2696 * grids, even if marked as "perma lit", are only illuminated if they touch
2697 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2700 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2701 * that even if the player cannot "see" the grid, he "knows" the terrain in
2702 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2703 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2704 * or when one of the "memorize floor grids" options induces memorization.
2706 * Objects are "memorized" in a different way, using a special "marked" flag
2707 * on the object itself, which is set when an object is observed or detected.
2710 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2711 * and should be illuminated by "lite room" and "darkness" spells.
2714 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2715 * and should be unavailable for "teleportation" destinations.
2718 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2719 * which is observed, and the "view_torch_grids" allows the player to memorize
2720 * every torch-lit grid. The player will always memorize important walls,
2721 * doors, stairs, and other terrain features, as well as any "detected" grids.
2723 * Note that the new "update_view()" method allows, among other things, a room
2724 * to be "partially" seen as the player approaches it, with a growing cone of
2725 * floor appearing as the player gets closer to the door. Also, by not turning
2726 * on the "memorize perma-lit grids" option, the player will only "see" those
2727 * floor grids which are actually in line of sight.
2729 * And my favorite "plus" is that you can now use a special option to draw the
2730 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2731 * grids dimly), providing a "pretty" effect as the player runs around, and
2732 * to efficiently display the "torch lite" in a special color.
2735 * Some comments on the "update_view()" algorithm...
2737 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2738 * and only has to call "los()" on the borderline cases. The major axes/diags
2739 * even terminate early when they hit walls. I need to find a quick way
2740 * to "terminate" the other scans.
2742 * Note that in the worst case (a big empty area with say 5% scattered walls),
2743 * each of the 1500 or so nearby grids is checked once, most of them getting
2744 * an "instant" rating, and only a small portion requiring a call to "los()".
2746 * The only time that the algorithm appears to be "noticeably" too slow is
2747 * when running, and this is usually only important in town, since the town
2748 * provides about the worst scenario possible, with large open regions and
2749 * a few scattered obstructions. There is a special "efficiency" option to
2750 * allow the player to reduce his field of view in town, if needed.
2752 * In the "best" case (say, a normal stretch of corridor), the algorithm
2753 * makes one check for each viewable grid, and makes no calls to "los()".
2754 * So running in corridors is very fast, and if a lot of monsters are
2755 * nearby, it is much faster than the old methods.
2757 * Note that resting, most normal commands, and several forms of running,
2758 * plus all commands executed near large groups of monsters, are strictly
2759 * more efficient with "update_view()" that with the old "compute los() on
2760 * demand" method, primarily because once the "field of view" has been
2761 * calculated, it does not have to be recalculated until the player moves
2762 * (or a wall or door is created or destroyed).
2764 * Note that we no longer have to do as many "los()" checks, since once the
2765 * "view" region has been built, very few things cause it to be "changed"
2766 * (player movement, and the opening/closing of doors, changes in wall status).
2767 * Note that door/wall changes are only relevant when the door/wall itself is
2768 * in the "view" region.
2770 * The algorithm seems to only call "los()" from zero to ten times, usually
2771 * only when coming down a corridor into a room, or standing in a room, just
2772 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2773 * we will be reducing the calls to "los()".
2775 * I am thinking in terms of an algorithm that "walks" from the central point
2776 * out to the maximal "distance", at each point, determining the "view" code
2777 * (above). For each grid not on a major axis or diagonal, the "view" code
2778 * depends on the "cave_floor_bold()" and "view" of exactly two other grids
2779 * (the one along the nearest diagonal, and the one next to that one, see
2780 * "update_view_aux()"...).
2782 * We "memorize" the viewable space array, so that at the cost of under 3000
2783 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2784 * each grid actually in the "viewable space". And for another 3000 bytes,
2785 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2786 * are also used by other routines, thus reducing the cost to almost nothing.
2788 * A similar thing is done for "forget_lite()" in which case the savings are
2789 * much less, but save us from doing bizarre maintenance checking.
2791 * In the worst "normal" case (in the middle of the town), the reachable space
2792 * actually reaches to more than half of the largest possible "circle" of view,
2793 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2794 * where all the walls have been removed), the reachable space actually reaches
2795 * the theoretical maximum size of just under 1500 grids.
2797 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2798 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2799 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2800 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2801 * entire possible space (including initialization) in one step per grid. If
2802 * we do the "clearing" as a separate step (and use an array of "view" grids),
2803 * then the clearing will take as many steps as grids that were viewed, and the
2804 * algorithm will be able to "stop" scanning at various points.
2805 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2816 * Actually erase the entire "lite" array, redrawing every grid
2818 void forget_lite(void)
2822 /* None to forget */
2823 if (!lite_n) return;
2825 /* Clear them all */
2826 for (i = 0; i < lite_n; i++)
2831 /* Forget "LITE" flag */
2832 cave[y][x].info &= ~(CAVE_LITE);
2835 /* lite_spot(y, x); Perhaps don't need? */
2846 * This macro allows us to efficiently add a grid to the "lite" array,
2847 * note that we are never called for illegal grids, or for grids which
2848 * have already been placed into the "lite" array, and we are never
2849 * called when the "lite" array is full.
2851 #define cave_lite_hack(Y,X) \
2853 if (!(cave[Y][X].info & (CAVE_LITE))) { \
2854 cave[Y][X].info |= (CAVE_LITE); \
2855 lite_y[lite_n] = (Y); \
2856 lite_x[lite_n] = (X); \
2862 * Update the set of grids "illuminated" by the player's lite.
2864 * This routine needs to use the results of "update_view()"
2866 * Note that "blindness" does NOT affect "torch lite". Be careful!
2868 * We optimize most lites (all non-artifact lites) by using "obvious"
2869 * facts about the results of "small" lite radius, and we attempt to
2870 * list the "nearby" grids before the more "distant" ones in the
2871 * array of torch-lit grids.
2873 * We assume that "radius zero" lite is in fact no lite at all.
