4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: low level dungeon routines -BEN- */
18 * Support for Adam Bolt's tileset, lighting and transparency effects
19 * by Robert Ruehlmann (rr9@angband.org)
22 static byte display_autopick;
23 static int match_autopick;
24 static object_type *autopick_obj;
25 static int feat_priority;
28 * Distance between two points via Newton-Raphson technique
30 int distance (int y1, int x1, int y2, int x2)
32 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
33 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
35 /* Squared distance */
36 int target = (dy * dy) + (dx * dx);
38 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
39 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
44 if (!dy || !dx) return d;
48 /* Approximate error */
49 err = (target - d * d) / (2 * d);
51 /* No error - we are done */
63 * Return TRUE if the given feature is a trap
65 bool is_trap(int feat)
67 return have_flag(f_info[feat].flags, FF_TRAP);
72 * Return TRUE if the given grid is a known trap
74 bool is_known_trap(cave_type *c_ptr)
76 if (!c_ptr->mimic && !have_flag(f_flags_grid(c_ptr), FF_SECRET) &&
77 is_trap(c_ptr->feat)) return TRUE;
84 * Return TRUE if the given grid is a closed door
86 bool is_closed_door(int feat)
88 feature_type *f_ptr = &f_info[feat];
90 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
91 !have_flag(f_ptr->flags, FF_MOVE);
96 * Return TRUE if the given grid is a hidden closed door
98 bool is_hidden_door(cave_type *c_ptr)
100 if ((c_ptr->mimic || have_flag(f_flags_grid(c_ptr), FF_SECRET)) &&
101 is_closed_door(c_ptr->feat))
109 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
110 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
112 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
114 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
115 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
116 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
118 * We assume that the "mathematical corner" of a non-floor tile does not
119 * block line of sight.
121 * Because this function uses (short) ints for all calculations, overflow may
122 * occur if dx and dy exceed 90.
124 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
125 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
126 * we can use integer arithmetic.
128 * We travel from start to finish along the longer axis, starting at the border
129 * between the first and second tiles, where the y offset = .5 * slope, taking
130 * into account the scale factor. See below.
132 * Also note that this function and the "move towards target" code do NOT
133 * share the same properties. Thus, you can see someone, target them, and
134 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
135 * by clever choice of target locations, you can sometimes throw a "curve".
137 * Note that "line of sight" is not "reflexive" in all cases.
139 * Use the "projectable()" routine to test "spell/missile line of sight".
141 * Use the "update_view()" function to determine player line-of-sight.
143 bool los(int y1, int x1, int y2, int x2)
163 /* Slope, or 1/Slope, of LOS */
167 /* Extract the offset */
171 /* Extract the absolute offset */
176 /* Handle adjacent (or identical) grids */
177 if ((ax < 2) && (ay < 2)) return TRUE;
180 /* Paranoia -- require "safe" origin */
181 /* if (!in_bounds(y1, x1)) return FALSE; */
182 /* if (!in_bounds(y2, x2)) return FALSE; */
185 /* Directly South/North */
188 /* South -- check for walls */
191 for (ty = y1 + 1; ty < y2; ty++)
193 if (!cave_los_bold(ty, x1)) return FALSE;
197 /* North -- check for walls */
200 for (ty = y1 - 1; ty > y2; ty--)
202 if (!cave_los_bold(ty, x1)) return FALSE;
210 /* Directly East/West */
213 /* East -- check for walls */
216 for (tx = x1 + 1; tx < x2; tx++)
218 if (!cave_los_bold(y1, tx)) return FALSE;
222 /* West -- check for walls */
225 for (tx = x1 - 1; tx > x2; tx--)
227 if (!cave_los_bold(y1, tx)) return FALSE;
236 /* Extract some signs */
237 sx = (dx < 0) ? -1 : 1;
238 sy = (dy < 0) ? -1 : 1;
241 /* Vertical "knights" */
246 if (cave_los_bold(y1 + sy, x1)) return TRUE;
250 /* Horizontal "knights" */
255 if (cave_los_bold(y1, x1 + sx)) return TRUE;
260 /* Calculate scale factor div 2 */
263 /* Calculate scale factor */
267 /* Travel horizontally */
270 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
276 /* Consider the special case where slope == 1. */
287 /* Note (below) the case (qy == f2), where */
288 /* the LOS exactly meets the corner of a tile. */
291 if (!cave_los_bold(ty, tx)) return FALSE;
302 if (!cave_los_bold(ty, tx)) return FALSE;
315 /* Travel vertically */
318 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
334 /* Note (below) the case (qx == f2), where */
335 /* the LOS exactly meets the corner of a tile. */
338 if (!cave_los_bold(ty, tx)) return FALSE;
349 if (!cave_los_bold(ty, tx)) return FALSE;
372 * Check for "local" illumination
374 static bool check_local_illumination(int y, int x)
376 /* Hack -- move towards player */
377 int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
378 int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
380 /* Check for "local" illumination */
381 return (cave[yy][xx].info & (CAVE_LITE | CAVE_MNLT)) ||
382 ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW);
387 * Can the player "see" the given grid in detail?
389 * He must have vision, illumination, and line of sight.
391 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
392 * So, given "CAVE_LITE", we know that the grid is "fully visible".
394 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
395 * that a wall is visible from any direction. That would be odd. Except
396 * under wizard light, which might make sense. Thus, for walls, we require
397 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
398 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
399 * in line of sight of the player.
401 * This extra check is expensive, but it provides a more "correct" semantics.
403 * Note that we should not run this check on walls which are "outer walls" of
404 * the dungeon, or we will induce a memory fault, but actually verifying all
405 * of the locations would be extremely expensive.
407 * Thus, to speed up the function, we assume that all "perma-walls" which are
408 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
409 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
410 * and the player has more important things on his mind when he is attacking a
411 * monster vault. It is annoying, but an extremely important optimization.
413 * Note that "glowing walls" are only considered to be "illuminated" if the
414 * grid which is next to the wall in the direction of the player is also a
415 * "glowing" grid. This prevents the player from being able to "see" the
416 * walls of illuminated rooms from a corridor outside the room.
418 bool player_can_see_bold(int y, int x)
423 /* Blind players see nothing */
424 if (p_ptr->blind) return FALSE;
426 /* Access the cave grid */
429 /* Note that "torch-lite" yields "illumination" */
430 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
432 /* Require line of sight to the grid */
433 if (!player_has_los_bold(y, x)) return FALSE;
435 /* Noctovision of Ninja */
436 if (p_ptr->see_nocto) return TRUE;
438 /* Require "perma-lite" of the grid */
439 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
441 /* Feature code (applying "mimic" field) */
442 feat = get_feat_mimic(c_ptr);
444 /* Floors are simple */
445 if (feat_supports_los(feat)) return TRUE;
447 /* Check for "local" illumination */
448 return check_local_illumination(y, x);
454 * Returns true if the player's grid is dark
458 return (!player_can_see_bold(py, px));
465 * Determine if a given location may be "destroyed"
467 * Used by destruction spells, and for placing stairs, etc.
469 bool cave_valid_bold(int y, int x)
471 cave_type *c_ptr = &cave[y][x];
473 s16b this_o_idx, next_o_idx = 0;
476 /* Forbid perma-grids */
477 if (cave_perma_grid(c_ptr)) return (FALSE);
480 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
485 o_ptr = &o_list[this_o_idx];
487 /* Acquire next object */
488 next_o_idx = o_ptr->next_o_idx;
490 /* Forbid artifact grids */
491 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
502 * Determine if a given location may be "destroyed"
504 * Used by destruction spells, and for placing stairs, etc.
506 bool cave_valid_grid(cave_type *c_ptr)
508 s16b this_o_idx, next_o_idx = 0;
511 /* Forbid perma-grids */
512 if (cave_perma_grid(c_ptr)) return (FALSE);
515 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
520 o_ptr = &o_list[this_o_idx];
522 /* Acquire next object */
523 next_o_idx = o_ptr->next_o_idx;
525 /* Forbid artifact grids */
526 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
537 * Hack -- Legal monster codes
539 static char image_monster_hack[] = \
540 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
543 * Hack -- Legal object codes
545 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
548 * Mega-Hack -- Hallucinatory monster
550 static void image_monster(byte *ap, char *cp)
552 /* Random symbol from set above */
555 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
564 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
565 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
574 * Mega-Hack -- Hallucinatory object
576 static void image_object(byte *ap, char *cp)
580 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
587 int n = sizeof(image_object_hack) - 1;
589 *cp = image_object_hack[randint0(n)];
599 * Hack -- Random hallucination
601 static void image_random(byte *ap, char *cp)
603 /* Normally, assume monsters */
604 if (randint0(100) < 75)
606 image_monster(ap, cp);
609 /* Otherwise, assume objects */
612 image_object(ap, cp);
617 * This array lists the effects of "brightness" on various "base" colours.
619 * This is used to do dynamic lighting effects in ascii :-)
620 * At the moment, only the various "floor" tiles are affected.
622 * The layout of the array is [x][0] = light and [x][1] = dark.
625 byte lighting_colours[16][2] =
628 {TERM_L_DARK, TERM_DARK},
631 {TERM_YELLOW, TERM_SLATE},
634 {TERM_WHITE, TERM_L_DARK},
637 {TERM_L_UMBER, TERM_UMBER},
640 {TERM_RED, TERM_RED},
643 {TERM_L_GREEN, TERM_GREEN},
646 {TERM_BLUE, TERM_BLUE},
649 {TERM_L_UMBER, TERM_RED},
652 {TERM_SLATE, TERM_L_DARK},
655 {TERM_WHITE, TERM_SLATE},
658 {TERM_L_RED, TERM_BLUE},
661 {TERM_YELLOW, TERM_ORANGE},
664 {TERM_L_RED, TERM_L_RED},
667 {TERM_L_GREEN, TERM_GREEN},
670 {TERM_L_BLUE, TERM_L_BLUE},
673 {TERM_L_UMBER, TERM_UMBER}
678 * Mega-Hack -- Partial code of map_info() for darkened grids
679 * Note: Each variable is declared in map_info().
680 * This macro modifies "feat", "f_ptr", "c" and "a".
682 #define darkened_grid_hack() \
684 if (feat_supports_los(feat)) \
686 /* Unsafe cave grid -- idea borrowed from Unangband */ \
687 if (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) \
689 feat = FEAT_UNDETECTED; \
691 /* Access unsafe darkness */ \
692 f_ptr = &f_info[feat]; \
694 /* Char and attr of unsafe grid */ \
695 c = f_ptr->x_char[F_LIT_STANDARD]; \
696 a = f_ptr->x_attr[F_LIT_STANDARD]; \
700 /* For feat_priority control */ \
703 /* Access darkness */ \
704 f_ptr = &f_info[feat]; \
708 /* Char and attr of darkness */ \
709 c = f_ptr->x_char[F_LIT_STANDARD]; \
710 a = f_ptr->x_attr[F_LIT_STANDARD]; \
719 else if (view_granite_lite && view_yellow_lite) \
721 /* Use a darkly darkened colour/tile */ \
722 a = f_ptr->x_attr[F_LIT_DARKDARK]; \
723 c = f_ptr->x_char[F_LIT_DARKDARK]; \
728 /* Is this grid "darkened" by monster? */
729 #define darkened_grid(C) \
730 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
731 !p_ptr->see_nocto && !p_ptr->blind)
735 * Extract the attr/char to display at the given (legal) map location
737 * Basically, we "paint" the chosen attr/char in several passes, starting
738 * with any known "terrain features" (defaulting to darkness), then adding
739 * any known "objects", and finally, adding any known "monsters". This
740 * is not the fastest method but since most of the calls to this function
741 * are made for grids with no monsters or objects, it is fast enough.
743 * Note that this function, if used on the grid containing the "player",
744 * will return the attr/char of the grid underneath the player, and not
745 * the actual player attr/char itself, allowing a lot of optimization
746 * in various "display" functions.
748 * Note that the "zero" entry in the feature/object/monster arrays are
749 * used to provide "special" attr/char codes, with "monster zero" being
750 * used for the player attr/char, "object zero" being used for the "stack"
751 * attr/char, and "feature zero" being used for the "nothing" attr/char,
752 * though this function makes use of only "feature zero".
754 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
755 * which means their color changes, and "ATTR_CLEAR", which means they take
756 * the color of whatever is under them, and "CHAR_CLEAR", which means that
757 * they take the symbol of whatever is under them. Technically, the flag
758 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
759 * examined, but this flag is currently ignored.