2875 * Torch Lantern Artifacts
2885 void update_lite(void)
2887 int i, x, y, min_x, max_x, min_y, max_y;
2888 int p = p_ptr->cur_lite;
2890 /*** Special case ***/
2892 /* Hack -- Player has no lite */
2895 /* Forget the old lite */
2898 /* Draw the player */
2903 /*** Save the old "lite" grids for later ***/
2905 /* Clear them all */
2906 for (i = 0; i < lite_n; i++)
2911 /* Mark the grid as not "lite" */
2912 cave[y][x].info &= ~(CAVE_LITE);
2914 /* Mark the grid as "seen" */
2915 cave[y][x].info |= (CAVE_TEMP);
2917 /* Add it to the "seen" set */
2927 /*** Collect the new "lite" grids ***/
2929 /* Radius 1 -- torch radius */
2933 cave_lite_hack(py, px);
2936 cave_lite_hack(py+1, px);
2937 cave_lite_hack(py-1, px);
2938 cave_lite_hack(py, px+1);
2939 cave_lite_hack(py, px-1);
2941 /* Diagonal grids */
2942 cave_lite_hack(py+1, px+1);
2943 cave_lite_hack(py+1, px-1);
2944 cave_lite_hack(py-1, px+1);
2945 cave_lite_hack(py-1, px-1);
2948 /* Radius 2 -- lantern radius */
2951 /* South of the player */
2952 if (cave_floor_bold(py+1, px))
2954 cave_lite_hack(py+2, px);
2955 cave_lite_hack(py+2, px+1);
2956 cave_lite_hack(py+2, px-1);
2959 /* North of the player */
2960 if (cave_floor_bold(py-1, px))
2962 cave_lite_hack(py-2, px);
2963 cave_lite_hack(py-2, px+1);
2964 cave_lite_hack(py-2, px-1);
2967 /* East of the player */
2968 if (cave_floor_bold(py, px+1))
2970 cave_lite_hack(py, px+2);
2971 cave_lite_hack(py+1, px+2);
2972 cave_lite_hack(py-1, px+2);
2975 /* West of the player */
2976 if (cave_floor_bold(py, px-1))
2978 cave_lite_hack(py, px-2);
2979 cave_lite_hack(py+1, px-2);
2980 cave_lite_hack(py-1, px-2);
2984 /* Radius 3+ -- artifact radius */
2989 /* Paranoia -- see "LITE_MAX" */
2992 /* South-East of the player */
2993 if (cave_floor_bold(py+1, px+1))
2995 cave_lite_hack(py+2, px+2);
2998 /* South-West of the player */
2999 if (cave_floor_bold(py+1, px-1))
3001 cave_lite_hack(py+2, px-2);
3004 /* North-East of the player */
3005 if (cave_floor_bold(py-1, px+1))
3007 cave_lite_hack(py-2, px+2);
3010 /* North-West of the player */
3011 if (cave_floor_bold(py-1, px-1))
3013 cave_lite_hack(py-2, px-2);
3018 if (min_y < 0) min_y = 0;
3022 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
3026 if (min_x < 0) min_x = 0;
3030 if (max_x > cur_wid-1) max_x = cur_wid-1;
3032 /* Scan the maximal box */
3033 for (y = min_y; y <= max_y; y++)
3035 for (x = min_x; x <= max_x; x++)
3037 int dy = (py > y) ? (py - y) : (y - py);
3038 int dx = (px > x) ? (px - x) : (x - px);
3040 /* Skip the "central" grids (above) */
3041 if ((dy <= 2) && (dx <= 2)) continue;
3043 /* Hack -- approximate the distance */
3044 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
3046 /* Skip distant grids */
3047 if (d > p) continue;
3049 /* Viewable, nearby, grids get "torch lit" */
3050 if (player_has_los_bold(y, x))
3052 /* This grid is "torch lit" */
3053 cave_lite_hack(y, x);
3060 /*** Complete the algorithm ***/
3062 /* Draw the new grids */
3063 for (i = 0; i < lite_n; i++)
3068 /* Update fresh grids */
3069 if (cave[y][x].info & (CAVE_TEMP)) continue;
3078 /* Clear them all */
3079 for (i = 0; i < temp_n; i++)
3084 /* No longer in the array */
3085 cave[y][x].info &= ~(CAVE_TEMP);
3087 /* Update stale grids */
3088 if (cave[y][x].info & (CAVE_LITE)) continue;
3099 static bool mon_invis;
3102 * Add a square to the changes array
3104 static void mon_lite_hack(int y, int x)
3109 if (!in_bounds2(y, x)) return;
3111 c_ptr = &cave[y][x];
3113 /* Want a unlit square in view of the player */
3114 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
3116 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
3117 if (!cave_floor_grid(c_ptr) && mon_invis) return;
3119 /* Save this square */
3120 if (temp_n < TEMP_MAX)
3128 c_ptr->info |= CAVE_MNLT;
3135 * Update squares illuminated by monsters.
3137 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
3138 * denote squares illuminated by monsters.
3140 * The CAVE_TEMP flag is used to store the state during the
3141 * updating. Only squares in view of the player, whos state
3142 * changes are drawn via lite_spot().