761 * Currently, we do nothing with multi-hued objects, because there are
762 * not any. If there were, they would have to set "shimmer_objects"
763 * when they were created, and then new "shimmer" code in "dungeon.c"
764 * would have to be created handle the "shimmer" effect, and the code
765 * in "cave.c" would have to be updated to create the shimmer effect.
767 * Note the effects of hallucination. Objects always appear as random
768 * "objects", monsters as random "monsters", and normal grids occasionally
769 * appear as random "monsters" or "objects", but note that these random
770 * "monsters" and "objects" are really just "colored ascii symbols".
772 * Note that "floors" and "invisible traps" (and "zero" features) are
773 * drawn as "floors" using a special check for optimization purposes,
774 * and these are the only features which get drawn using the special
775 * lighting effects activated by "view_special_lite".
777 * Note the use of the "mimic" field in the "terrain feature" processing,
778 * which allows any feature to "pretend" to be another feature. This is
779 * used to "hide" secret doors, and to make all "doors" appear the same,
780 * and all "walls" appear the same, and "hidden" treasure stay hidden.
781 * It is possible to use this field to make a feature "look" like a floor,
782 * but the "special lighting effects" for floors will not be used.
784 * Note the use of the new "terrain feature" information. Note that the
785 * assumption that all interesting "objects" and "terrain features" are
786 * memorized allows extremely optimized processing below. Note the use
787 * of separate flags on objects to mark them as memorized allows a grid
788 * to have memorized "terrain" without granting knowledge of any object
789 * which may appear in that grid.
791 * Note the efficient code used to determine if a "floor" grid is
792 * "memorized" or "viewable" by the player, where the test for the
793 * grid being "viewable" is based on the facts that (1) the grid
794 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
795 * line of sight, and (3) the player must not be blind, and uses the
796 * assumption that all torch-lit grids are in line of sight.
798 * Note that floors (and invisible traps) are the only grids which are
799 * not memorized when seen, so only these grids need to check to see if
800 * the grid is "viewable" to the player (if it is not memorized). Since
801 * most non-memorized grids are in fact walls, this induces *massive*
802 * efficiency, at the cost of *forcing* the memorization of non-floor
803 * grids when they are first seen. Note that "invisible traps" are
804 * always treated exactly like "floors", which prevents "cheating".
806 * Note the "special lighting effects" which can be activated for floor
807 * grids using the "view_special_lite" option (for "white" floor grids),
808 * causing certain grids to be displayed using special colors. If the
809 * player is "blind", we will use "dark gray", else if the grid is lit
810 * by the torch, and the "view_yellow_lite" option is set, we will use
811 * "yellow", else if the grid is "dark", we will use "dark gray", else
812 * if the grid is not "viewable", and the "view_bright_lite" option is
813 * set, and the we will use "slate" (gray). We will use "white" for all
814 * other cases, in particular, for illuminated viewable floor grids.
816 * Note the "special lighting effects" which can be activated for wall
817 * grids using the "view_granite_lite" option (for "white" wall grids),
818 * causing certain grids to be displayed using special colors. If the
819 * player is "blind", we will use "dark gray", else if the grid is lit
820 * by the torch, and the "view_yellow_lite" option is set, we will use
821 * "yellow", else if the "view_bright_lite" option is set, and the grid
822 * is not "viewable", or is "dark", or is glowing, but not when viewed
823 * from the player's current location, we will use "slate" (gray). We
824 * will use "white" for all other cases, in particular, for correctly
825 * illuminated viewable wall grids.
827 * Note that, when "view_granite_lite" is set, we use an inline version
828 * of the "player_can_see_bold()" function to check the "viewability" of
829 * grids when the "view_bright_lite" option is set, and we do NOT use
830 * any special colors for "dark" wall grids, since this would allow the
831 * player to notice the walls of illuminated rooms from a hallway that
832 * happened to run beside the room. The alternative, by the way, would
833 * be to prevent the generation of hallways next to rooms, but this
834 * would still allow problems when digging towards a room.
836 * Note that bizarre things must be done when the "attr" and/or "char"
837 * codes have the "high-bit" set, since these values are used to encode
838 * various "special" pictures in some versions, and certain situations,
839 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
840 * to be "scrambled" in various ways.
842 * Note that eventually we may use the "&" symbol for embedded treasure,
843 * and use the "*" symbol to indicate multiple objects, though this will
844 * have to wait for Angband 2.8.0 or later. Note that currently, this
845 * is not important, since only one object or terrain feature is allowed
846 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
848 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
849 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
850 * then a whole lot of code should be changed... XXX XXX
852 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
855 cave_type *c_ptr = &cave[y][x];
857 s16b this_o_idx, next_o_idx = 0;
859 /* Feature code (applying "mimic" field) */
860 s16b feat = get_feat_mimic(c_ptr);
863 feature_type *f_ptr = &f_info[feat];
868 /* Boring grids (floors, etc) */
869 if (!have_flag(f_ptr->flags, FF_REMEMBER))
871 /* Memorized (or visible) floor */
872 if ((c_ptr->info & CAVE_MARK) ||
873 (((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) ||
874 ((c_ptr->info & CAVE_VIEW) &&
875 (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))) &&
879 c = f_ptr->x_char[F_LIT_STANDARD];
882 a = f_ptr->x_attr[F_LIT_STANDARD];
884 if (p_ptr->wild_mode)
886 /* Special lighting effects */
888 if (view_special_lite && p_ptr->blind)
890 /* Use a darkly darkened colour/tile */
891 a = f_ptr->x_attr[F_LIT_DARKDARK];
892 c = f_ptr->x_char[F_LIT_DARKDARK];