3144 void update_mon_lite(void)
3153 /* Clear all monster lit squares */
3154 for (i = 0; i < mon_lite_n; i++)
3157 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3160 c_ptr->info |= (CAVE_TEMP);
3162 /* Clear monster illumination flag */
3163 c_ptr->info &= ~(CAVE_MNLT);
3166 /* Empty temp list of new squares to lite up */
3169 /* Loop through monsters, adding newly lit squares to changes list */
3170 for (i = 1; i < m_max; i++)
3172 monster_type *m_ptr = &m_list[i];
3173 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3175 /* Skip dead monsters */
3176 if (!m_ptr->r_idx) continue;
3178 /* Is it too far away? */
3179 if (m_ptr->cdis > ((d_info[dungeon_type].flags1 & DF1_DARKNESS) ? MAX_SIGHT / 2 + 1 : MAX_SIGHT + 3)) continue;
3181 /* Get lite radius */
3184 /* Note the radii are cumulative */
3185 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3186 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3188 /* Exit if has no light */
3190 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3192 if (world_monster) continue;
3194 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3196 /* Access the location */
3200 /* Is the monster visible? */
3201 mon_invis = !(cave[fy][fx].info & CAVE_VIEW);
3203 /* The square it is on */
3204 mon_lite_hack(fy, fx);
3206 /* Adjacent squares */
3207 mon_lite_hack(fy + 1, fx);
3208 mon_lite_hack(fy - 1, fx);
3209 mon_lite_hack(fy, fx + 1);
3210 mon_lite_hack(fy, fx - 1);
3211 mon_lite_hack(fy + 1, fx + 1);
3212 mon_lite_hack(fy + 1, fx - 1);
3213 mon_lite_hack(fy - 1, fx + 1);
3214 mon_lite_hack(fy - 1, fx - 1);
3219 /* South of the monster */
3220 if (cave_floor_bold(fy + 1, fx))
3222 mon_lite_hack(fy + 2, fx + 1);
3223 mon_lite_hack(fy + 2, fx);
3224 mon_lite_hack(fy + 2, fx - 1);
3226 c_ptr = &cave[fy + 2][fx];
3229 if ((rad == 3) && cave_floor_grid(c_ptr))
3231 mon_lite_hack(fy + 3, fx + 1);
3232 mon_lite_hack(fy + 3, fx);
3233 mon_lite_hack(fy + 3, fx - 1);
3237 /* North of the monster */
3238 if (cave_floor_bold(fy - 1, fx))
3240 mon_lite_hack(fy - 2, fx + 1);
3241 mon_lite_hack(fy - 2, fx);
3242 mon_lite_hack(fy - 2, fx - 1);
3244 c_ptr = &cave[fy - 2][fx];
3247 if ((rad == 3) && cave_floor_grid(c_ptr))
3249 mon_lite_hack(fy - 3, fx + 1);
3250 mon_lite_hack(fy - 3, fx);
3251 mon_lite_hack(fy - 3, fx - 1);
3255 /* East of the monster */
3256 if (cave_floor_bold(fy, fx + 1))
3258 mon_lite_hack(fy + 1, fx + 2);
3259 mon_lite_hack(fy, fx + 2);
3260 mon_lite_hack(fy - 1, fx + 2);
3262 c_ptr = &cave[fy][fx + 2];
3265 if ((rad == 3) && cave_floor_grid(c_ptr))
3267 mon_lite_hack(fy + 1, fx + 3);
3268 mon_lite_hack(fy, fx + 3);
3269 mon_lite_hack(fy - 1, fx + 3);
3273 /* West of the monster */
3274 if (cave_floor_bold(fy, fx - 1))
3276 mon_lite_hack(fy + 1, fx - 2);
3277 mon_lite_hack(fy, fx - 2);
3278 mon_lite_hack(fy - 1, fx - 2);
3280 c_ptr = &cave[fy][fx - 2];
3283 if ((rad == 3) && cave_floor_grid(c_ptr))
3285 mon_lite_hack(fy + 1, fx - 3);
3286 mon_lite_hack(fy, fx - 3);
3287 mon_lite_hack(fy - 1, fx - 3);
3295 /* South-East of the monster */
3296 if (cave_floor_bold(fy + 1, fx + 1))
3298 mon_lite_hack(fy + 2, fx + 2);
3301 /* South-West of the monster */
3302 if (cave_floor_bold(fy + 1, fx - 1))
3304 mon_lite_hack(fy + 2, fx - 2);
3307 /* North-East of the monster */
3308 if (cave_floor_bold(fy - 1, fx + 1))
3310 mon_lite_hack(fy - 2, fx + 2);
3313 /* North-West of the monster */
3314 if (cave_floor_bold(fy - 1, fx - 1))
3316 mon_lite_hack(fy - 2, fx - 2);
3321 /* Save end of list of new squares */
3325 * Look at old set flags to see if there are any changes.
3327 for (i = 0; i < mon_lite_n; i++)
3332 if (!in_bounds2(fy, fx)) continue;
3335 c_ptr = &cave[fy][fx];
3337 /* It it no longer lit? */
3338 if (!(c_ptr->info & CAVE_MNLT) && player_has_los_grid(c_ptr))
3340 /* It is now unlit */
3345 /* Add to end of temp array */
3346 temp_x[temp_n] = (byte)fx;
3347 temp_y[temp_n] = (byte)fy;
3351 /* Clear the lite array */
3354 /* Copy the temp array into the lit array lighting the new squares. */
3355 for (i = 0; i < temp_n; i++)
3360 if (!in_bounds2(fy, fx)) continue;
3363 c_ptr = &cave[fy][fx];
3367 /* Clear the temp flag for the old lit grids */
3368 c_ptr->info &= ~(CAVE_TEMP);
3372 /* The is the square newly lit and visible? */
3373 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3380 /* Save in the monster lit array */
3381 mon_lite_x[mon_lite_n] = fx;
3382 mon_lite_y[mon_lite_n] = fy;
3387 /* Finished with temp_n */
3390 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3392 if (p_ptr->special_defense & NINJA_S_STEALTH)
3394 if (p_ptr->old_monlite != p_ptr->monlite)
3399 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3401 msg_print("Your mantle of shadow become thin.");
3407 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3409 msg_print("Your mantle of shadow restored its original darkness.");
3414 p_ptr->old_monlite = p_ptr->monlite;
3417 void clear_mon_lite(void)
3422 /* Clear all monster lit squares */
3423 for (i = 0; i < mon_lite_n; i++)
3426 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3428 /* Clear monster illumination flag */
3429 c_ptr->info &= ~(CAVE_MNLT);
3432 /* Empty the array */
3439 * Clear the viewable space
3441 void forget_view(void)
3447 /* None to forget */
3448 if (!view_n) return;
3450 /* Clear them all */
3451 for (i = 0; i < view_n; i++)
3456 /* Access the grid */
3457 c_ptr = &cave[y][x];
3459 /* Forget that the grid is viewable */
3460 c_ptr->info &= ~(CAVE_VIEW);
3462 if (!panel_contains(y, x)) continue;
3464 /* Update the screen */
3465 /* lite_spot(y, x); Perhaps don't need? */
3475 * This macro allows us to efficiently add a grid to the "view" array,
3476 * note that we are never called for illegal grids, or for grids which
3477 * have already been placed into the "view" array, and we are never
3478 * called when the "view" array is full.