896 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
897 else if (darkened_grid(c_ptr))
899 darkened_grid_hack();
902 /* Special lighting effects */
903 else if (view_special_lite)
908 /* Use a darkly darkened colour/tile */
909 a = f_ptr->x_attr[F_LIT_DARKDARK];
910 c = f_ptr->x_char[F_LIT_DARKDARK];
913 /* Handle "torch-lit" grids */
914 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
917 if (view_yellow_lite)
919 /* Use a brightly lit colour/tile */
920 a = f_ptr->x_attr[F_LIT_LITE];
921 c = f_ptr->x_char[F_LIT_LITE];
925 /* Handle "dark" grids */
926 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
928 /* Use a darkly darkened colour/tile */
929 a = f_ptr->x_attr[F_LIT_DARKDARK];
930 c = f_ptr->x_char[F_LIT_DARKDARK];
933 /* Handle "out-of-sight" grids */
934 else if (!(c_ptr->info & CAVE_VIEW))
937 if (view_bright_lite)
939 /* Use a darkened colour/tile */
940 a = f_ptr->x_attr[F_LIT_DARK];
941 c = f_ptr->x_char[F_LIT_DARK];
950 /* Unsafe cave grid -- idea borrowed from Unangband */
951 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
952 feat = FEAT_UNDETECTED;
956 /* Access darkness */
957 f_ptr = &f_info[feat];
960 a = f_ptr->x_attr[F_LIT_STANDARD];
963 c = f_ptr->x_char[F_LIT_STANDARD];
967 /* Interesting grids (non-floors) */
970 /* Memorized grids */
971 if (c_ptr->info & CAVE_MARK)
974 c = f_ptr->x_char[F_LIT_STANDARD];
977 a = f_ptr->x_attr[F_LIT_STANDARD];
979 if (p_ptr->wild_mode)
981 /* Special lighting effects */
983 if (view_granite_lite && p_ptr->blind)
985 /* Use a darkened colour/tile */
986 a = f_ptr->x_attr[F_LIT_DARK];
987 c = f_ptr->x_char[F_LIT_DARK];
991 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
992 else if (darkened_grid(c_ptr))
994 darkened_grid_hack();
997 /* Special lighting effects */
998 else if (view_granite_lite)
1000 /* Handle "blind" */
1003 /* Use a darkened colour/tile */
1004 a = f_ptr->x_attr[F_LIT_DARK];
1005 c = f_ptr->x_char[F_LIT_DARK];
1008 /* Handle "torch-lit" grids */
1009 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1012 if (view_yellow_lite)
1014 /* Use a brightly lit colour/tile */
1015 a = f_ptr->x_attr[F_LIT_LITE];
1016 c = f_ptr->x_char[F_LIT_LITE];
1020 /* Handle "view_bright_lite" */
1021 else if (view_bright_lite)
1024 if (!(c_ptr->info & CAVE_VIEW))
1026 /* Use a darkened colour/tile */
1027 a = f_ptr->x_attr[F_LIT_DARK];
1028 c = f_ptr->x_char[F_LIT_DARK];
1032 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1034 /* Use a darkened colour/tile */
1035 a = f_ptr->x_attr[F_LIT_DARK];
1036 c = f_ptr->x_char[F_LIT_DARK];
1039 /* Not glowing correctly */
1040 else if (!feat_supports_los(feat) && !check_local_illumination(y, x))
1042 /* Use a darkened colour/tile */
1043 a = f_ptr->x_attr[F_LIT_DARK];
1044 c = f_ptr->x_char[F_LIT_DARK];
1053 /* Unsafe cave grid -- idea borrowed from Unangband */
1054 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1055 feat = FEAT_UNDETECTED;
1059 /* Access feature */
1060 f_ptr = &f_info[feat];
1063 a = f_ptr->x_attr[F_LIT_STANDARD];
1066 c = f_ptr->x_char[F_LIT_STANDARD];
1070 if (feat_priority == -1) feat_priority = f_ptr->priority;
1072 /* Save the terrain info for the transparency effects */
1080 /* Hack -- rare random hallucination, except on outer dungeon walls */
1086 image_random(ap, cp);
1091 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1095 /* Acquire object */
1096 o_ptr = &o_list[this_o_idx];
1098 /* Acquire next object */
1099 next_o_idx = o_ptr->next_o_idx;
1101 /* Memorized objects */
1104 if (display_autopick)
1108 match_autopick = is_autopick(o_ptr);
1109 if(match_autopick == -1)
1112 act = autopick_list[match_autopick].action;
1114 if ((act & DO_DISPLAY) && (act & display_autopick))
1116 autopick_obj = o_ptr;
1120 match_autopick = -1;
1125 (*cp) = object_char(o_ptr);
1128 (*ap) = object_attr(o_ptr);
1132 /* Hack -- hallucination */
1133 if (p_ptr->image) image_object(ap, cp);
1141 /* Handle monsters */
1142 if (c_ptr->m_idx && display_autopick == 0 )
1144 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1146 /* Visible monster */
1149 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1157 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1158 * flags are always unseen.
1160 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1166 /* Hallucinatory monster */
1167 image_monster(ap, cp);
1172 /* Monster attr/char */
1176 /* Normal monsters */
1177 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1178 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1180 /* Desired monster attr/char */
1186 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1187 * flags are always unseen.
1189 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1196 /*** Monster's attr ***/
1197 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1202 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1204 /* Multi-hued attr */
1205 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1206 else switch (randint1(7))
1208 case 1: *ap = TERM_RED; break;
1209 case 2: *ap = TERM_L_RED; break;
1210 case 3: *ap = TERM_WHITE; break;
1211 case 4: *ap = TERM_L_GREEN; break;
1212 case 5: *ap = TERM_BLUE; break;
1213 case 6: *ap = TERM_L_DARK; break;
1214 case 7: *ap = TERM_GREEN; break;
1217 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1219 /* Use semi-random attr (usually mimics' colors vary) */
1220 *ap = c_ptr->m_idx % 15 + 1;
1228 /*** Monster's char ***/
1229 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1234 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1238 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1239 *cp = tmp_r_ptr->x_char;
1240 *ap = tmp_r_ptr->x_attr;
1244 *cp = (one_in_(25) ?
1245 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1246 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1259 /* Handle "player" */
1260 if (player_bold(y, x))
1262 monster_race *r_ptr = &r_info[0];
1264 /* Get the "player" attr */
1265 *ap = r_ptr->x_attr;
1267 /* Get the "player" char */
1268 *cp = r_ptr->x_char;
1276 * Calculate panel colum of a location in the map
1278 static int panel_col_of(int col)
1280 col -= panel_col_min;
1281 if (use_bigtile) col *= 2;
1287 * Moves the cursor to a given MAP (y,x) location
1289 void move_cursor_relative(int row, int col)
1291 /* Real co-ords convert to screen positions */
1292 row -= panel_row_prt;
1295 Term_gotoxy(panel_col_of(col), row);
1301 * Place an attr/char pair at the given map coordinate, if legal.