3480 #define cave_view_hack(C,Y,X) \
3482 if (!((C)->info & (CAVE_VIEW))){\
3483 (C)->info |= (CAVE_VIEW); \
3484 view_y[view_n] = (Y); \
3485 view_x[view_n] = (X); \
3492 * Helper function for "update_view()" below
3494 * We are checking the "viewability" of grid (y,x) by the player.
3496 * This function assumes that (y,x) is legal (i.e. on the map).
3498 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3499 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3501 * Note that we are using the "CAVE_XTRA" field for marking grids as
3502 * "easily viewable". This bit is cleared at the end of "update_view()".
3504 * This function adds (y,x) to the "viewable set" if necessary.
3506 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3508 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3510 bool f1, f2, v1, v2, z1, z2, wall;
3514 cave_type *g1_c_ptr;
3515 cave_type *g2_c_ptr;
3517 /* Access the grids */
3518 g1_c_ptr = &cave[y1][x1];
3519 g2_c_ptr = &cave[y2][x2];
3522 /* Check for walls */
3523 f1 = (cave_floor_grid(g1_c_ptr));
3524 f2 = (cave_floor_grid(g2_c_ptr));
3526 /* Totally blocked by physical walls */
3527 if (!f1 && !f2) return (TRUE);
3530 /* Check for visibility */
3531 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3532 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3534 /* Totally blocked by "unviewable neighbors" */
3535 if (!v1 && !v2) return (TRUE);
3538 /* Access the grid */
3539 c_ptr = &cave[y][x];
3542 /* Check for walls */
3543 wall = (!cave_floor_grid(c_ptr));
3546 /* Check the "ease" of visibility */
3547 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3548 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3550 /* Hack -- "easy" plus "easy" yields "easy" */
3553 c_ptr->info |= (CAVE_XTRA);
3555 cave_view_hack(c_ptr, y, x);
3560 /* Hack -- primary "easy" yields "viewed" */
3563 cave_view_hack(c_ptr, y, x);
3568 /* Hack -- "view" plus "view" yields "view" */
3571 /* c_ptr->info |= (CAVE_XTRA); */
3573 cave_view_hack(c_ptr, y, x);
3579 /* Mega-Hack -- the "los()" function works poorly on walls */
3582 cave_view_hack(c_ptr, y, x);
3588 /* Hack -- check line of sight */
3589 if (los(py, px, y, x))
3591 cave_view_hack(c_ptr, y, x);
3597 /* Assume no line of sight. */
3604 * Calculate the viewable space
3606 * 1: Process the player
3607 * 1a: The player is always (easily) viewable
3608 * 2: Process the diagonals
3609 * 2a: The diagonals are (easily) viewable up to the first wall
3610 * 2b: But never go more than 2/3 of the "full" distance
3611 * 3: Process the main axes
3612 * 3a: The main axes are (easily) viewable up to the first wall
3613 * 3b: But never go more than the "full" distance
3614 * 4: Process sequential "strips" in each of the eight octants
3615 * 4a: Each strip runs along the previous strip
3616 * 4b: The main axes are "previous" to the first strip
3617 * 4c: Process both "sides" of each "direction" of each strip
3618 * 4c1: Each side aborts as soon as possible
3619 * 4c2: Each side tells the next strip how far it has to check
3621 * Note that the octant processing involves some pretty interesting
3622 * observations involving when a grid might possibly be viewable from
3623 * a given grid, and on the order in which the strips are processed.
3625 * Note the use of the mathematical facts shown below, which derive
3626 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3627 * hypotenuse of a right triangle is primarily determined by the length
3628 * of the longest side, when one side is small, and is strictly less
3629 * than one-and-a-half times as long as the longest side when both of
3630 * the sides are large.
3632 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3633 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3635 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3637 * These observations are important because the calculation of the actual
3638 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3639 * while for small values (up to about 20 or so), the approximations above
3640 * are correct to within an error of at most one grid or so.
3642 * Observe the use of "full" and "over" in the code below, and the use of
3643 * the specialized calculation involving "limit", all of which derive from
3644 * the observations given above. Basically, we note that the "circle" of
3645 * view is completely contained in an "octagon" whose bounds are easy to
3646 * determine, and that only a few steps are needed to derive the actual
3647 * bounds of the circle given the bounds of the octagon.
3649 * Note that by skipping all the grids in the corners of the octagon, we
3650 * place an upper limit on the number of grids in the field of view, given
3651 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3652 * view, only about 1475 of these are in the "octagon" of view, and even
3653 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3654 * entries to completely contain the actual field of view.
3656 * Note also the care taken to prevent "running off the map". The use of
3657 * explicit checks on the "validity" of the "diagonal", and the fact that
3658 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3659 * use the optimized "cave_floor_bold()" macro, and to avoid the overhead
3660 * of multiple checks on the validity of grids.
3662 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3663 * "ws","wn" variables. They work like this: While travelling down the
3664 * south-bound strip just to the east of the main south axis, as soon as
3665 * we get to a grid which does not "transmit" viewing, if all of the strips
3666 * preceding us (in this case, just the main axis) had terminated at or before
3667 * the same point, then we can stop, and reset the "max distance" to ourself.
3668 * So, each strip (named by major axis plus offset, thus "se" in this case)
3669 * maintains a "blockage" variable, initialized during the main axis step,
3670 * and checks it whenever a blockage is observed. After processing each
3671 * strip as far as the previous strip told us to process, the next strip is
3672 * told not to go farther than the current strip's farthest viewable grid,
3673 * unless open space is still available. This uses the "k" variable.
3675 * Note the use of "inline" macros for efficiency. The "cave_floor_grid()"
3676 * macro is a replacement for "cave_floor_bold()" which takes a pointer to
3677 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3678 * chunk of code which adds the given location to the "view" array if it
3679 * is not already there, using both the actual location and a pointer to
3680 * the cave grid. See above.
3682 * By the way, the purpose of this code is to reduce the dependancy on the
3683 * "los()" function which is slow, and, in some cases, not very accurate.
3685 * It is very possible that I am the only person who fully understands this
3686 * function, and for that I am truly sorry, but efficiency was very important
3687 * and the "simple" version of this function was just not fast enough. I am
3688 * more than willing to replace this function with a simpler one, if it is
3689 * equally efficient, and especially willing if the new function happens to
3690 * derive "reverse-line-of-sight" at the same time, since currently monsters
3691 * just use an optimized hack of "you see me, so I see you", and then use the
3692 * actual "projectable()" function to check spell attacks.
3694 void update_view(void)
3696 int n, m, d, k, y, x, z;
3698 int se, sw, ne, nw, es, en, ws, wn;
3702 int y_max = cur_hgt - 1;
3703 int x_max = cur_wid - 1;
3707 /*** Initialize ***/
3710 if (view_reduce_view && !dun_level)
3712 /* Full radius (10) */
3713 full = MAX_SIGHT / 2;
3715 /* Octagon factor (15) */
3716 over = MAX_SIGHT * 3 / 4;
3722 /* Full radius (20) */
3725 /* Octagon factor (30) */
3726 over = MAX_SIGHT * 3 / 2;
3730 /*** Step 0 -- Begin ***/
3732 /* Save the old "view" grids for later */
3733 for (n = 0; n < view_n; n++)
3738 /* Access the grid */
3739 c_ptr = &cave[y][x];
3741 /* Mark the grid as not in "view" */
3742 c_ptr->info &= ~(CAVE_VIEW);
3744 /* Mark the grid as "seen" */
3745 c_ptr->info |= (CAVE_TEMP);
3747 /* Add it to the "seen" set */
3753 /* Start over with the "view" array */
3756 /*** Step 1 -- adjacent grids ***/
3758 /* Now start on the player */
3762 /* Access the grid */
3763 c_ptr = &cave[y][x];
3765 /* Assume the player grid is easily viewable */
3766 c_ptr->info |= (CAVE_XTRA);
3768 /* Assume the player grid is viewable */
3769 cave_view_hack(c_ptr, y, x);
3772 /*** Step 2 -- Major Diagonals ***/
3777 /* Scan south-east */
3778 for (d = 1; d <= z; d++)
3780 c_ptr = &cave[y+d][x+d];
3781 c_ptr->info |= (CAVE_XTRA);
3782 cave_view_hack(c_ptr, y+d, x+d);
3783 if (!cave_floor_grid(c_ptr)) break;
3786 /* Scan south-west */
3787 for (d = 1; d <= z; d++)
3789 c_ptr = &cave[y+d][x-d];
3790 c_ptr->info |= (CAVE_XTRA);
3791 cave_view_hack(c_ptr, y+d, x-d);
3792 if (!cave_floor_grid(c_ptr)) break;
3795 /* Scan north-east */
3796 for (d = 1; d <= z; d++)
3798 c_ptr = &cave[y-d][x+d];
3799 c_ptr->info |= (CAVE_XTRA);
3800 cave_view_hack(c_ptr, y-d, x+d);
3801 if (!cave_floor_grid(c_ptr)) break;
3804 /* Scan north-west */
3805 for (d = 1; d <= z; d++)
3807 c_ptr = &cave[y-d][x-d];
3808 c_ptr->info |= (CAVE_XTRA);
3809 cave_view_hack(c_ptr, y-d, x-d);
3810 if (!cave_floor_grid(c_ptr)) break;
3814 /*** Step 3 -- major axes ***/
3817 for (d = 1; d <= full; d++)
3819 c_ptr = &cave[y+d][x];
3820 c_ptr->info |= (CAVE_XTRA);
3821 cave_view_hack(c_ptr, y+d, x);
3822 if (!cave_floor_grid(c_ptr)) break;
3825 /* Initialize the "south strips" */
3829 for (d = 1; d <= full; d++)
3831 c_ptr = &cave[y-d][x];
3832 c_ptr->info |= (CAVE_XTRA);
3833 cave_view_hack(c_ptr, y-d, x);
3834 if (!cave_floor_grid(c_ptr)) break;
3837 /* Initialize the "north strips" */
3841 for (d = 1; d <= full; d++)
3843 c_ptr = &cave[y][x+d];
3844 c_ptr->info |= (CAVE_XTRA);
3845 cave_view_hack(c_ptr, y, x+d);
3846 if (!cave_floor_grid(c_ptr)) break;
3849 /* Initialize the "east strips" */
3853 for (d = 1; d <= full; d++)
3855 c_ptr = &cave[y][x-d];
3856 c_ptr->info |= (CAVE_XTRA);
3857 cave_view_hack(c_ptr, y, x-d);
3858 if (!cave_floor_grid(c_ptr)) break;
3861 /* Initialize the "west strips" */
3865 /*** Step 4 -- Divide each "octant" into "strips" ***/
3867 /* Now check each "diagonal" (in parallel) */
3868 for (n = 1; n <= over / 2; n++)
3870 int ypn, ymn, xpn, xmn;
3873 /* Acquire the "bounds" of the maximal circle */
3875 if (z > full - n) z = full - n;
3876 while ((z + n + (n>>1)) > full) z--;
3879 /* Access the four diagonal grids */
3889 /* Maximum distance */
3890 m = MIN(z, y_max - ypn);
3893 if ((xpn <= x_max) && (n < se))
3896 for (k = n, d = 1; d <= m; d++)
3898 /* Check grid "d" in strip "n", notice "blockage" */
3899 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3901 if (n + d >= se) break;
3904 /* Track most distant "non-blockage" */
3911 /* Limit the next strip */
3916 if ((xmn >= 0) && (n < sw))
3919 for (k = n, d = 1; d <= m; d++)
3921 /* Check grid "d" in strip "n", notice "blockage" */
3922 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3924 if (n + d >= sw) break;
3927 /* Track most distant "non-blockage" */
3934 /* Limit the next strip */
3943 /* Maximum distance */
3947 if ((xpn <= x_max) && (n < ne))
3950 for (k = n, d = 1; d <= m; d++)
3952 /* Check grid "d" in strip "n", notice "blockage" */
3953 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3955 if (n + d >= ne) break;
3958 /* Track most distant "non-blockage" */
3965 /* Limit the next strip */
3970 if ((xmn >= 0) && (n < nw))
3973 for (k = n, d = 1; d <= m; d++)
3975 /* Check grid "d" in strip "n", notice "blockage" */
3976 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3978 if (n + d >= nw) break;
3981 /* Track most distant "non-blockage" */
3988 /* Limit the next strip */
3997 /* Maximum distance */
3998 m = MIN(z, x_max - xpn);
4001 if ((ypn <= x_max) && (n < es))
4004 for (k = n, d = 1; d <= m; d++)
4006 /* Check grid "d" in strip "n", notice "blockage" */