1303 void print_rel(char c, byte a, int y, int x)
1305 /* Only do "legal" locations */
1306 if (panel_contains(y, x))
1308 /* Hack -- fake monochrome */
1311 if (world_monster) a = TERM_DARK;
1312 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1313 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1316 /* Draw the char using the attr */
1317 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1326 * Memorize interesting viewable object/features in the given grid
1328 * This function should only be called on "legal" grids.
1330 * This function will memorize the object and/or feature in the given
1331 * grid, if they are (1) viewable and (2) interesting. Note that all
1332 * objects are interesting, all terrain features except floors (and
1333 * invisible traps) are interesting, and floors (and invisible traps)
1334 * are interesting sometimes (depending on various options involving
1335 * the illumination of floor grids).
1337 * The automatic memorization of all objects and non-floor terrain
1338 * features as soon as they are displayed allows incredible amounts
1339 * of optimization in various places, especially "map_info()".
1341 * Note that the memorization of objects is completely separate from
1342 * the memorization of terrain features, preventing annoying floor
1343 * memorization when a detected object is picked up from a dark floor,
1344 * and object memorization when an object is dropped into a floor grid
1345 * which is memorized but out-of-sight.
1347 * This function should be called every time the "memorization" of
1348 * a grid (or the object in a grid) is called into question, such
1349 * as when an object is created in a grid, when a terrain feature
1350 * "changes" from "floor" to "non-floor", when any grid becomes
1351 * "illuminated" or "viewable", and when a "floor" grid becomes
1354 * Note the relatively efficient use of this function by the various
1355 * "update_view()" and "update_lite()" calls, to allow objects and
1356 * terrain features to be memorized (and drawn) whenever they become
1357 * viewable or illuminated in any way, but not when they "maintain"
1358 * or "lose" their previous viewability or illumination.
1360 * Note the butchered "internal" version of "player_can_see_bold()",
1361 * optimized primarily for the most common cases, that is, for the
1362 * non-marked floor grids.
1364 void note_spot(int y, int x)
1366 cave_type *c_ptr = &cave[y][x];
1368 s16b this_o_idx, next_o_idx = 0;
1371 /* Blind players see nothing */
1372 if (p_ptr->blind) return;
1374 /* Analyze non-torch-lit grids */
1375 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1377 /* Require line of sight to the grid */
1378 if (!(c_ptr->info & (CAVE_VIEW))) return;
1380 /* Require "perma-lite" of the grid */
1381 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1384 if (!p_ptr->see_nocto) return;
1389 /* Hack -- memorize objects */
1390 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1392 object_type *o_ptr = &o_list[this_o_idx];
1394 /* Acquire next object */
1395 next_o_idx = o_ptr->next_o_idx;
1397 /* Memorize objects */
1398 o_ptr->marked |= OM_FOUND;
1402 /* Hack -- memorize grids */
1403 if (!(c_ptr->info & (CAVE_MARK)))
1405 /* Feature code (applying "mimic" field) */
1406 s16b feat = get_feat_mimic(c_ptr);
1408 /* Memorize some "boring" grids */
1409 if (!have_flag(f_info[feat].flags, FF_REMEMBER))
1411 /* Option -- memorize all torch-lit floors */
1412 if (view_torch_grids &&
1413 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1416 c_ptr->info |= (CAVE_MARK);
1419 /* Option -- memorize all perma-lit floors */
1420 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1423 c_ptr->info |= (CAVE_MARK);
1427 /* Memorize normal grids */
1428 else if (feat_supports_los(feat))
1431 c_ptr->info |= (CAVE_MARK);
1434 /* Memorize certain non-torch-lit wall grids */
1435 else if (check_local_illumination(y, x))
1438 c_ptr->info |= (CAVE_MARK);
1444 void display_dungeon(void)
1453 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1455 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1457 if (in_bounds2(y, x))
1460 /* Examine the grid */
1461 map_info(y, x, &a, &c, &ta, &tc);
1463 /* Hack -- fake monochrome */
1466 if (world_monster) a = TERM_DARK;
1467 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1468 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1471 /* Hack -- Queue it */
1472 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1476 /* Clear out-of-bound tiles */
1478 /* Access darkness */
1479 feature_type *f_ptr = &f_info[FEAT_NONE];
1482 a = f_ptr->x_attr[F_LIT_STANDARD];
1485 c = f_ptr->x_char[F_LIT_STANDARD];
1487 /* Hack -- Queue it */
1488 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1496 * Redraw (on the screen) a given MAP location
1498 * This function should only be called on "legal" grids
1500 void lite_spot(int y, int x)
1502 /* Redraw if on screen */
1503 if (panel_contains(y, x) && in_bounds2(y, x))
1511 /* Examine the grid */
1512 map_info(y, x, &a, &c, &ta, &tc);
1514 /* Hack -- fake monochrome */
1517 if (world_monster) a = TERM_DARK;
1518 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1519 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1522 /* Hack -- Queue it */
1523 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1525 /* Update sub-windows */
1526 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1532 * Prints the map of the dungeon
1534 * Note that, for efficiency, we contain an "optimized" version
1535 * of both "lite_spot()" and "print_rel()", and that we use the
1536 * "lite_spot()" function to display the player grid, if needed.