4007 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
4009 if (n + d >= es) break;
4012 /* Track most distant "non-blockage" */
4019 /* Limit the next strip */
4024 if ((ymn >= 0) && (n < en))
4027 for (k = n, d = 1; d <= m; d++)
4029 /* Check grid "d" in strip "n", notice "blockage" */
4030 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
4032 if (n + d >= en) break;
4035 /* Track most distant "non-blockage" */
4042 /* Limit the next strip */
4051 /* Maximum distance */
4055 if ((ypn <= y_max) && (n < ws))
4058 for (k = n, d = 1; d <= m; d++)
4060 /* Check grid "d" in strip "n", notice "blockage" */
4061 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
4063 if (n + d >= ws) break;
4066 /* Track most distant "non-blockage" */
4073 /* Limit the next strip */
4078 if ((ymn >= 0) && (n < wn))
4081 for (k = n, d = 1; d <= m; d++)
4083 /* Check grid "d" in strip "n", notice "blockage" */
4084 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
4086 if (n + d >= wn) break;
4089 /* Track most distant "non-blockage" */
4096 /* Limit the next strip */
4103 /*** Step 5 -- Complete the algorithm ***/
4105 /* Update all the new grids */
4106 for (n = 0; n < view_n; n++)
4111 /* Access the grid */
4112 c_ptr = &cave[y][x];
4114 /* Clear the "CAVE_XTRA" flag */
4115 c_ptr->info &= ~(CAVE_XTRA);
4117 /* Update only newly viewed grids */
4118 if (c_ptr->info & (CAVE_TEMP)) continue;
4127 /* Wipe the old grids, update as needed */
4128 for (n = 0; n < temp_n; n++)
4133 /* Access the grid */
4134 c_ptr = &cave[y][x];
4136 /* No longer in the array */
4137 c_ptr->info &= ~(CAVE_TEMP);
4139 /* Update only non-viewable grids */
4140 if (c_ptr->info & (CAVE_VIEW)) continue;
4153 * Hack -- forget the "flow" information
4155 void forget_flow(void)
4159 /* Check the entire dungeon */
4160 for (y = 0; y < cur_hgt; y++)
4162 for (x = 0; x < cur_wid; x++)
4164 /* Forget the old data */
4165 cave[y][x].dist = 0;
4166 cave[y][x].cost = 0;
4167 cave[y][x].when = 0;
4174 * Hack - speed up the update_flow algorithm by only doing
4175 * it everytime the player moves out of LOS of the last
4178 static u16b flow_x = 0;
4179 static u16b flow_y = 0;
4184 * Hack -- fill in the "cost" field of every grid that the player
4185 * can "reach" with the number of steps needed to reach that grid.
4186 * This also yields the "distance" of the player from every grid.
4188 * In addition, mark the "when" of the grids that can reach
4189 * the player with the incremented value of "flow_n".
4191 * Hack -- use the "seen" array as a "circular queue".
4193 * We do not need a priority queue because the cost from grid
4194 * to grid is always "one" and we process them in order.
4196 void update_flow(void)
4202 /* Paranoia -- make sure the array is empty */
4205 /* The last way-point is on the map */
4206 if (running && in_bounds(flow_y, flow_x))
4208 /* The way point is in sight - do not update. (Speedup) */
4209 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4212 /* Erase all of the current flow information */
4213 for (y = 0; y < cur_hgt; y++)
4215 for (x = 0; x < cur_wid; x++)
4217 cave[y][x].cost = 0;
4218 cave[y][x].dist = 0;
4222 /* Save player position */
4226 /* Add the player's grid to the queue */
4230 /* Now process the queue */
4231 while (flow_head != flow_tail)
4235 /* Extract the next entry */
4236 ty = temp_y[flow_tail];
4237 tx = temp_x[flow_tail];
4239 /* Forget that entry */
4240 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4242 /* Add the "children" */
4243 for (d = 0; d < 8; d++)
4245 int old_head = flow_head;
4246 int m = cave[ty][tx].cost + 1;
4247 int n = cave[ty][tx].dist + 1;
4250 /* Child location */
4251 y = ty + ddy_ddd[d];
4252 x = tx + ddx_ddd[d];
4254 /* Ignore player's grid */
4255 if (x == px && y == py) continue;
4257 c_ptr = &cave[y][x];
4259 if (is_closed_door(c_ptr->feat)) m += 3;
4261 /* Ignore "pre-stamped" entries */
4262 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4264 /* Ignore "walls" and "rubble" */
4265 if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4267 /* Save the flow cost */
4268 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4269 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4271 /* Hack -- limit flow depth */
4272 if (n == MONSTER_FLOW_DEPTH) continue;
4274 /* Enqueue that entry */
4275 temp_y[flow_head] = y;
4276 temp_x[flow_head] = x;
4278 /* Advance the queue */
4279 if (++flow_head == TEMP_MAX) flow_head = 0;
4281 /* Hack -- notice overflow by forgetting new entry */
4282 if (flow_head == flow_tail) flow_head = old_head;
4288 static int scent_when = 0;
4291 * Characters leave scent trails for perceptive monsters to track.
4293 * Smell is rather more limited than sound. Many creatures cannot use
4294 * it at all, it doesn't extend very far outwards from the character's
4295 * current position, and monsters can use it to home in the character,
4296 * but not to run away from him.
4298 * Smell is valued according to age. When a character takes his turn,
4299 * scent is aged by one, and new scent of the current age is laid down.
4300 * Speedy characters leave more scent, true, but it also ages faster,
4301 * which makes it harder to hunt them down.
4303 * Whenever the age count loops, most of the scent trail is erased and
4304 * the age of the remainder is recalculated.
4306 void update_smell(void)
4311 /* Create a table that controls the spread of scent */
4312 const int scent_adjust[5][5] =
4321 /* Loop the age and adjust scent values when necessary */
4322 if (++scent_when == 254)
4324 /* Scan the entire dungeon */
4325 for (y = 0; y < cur_hgt; y++)
4327 for (x = 0; x < cur_wid; x++)
4329 int w = cave[y][x].when;
4330 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4339 /* Lay down new scent */
4340 for (i = 0; i < 5; i++)
4342 for (j = 0; j < 5; j++)
4346 /* Translate table to map grids */
4351 if (!in_bounds(y, x)) continue;
4353 c_ptr = &cave[y][x];
4355 /* Walls, water, and lava cannot hold scent. */
4356 if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4358 /* Grid must not be blocked by walls from the character */
4359 if (!player_has_los_bold(y, x)) continue;
4361 /* Note grids that are too far away */
4362 if (scent_adjust[i][j] == -1) continue;
4364 /* Mark the grid with new scent */
4365 c_ptr->when = scent_when + scent_adjust[i][j];
4372 * Hack -- map the current panel (plus some) ala "magic mapping"
4374 void map_area(int range)
4382 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4384 /* Scan that area */
4385 for (y = 1; y < cur_hgt - 1; y++)
4387 for (x = 1; x < cur_wid - 1; x++)
4389 if (distance(py, px, y, x) > range) continue;
4391 c_ptr = &cave[y][x];
4393 /* Feature code (applying "mimic" field) */
4394 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4396 /* All non-walls are "checked" */
4397 if ((feat <= FEAT_DOOR_TAIL) ||
4398 (feat == FEAT_RUBBLE) ||
4399 ((feat >= FEAT_MINOR_GLYPH) &&
4400 (feat <= FEAT_TREES)) ||
4401 (feat >= FEAT_TOWN))
4403 /* Memorize normal features */
4404 if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
4406 /* Memorize the object */
4407 c_ptr->info |= (CAVE_MARK);
4410 /* Memorize known walls */
4411 for (i = 0; i < 8; i++)
4413 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4415 /* Feature code (applying "mimic" field) */
4416 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4418 /* Memorize walls (etc) */
4419 if ((feat >= FEAT_RUBBLE) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
4421 /* Memorize the walls */
4422 c_ptr->info |= (CAVE_MARK);
4430 p_ptr->redraw |= (PR_MAP);
4433 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4439 * Light up the dungeon using "clairvoyance"
4441 * This function "illuminates" every grid in the dungeon, memorizes all
4442 * "objects", memorizes all grids as with magic mapping, and, under the
4443 * standard option settings (view_perma_grids but not view_torch_grids)
4444 * memorizes all floor grids too.
4446 * Note that if "view_perma_grids" is not set, we do not memorize floor
4447 * grids, since this would defeat the purpose of "view_perma_grids", not
4448 * that anyone seems to play without this option.
4450 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4451 * since this would prevent the use of "view_torch_grids" as a method to
4452 * keep track of what grids have been observed directly.
4454 void wiz_lite(bool ninja)
4459 /* Memorize objects */
4460 for (i = 1; i < o_max; i++)
4462 object_type *o_ptr = &o_list[i];
4464 /* Skip dead objects */
4465 if (!o_ptr->k_idx) continue;
4467 /* Skip held objects */
4468 if (o_ptr->held_m_idx) continue;
4471 o_ptr->marked |= OM_FOUND;
4474 /* Scan all normal grids */
4475 for (y = 1; y < cur_hgt - 1; y++)
4477 /* Scan all normal grids */
4478 for (x = 1; x < cur_wid - 1; x++)
4480 cave_type *c_ptr = &cave[y][x];
4482 /* Feature code (applying "mimic" field) */
4483 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4485 /* Process all non-walls */
4486 if (cave_floor_bold(y, x) || (feat == FEAT_RUBBLE) || (feat == FEAT_TREES) || (feat == FEAT_MOUNTAIN))
4488 /* Scan all neighbors */
4489 for (i = 0; i < 9; i++)
4491 int yy = y + ddy_ddd[i];
4492 int xx = x + ddx_ddd[i];
4495 c_ptr = &cave[yy][xx];
4497 /* Feature code (applying "mimic" field) */
4498 feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
4500 /* Memorize normal features */
4503 /* Memorize the grid */
4504 c_ptr->info |= (CAVE_MARK);
4508 if ((feat > FEAT_INVIS))
4510 /* Memorize the grid */
4511 c_ptr->info |= (CAVE_MARK);
4514 /* Perma-lite the grid */
4515 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4517 c_ptr->info |= (CAVE_GLOW);
4519 /* Normally, memorize floors (see above) */
4520 if (view_perma_grids && !view_torch_grids)
4522 /* Memorize the grid */
4523 c_ptr->info |= (CAVE_MARK);
4532 /* Update the monsters */
4533 p_ptr->update |= (PU_MONSTERS);
4536 p_ptr->redraw |= (PR_MAP);
4539 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4544 * Forget the dungeon map (ala "Thinking of Maud...").
4551 /* Forget every grid */
4552 for (y = 0; y < cur_hgt; y++)
4554 for (x = 0; x < cur_wid; x++)
4556 cave_type *c_ptr = &cave[y][x];
4558 /* Process the grid */
4559 c_ptr->info &= ~(CAVE_MARK);
4563 /* Forget all objects */
4564 for (i = 1; i < o_max; i++)
4566 object_type *o_ptr = &o_list[i];
4568 /* Skip dead objects */
4569 if (!o_ptr->k_idx) continue;
4571 /* Skip held objects */
4572 if (o_ptr->held_m_idx) continue;
4574 /* Forget the object */
4578 /* Mega-Hack -- Forget the view and lite */
4579 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4581 /* Update the view and lite */
4582 p_ptr->update |= (PU_VIEW | PU_LITE);
4584 /* Update the monsters */
4585 p_ptr->update |= (PU_MONSTERS);
4588 p_ptr->redraw |= (PR_MAP);
4591 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4599 * Change the "feat" flag for a grid, and notice/redraw the grid
4601 void cave_set_feat(int y, int x, int feat)
4603 cave_type *c_ptr = &cave[y][x];
4605 /* Clear mimic type */
4608 /* Remove flag for mirror/glyph */
4609 c_ptr->info &= ~(CAVE_OBJECT);
4611 /* Change the feature */
4614 /* Hack -- glow the deep lava */
4615 if (feat == FEAT_DEEP_LAVA)
4619 for (i = 0; i < 9; i++)
4621 yy = y + ddy_ddd[i];
4622 xx = x + ddx_ddd[i];
4623 if (!in_bounds2(yy, xx)) continue;
4624 cave[yy][xx].info |= CAVE_GLOW;
4625 if (player_has_los_bold(yy, xx))
4643 /* Remove a mirror */
4644 void remove_mirror(int y, int x)
4646 /* Remove the mirror */
4647 cave[y][x].info &= ~(CAVE_OBJECT);
4648 cave[y][x].mimic = 0;
4650 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4652 cave[y][x].info &= ~(CAVE_GLOW);
4653 if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
4664 * Return TRUE if there is a mirror on the grid.