1544 s16b xmin, xmax, ymin, ymax;
1549 Term_get_size(&wid, &hgt);
1551 /* Remove map offset */
1555 /* Access the cursor state */
1556 (void)Term_get_cursor(&v);
1558 /* Hide the cursor */
1559 (void)Term_set_cursor(0);
1562 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1563 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1564 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1565 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1567 /* Bottom section of screen */
1568 for (y = 1; y <= ymin - panel_row_prt; y++)
1570 /* Erase the section */
1571 Term_erase(COL_MAP, y, wid);
1574 /* Top section of screen */
1575 for (y = ymax - panel_row_prt; y <= hgt; y++)
1577 /* Erase the section */
1578 Term_erase(COL_MAP, y, wid);
1582 for (y = ymin; y <= ymax; y++)
1584 /* Scan the columns of row "y" */
1585 for (x = xmin; x <= xmax; x++)
1593 /* Determine what is there */
1594 map_info(y, x, &a, &c, &ta, &tc);
1596 /* Hack -- fake monochrome */
1599 if (world_monster) a = TERM_DARK;
1600 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1601 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1604 /* Efficiency -- Redraw that grid of the map */
1605 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1609 /* Display player */
1612 /* Restore the cursor */
1613 (void)Term_set_cursor(v);
1619 * print project path
1621 void prt_path(int y, int x)
1626 int default_color = TERM_SLATE;
1628 if (!display_path) return;
1629 if (-1 == project_length)
1632 /* Get projection path */
1633 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1636 p_ptr->redraw |= (PR_MAP);
1642 for (i = 0; i < path_n; i++)
1644 int ny = GRID_Y(path_g[i]);
1645 int nx = GRID_X(path_g[i]);
1646 cave_type *c_ptr = &cave[ny][nx];
1648 if (panel_contains(ny, nx))
1650 byte a = default_color;
1656 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1658 /* Determine what is there */
1659 map_info(ny, nx, &a, &c, &ta, &tc);
1661 if (!is_ascii_graphics(a))
1663 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1665 else if (a == default_color)
1671 if (world_monster) a = TERM_DARK;
1672 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1673 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1678 /* Hack -- Queue it */
1679 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1683 if ((c_ptr->info & CAVE_MARK) && !have_flag(f_flags_grid(c_ptr), FF_PROJECT)) break;
1686 if (nx == x && ny == y) default_color = TERM_L_DARK;
1691 static cptr simplify_list[][2] =
1698 {"^Amulet of ", "\""},
1699 {"^Scroll of ", "?"},
1700 {"^Scroll titled ", "?"},
1701 {"^Wand of " , "-"},
1703 {"^Staff of " , "_"},
1704 {"^Potion of ", "!"},
1716 static void display_shortened_item_name(object_type *o_ptr, int y)
1723 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1724 attr = tval_to_attr[o_ptr->tval % 128];
1730 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
1732 strcpy(buf, "something strange");
1736 for (c = buf; *c; c++)
1739 for (i = 0; simplify_list[i][1]; i++)
1741 cptr org_w = simplify_list[i][0];
1751 if (!strncmp(c, org_w, strlen(org_w)))
1754 cptr tmp = simplify_list[i][1];
1757 tmp = c + strlen(org_w);
1767 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
1773 if(len + 2 > 12) break;
1780 if(len + 1 > 12) break;
1786 Term_putstr(0, y, 12, attr, buf);
1790 * Display a "small-scale" map of the dungeon in the active Term
1792 void display_map(int *cy, int *cx)
1809 /* Save lighting effects */
1810 bool old_view_special_lite = view_special_lite;
1811 bool old_view_granite_lite = view_granite_lite;
1813 int hgt, wid, yrat, xrat;
1815 int **match_autopick_yx;
1816 object_type ***object_autopick_yx;
1819 Term_get_size(&wid, &hgt);
1822 if (use_bigtile) wid /= 2;
1824 yrat = (cur_hgt + hgt - 1) / hgt;
1825 xrat = (cur_wid + wid - 1) / wid;
1827 /* Disable lighting effects */
1828 view_special_lite = FALSE;
1829 view_granite_lite = FALSE;
1831 /* Allocate the maps */
1832 C_MAKE(ma, (hgt + 2), byte_ptr);
1833 C_MAKE(mc, (hgt + 2), char_ptr);
1834 C_MAKE(mp, (hgt + 2), byte_ptr);
1835 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1836 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1838 /* Allocate and wipe each line map */
1839 for (y = 0; y < (hgt + 2); y++)
1841 /* Allocate one row each array */
1842 C_MAKE(ma[y], (wid + 2), byte);
1843 C_MAKE(mc[y], (wid + 2), char);
1844 C_MAKE(mp[y], (wid + 2), byte);
1845 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1846 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1848 for (x = 0; x < wid + 2; ++x)
1850 match_autopick_yx[y][x] = -1;
1851 object_autopick_yx[y][x] = NULL;
1854 ma[y][x] = TERM_WHITE;
1862 /* Allocate the maps */
1863 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1864 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1865 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1867 /* Allocate and wipe each line map */
1868 for (y = 0; y < (cur_hgt + 2); y++)
1870 /* Allocate one row each array */
1871 C_MAKE(bigma[y], (cur_wid + 2), byte);
1872 C_MAKE(bigmc[y], (cur_wid + 2), char);
1873 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1875 for (x = 0; x < cur_wid + 2; ++x)
1878 bigma[y][x] = TERM_WHITE;
1886 /* Fill in the map */
1887 for (i = 0; i < cur_wid; ++i)
1889 for (j = 0; j < cur_hgt; ++j)
1899 /* Extract the current attr/char at that map location */
1900 map_info(j, i, &ta, &tc, &ta, &tc);
1902 /* Extract the priority */
1905 if(match_autopick!=-1
1906 && (match_autopick_yx[y][x] == -1
1907 || match_autopick_yx[y][x] > match_autopick))
1909 match_autopick_yx[y][x] = match_autopick;
1910 object_autopick_yx[y][x] = autopick_obj;
1914 /* Save the char, attr and priority */
1915 bigmc[j+1][i+1] = tc;
1916 bigma[j+1][i+1] = ta;
1917 bigmp[j+1][i+1] = tp;
1921 for (j = 0; j < cur_hgt; ++j)
1923 for (i = 0; i < cur_wid; ++i)
1929 tc = bigmc[j+1][i+1];
1930 ta = bigma[j+1][i+1];
1931 tp = bigmp[j+1][i+1];
1933 /* rare feature has more priority */
1939 for (t = 0; t < 8; t++)
1941 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
1942 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
1952 /* Save the char, attr and priority */
1965 /* Draw the corners */
1966 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
1968 /* Draw the horizontal edges */
1969 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
1971 /* Draw the vertical edges */
1972 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
1975 /* Display each map line in order */
1976 for (y = 0; y < hgt + 2; ++y)
1978 /* Start a new line */
1979 Term_gotoxy(COL_MAP, y);
1981 /* Display the line */
1982 for (x = 0; x < wid + 2; ++x)
1987 /* Hack -- fake monochrome */
1990 if (world_monster) ta = TERM_DARK;
1991 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
1992 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
1995 /* Add the character */
1996 Term_add_bigch(ta, tc);
2001 for (y = 1; y < hgt + 1; ++y)
2003 match_autopick = -1;
2004 for (x = 1; x <= wid; x++){
2005 if (match_autopick_yx[y][x] != -1 &&
2006 (match_autopick > match_autopick_yx[y][x] ||
2007 match_autopick == -1)){
2008 match_autopick = match_autopick_yx[y][x];
2009 autopick_obj = object_autopick_yx[y][x];
2013 /* Clear old display */
2014 Term_putstr(0, y, 12, 0, " ");
2016 if (match_autopick != -1)
2018 display_shortened_item_name(autopick_obj, y);
2021 char buf[13] = "\0";
2022 strncpy(buf,autopick_list[match_autopick].name,12);
2030 /* Player location */
2031 (*cy) = py / yrat + 1 + ROW_MAP;
2033 (*cx) = px / xrat + 1 + COL_MAP;
2035 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2037 /* Restore lighting effects */
2038 view_special_lite = old_view_special_lite;
2039 view_granite_lite = old_view_granite_lite;
2041 /* Free each line map */
2042 for (y = 0; y < (hgt + 2); y++)
2044 /* Free one row each array */
2045 C_FREE(ma[y], (wid + 2), byte);
2046 C_FREE(mc[y], (wid + 2), char);
2047 C_FREE(mp[y], (wid + 2), byte);
2048 C_FREE(match_autopick_yx[y], (wid + 2), int);
2049 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2052 /* Free each line map */
2053 C_FREE(ma, (hgt + 2), byte_ptr);
2054 C_FREE(mc, (hgt + 2), char_ptr);
2055 C_FREE(mp, (hgt + 2), byte_ptr);
2056 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2057 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2059 /* Free each line map */
2060 for (y = 0; y < (cur_hgt + 2); y++)
2062 /* Free one row each array */
2063 C_FREE(bigma[y], (cur_wid + 2), byte);
2064 C_FREE(bigmc[y], (cur_wid + 2), char);
2065 C_FREE(bigmp[y], (cur_wid + 2), byte);
2068 /* Free each line map */
2069 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2070 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2071 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2076 * Display a "small-scale" map of the dungeon for the player
2078 * Currently, the "player" is displayed on the map. XXX XXX XXX
2080 void do_cmd_view_map(void)
2085 /* Save the screen */
2090 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2092 prt("Please wait...", 0, 0);
2098 /* Clear the screen */
2101 display_autopick = 0;
2103 /* Display the map */
2104 display_map(&cy, &cx);
2107 if(max_autopick && !p_ptr->wild_mode)
2109 display_autopick = ITEM_DISPLAY;
2116 int wid, hgt, row_message;
2118 Term_get_size(&wid, &hgt);
2119 row_message = hgt - 1;
2122 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2124 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2127 /* Hilite the player */
2128 move_cursor(cy, cx);
2133 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2135 flag = DONT_AUTOPICK;
2137 flag = DO_AUTODESTROY;
2139 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2145 if (~display_autopick & flag)
2146 display_autopick |= flag;
2148 display_autopick &= ~flag;
2149 /* Display the map */
2150 display_map(&cy, &cx);
2153 display_autopick = 0;
2159 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2161 put_str("Hit any key to continue", 23, 30);
2162 #endif /* Hilite the player */
2163 move_cursor(cy, cx);
2168 /* Restore the screen */
2177 * Some comments on the cave grid flags. -BEN-
2180 * One of the major bottlenecks in previous versions of Angband was in
2181 * the calculation of "line of sight" from the player to various grids,
2182 * such as monsters. This was such a nasty bottleneck that a lot of
2183 * silly things were done to reduce the dependancy on "line of sight",
2184 * for example, you could not "see" any grids in a lit room until you
2185 * actually entered the room, and there were all kinds of bizarre grid
2186 * flags to enable this behavior. This is also why the "call light"
2187 * spells always lit an entire room.
2189 * The code below provides functions to calculate the "field of view"
2190 * for the player, which, once calculated, provides extremely fast
2191 * calculation of "line of sight from the player", and to calculate
2192 * the "field of torch lite", which, again, once calculated, provides
2193 * extremely fast calculation of "which grids are lit by the player's
2194 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2195 * "GRID_LITE", as appropriate, these functions maintain an array for
2196 * each of these two flags, each array containing the locations of all
2197 * of the grids marked with the appropriate flag, which can be used to
2198 * very quickly scan through all of the grids in a given set.
2200 * To allow more "semantically valid" field of view semantics, whenever
2201 * the field of view (or the set of torch lit grids) changes, all of the
2202 * grids in the field of view (or the set of torch lit grids) are "drawn"
2203 * so that changes in the world will become apparent as soon as possible.
2204 * This has been optimized so that only grids which actually "change" are
2205 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2206 * of the grids which are entering or leaving the relevent set of grids.
2208 * These new methods are so efficient that the old nasty code was removed.
2210 * Note that there is no reason to "update" the "viewable space" unless
2211 * the player "moves", or walls/doors are created/destroyed, and there
2212 * is no reason to "update" the "torch lit grids" unless the field of
2213 * view changes, or the "light radius" changes. This means that when
2214 * the player is resting, or digging, or doing anything that does not
2215 * involve movement or changing the state of the dungeon, there is no
2216 * need to update the "view" or the "lite" regions, which is nice.
2218 * Note that the calls to the nasty "los()" function have been reduced
2219 * to a bare minimum by the use of the new "field of view" calculations.
2221 * I wouldn't be surprised if slight modifications to the "update_view()"
2222 * function would allow us to determine "reverse line-of-sight" as well
2223 * as "normal line-of-sight", which would allow monsters to use a more
2224 * "correct" calculation to determine if they can "see" the player. For
2225 * now, monsters simply "cheat" somewhat and assume that if the player
2226 * has "line of sight" to the monster, then the monster can "pretend"
2227 * that it has "line of sight" to the player.
2230 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2231 * grid and maintains an array of all "CAVE_LITE" grids.
2233 * This set of grids is the complete set of all grids which are lit by
2234 * the players light source, which allows the "player_can_see_bold()"
2235 * function to work very quickly.
2237 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2238 * fact, the player (unless blind) can always "see" all grids which are
2239 * marked as "CAVE_LITE", unless they are "off screen".
2242 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2243 * grid and maintains an array of all "CAVE_VIEW" grids.
2245 * This set of grids is the complete set of all grids within line of sight
2246 * of the player, allowing the "player_has_los_bold()" macro to work very
2250 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2251 * temporary internal flag to mark those grids which are not only in view,
2252 * but which are also "easily" in line of sight of the player. This flag
2253 * is always cleared when we are done.