4666 bool is_mirror_grid(cave_type *c_ptr)
4668 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MIRROR)
4676 * Return TRUE if there is a mirror on the grid.
4678 bool is_glyph_grid(cave_type *c_ptr)
4680 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_GLYPH)
4688 * Return TRUE if there is a mirror on the grid.
4690 bool is_explosive_rune_grid(cave_type *c_ptr)
4692 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MINOR_GLYPH)
4700 * Calculate "incremental motion". Used by project() and shoot().
4701 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4703 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4705 int dy, dx, dist, shift;
4707 /* Extract the distance travelled */
4708 dy = (*y < y1) ? y1 - *y : *y - y1;
4709 dx = (*x < x1) ? x1 - *x : *x - x1;
4711 /* Number of steps */
4712 dist = (dy > dx) ? dy : dx;
4714 /* We are calculating the next location */
4718 /* Calculate the total distance along each axis */
4719 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4720 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4722 /* Paranoia -- Hack -- no motion */
4723 if (!dy && !dx) return;
4726 /* Move mostly vertically */
4729 /* Extract a shift factor */
4730 shift = (dist * dx + (dy - 1) / 2) / dy;
4732 /* Sometimes move along the minor axis */
4733 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4735 /* Always move along major axis */
4736 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4739 /* Move mostly horizontally */
4742 /* Extract a shift factor */
4743 shift = (dist * dy + (dx - 1) / 2) / dx;
4745 /* Sometimes move along the minor axis */
4746 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4748 /* Always move along major axis */
4749 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4756 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4757 * at the final destination, assuming no monster gets in the way.
4759 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4761 bool projectable(int y1, int x1, int y2, int x2)
4768 /* Check the projection path */
4769 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4771 /* No grid is ever projectable from itself */
4772 if (!grid_n) return (FALSE);
4775 y = GRID_Y(grid_g[grid_n - 1]);
4776 x = GRID_X(grid_g[grid_n - 1]);
4778 /* May not end in an unrequested grid */
4779 if ((y != y2) || (x != x2)) return (FALSE);
4787 * Standard "find me a location" function
4789 * Obtains a legal location within the given distance of the initial
4790 * location, and with "los()" from the source to destination location.
4792 * This function is often called from inside a loop which searches for
4793 * locations while increasing the "d" distance.
4795 * Currently the "m" parameter is unused.
4797 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4804 /* Pick a location */
4807 /* Pick a new location */
4808 ny = rand_spread(y, d);
4809 nx = rand_spread(x, d);
4811 /* Ignore annoying locations */
4812 if (!in_bounds(ny, nx)) continue;
4814 /* Ignore "excessively distant" locations */
4815 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4817 /* Require "line of sight" */
4818 if (los(y, x, ny, nx)) break;
4821 /* Save the location */
4830 * Track a new monster
4832 void health_track(int m_idx)
4834 /* Mount monster is already tracked */
4835 if (m_idx && m_idx == p_ptr->riding) return;
4837 /* Track a new guy */
4838 p_ptr->health_who = m_idx;
4840 /* Redraw (later) */
4841 p_ptr->redraw |= (PR_HEALTH);
4847 * Hack -- track the given monster race
4849 void monster_race_track(int r_idx)
4851 /* Save this monster ID */
4852 p_ptr->monster_race_idx = r_idx;
4855 p_ptr->window |= (PW_MONSTER);
4861 * Hack -- track the given object kind
4863 void object_kind_track(int k_idx)
4865 /* Save this monster ID */
4866 p_ptr->object_kind_idx = k_idx;
4869 p_ptr->window |= (PW_OBJECT);
4875 * Something has happened to disturb the player.
4877 * The first arg indicates a major disturbance, which affects search.
4879 * The second arg is currently unused, but could induce output flush.
4881 * All disturbance cancels repeated commands, resting, and running.
4883 void disturb(int stop_search, int unused_flag)
4886 unused_flag = unused_flag;
4888 /* Cancel auto-commands */
4889 /* command_new = 0; */
4891 /* Cancel repeated commands */
4897 /* Redraw the state (later) */
4898 p_ptr->redraw |= (PR_STATE);
4901 /* Cancel Resting */
4902 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4905 set_action(ACTION_NONE);
4908 /* Cancel running */
4914 /* Check for new panel if appropriate */
4915 if (center_player && !center_running) verify_panel();
4917 /* Calculate torch radius */
4918 p_ptr->update |= (PU_TORCH);
4920 /* Update monster flow */
4921 p_ptr->update |= (PU_FLOW);
4924 /* Flush the input if requested */
4925 if (flush_disturb) flush();
4930 * Glow deep lava in the floor
4932 void glow_deep_lava(void)
4934 int y, x, i, yy, xx;
4937 for (y = 1; y < cur_hgt - 1; y++)
4939 for (x = 1; x < cur_wid - 1; x++)
4941 c_ptr = &cave[y][x];
4943 if (c_ptr->feat == FEAT_DEEP_LAVA)
4945 for (i = 0; i < 9; i++)
4947 yy = y + ddy_ddd[i];
4948 xx = x + ddx_ddd[i];
4949 cave[yy][xx].info |= CAVE_GLOW;
4950 if (player_has_los_bold(yy, xx)) note_spot(yy, xx);