2256 * The current "update_lite()" and "update_view()" algorithms use the
2257 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2258 * to keep track of which grids were previously marked as "CAVE_LITE" or
2259 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2261 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2262 * for various other purposes, such as spreading lite or darkness during
2263 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2266 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2267 * in some way permanently lit. However, for the player to "see" anything
2268 * in the grid, as determined by "player_can_see()", the player must not be
2269 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2270 * grids, even if marked as "perma lit", are only illuminated if they touch
2271 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2274 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2275 * that even if the player cannot "see" the grid, he "knows" the terrain in
2276 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2277 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2278 * or when one of the "memorize floor grids" options induces memorization.
2280 * Objects are "memorized" in a different way, using a special "marked" flag
2281 * on the object itself, which is set when an object is observed or detected.
2284 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2285 * and should be illuminated by "lite room" and "darkness" spells.
2288 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2289 * and should be unavailable for "teleportation" destinations.
2292 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2293 * which is observed, and the "view_torch_grids" allows the player to memorize
2294 * every torch-lit grid. The player will always memorize important walls,
2295 * doors, stairs, and other terrain features, as well as any "detected" grids.
2297 * Note that the new "update_view()" method allows, among other things, a room
2298 * to be "partially" seen as the player approaches it, with a growing cone of
2299 * floor appearing as the player gets closer to the door. Also, by not turning
2300 * on the "memorize perma-lit grids" option, the player will only "see" those
2301 * floor grids which are actually in line of sight.
2303 * And my favorite "plus" is that you can now use a special option to draw the
2304 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2305 * grids dimly), providing a "pretty" effect as the player runs around, and
2306 * to efficiently display the "torch lite" in a special color.
2309 * Some comments on the "update_view()" algorithm...
2311 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2312 * and only has to call "los()" on the borderline cases. The major axes/diags
2313 * even terminate early when they hit walls. I need to find a quick way
2314 * to "terminate" the other scans.
2316 * Note that in the worst case (a big empty area with say 5% scattered walls),
2317 * each of the 1500 or so nearby grids is checked once, most of them getting
2318 * an "instant" rating, and only a small portion requiring a call to "los()".
2320 * The only time that the algorithm appears to be "noticeably" too slow is
2321 * when running, and this is usually only important in town, since the town
2322 * provides about the worst scenario possible, with large open regions and
2323 * a few scattered obstructions. There is a special "efficiency" option to
2324 * allow the player to reduce his field of view in town, if needed.
2326 * In the "best" case (say, a normal stretch of corridor), the algorithm
2327 * makes one check for each viewable grid, and makes no calls to "los()".
2328 * So running in corridors is very fast, and if a lot of monsters are
2329 * nearby, it is much faster than the old methods.
2331 * Note that resting, most normal commands, and several forms of running,
2332 * plus all commands executed near large groups of monsters, are strictly
2333 * more efficient with "update_view()" that with the old "compute los() on
2334 * demand" method, primarily because once the "field of view" has been
2335 * calculated, it does not have to be recalculated until the player moves
2336 * (or a wall or door is created or destroyed).
2338 * Note that we no longer have to do as many "los()" checks, since once the
2339 * "view" region has been built, very few things cause it to be "changed"
2340 * (player movement, and the opening/closing of doors, changes in wall status).
2341 * Note that door/wall changes are only relevant when the door/wall itself is
2342 * in the "view" region.
2344 * The algorithm seems to only call "los()" from zero to ten times, usually
2345 * only when coming down a corridor into a room, or standing in a room, just
2346 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2347 * we will be reducing the calls to "los()".
2349 * I am thinking in terms of an algorithm that "walks" from the central point
2350 * out to the maximal "distance", at each point, determining the "view" code
2351 * (above). For each grid not on a major axis or diagonal, the "view" code
2352 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2353 * (the one along the nearest diagonal, and the one next to that one, see
2354 * "update_view_aux()"...).
2356 * We "memorize" the viewable space array, so that at the cost of under 3000
2357 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2358 * each grid actually in the "viewable space". And for another 3000 bytes,
2359 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2360 * are also used by other routines, thus reducing the cost to almost nothing.
2362 * A similar thing is done for "forget_lite()" in which case the savings are
2363 * much less, but save us from doing bizarre maintenance checking.
2365 * In the worst "normal" case (in the middle of the town), the reachable space
2366 * actually reaches to more than half of the largest possible "circle" of view,
2367 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2368 * where all the walls have been removed), the reachable space actually reaches
2369 * the theoretical maximum size of just under 1500 grids.
2371 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2372 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2373 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2374 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2375 * entire possible space (including initialization) in one step per grid. If
2376 * we do the "clearing" as a separate step (and use an array of "view" grids),
2377 * then the clearing will take as many steps as grids that were viewed, and the
2378 * algorithm will be able to "stop" scanning at various points.
2379 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2390 * Actually erase the entire "lite" array, redrawing every grid
2392 void forget_lite(void)
2396 /* None to forget */
2397 if (!lite_n) return;
2399 /* Clear them all */
2400 for (i = 0; i < lite_n; i++)
2405 /* Forget "LITE" flag */
2406 cave[y][x].info &= ~(CAVE_LITE);
2409 /* lite_spot(y, x); Perhaps don't need? */
2418 * For delayed visual update
2420 #define cave_note_and_redraw_later(C,Y,X) \
2422 (C)->info |= CAVE_NOTE; \
2423 cave_redraw_later((C), (Y), (X)); \
2428 * For delayed visual update
2430 #define cave_redraw_later(C,Y,X) \
2432 if (!((C)->info & CAVE_REDRAW)) \
2434 (C)->info |= CAVE_REDRAW; \
2435 redraw_y[redraw_n] = (Y); \
2436 redraw_x[redraw_n++] = (X); \
2444 * This macro allows us to efficiently add a grid to the "lite" array,
2445 * note that we are never called for illegal grids, or for grids which
2446 * have already been placed into the "lite" array, and we are never
2447 * called when the "lite" array is full.
2449 #define cave_lite_hack(Y,X) \
2451 if (!(cave[Y][X].info & (CAVE_LITE))) \
2453 cave[Y][X].info |= (CAVE_LITE); \
2454 lite_y[lite_n] = (Y); \
2455 lite_x[lite_n++] = (X); \
2461 * Update the set of grids "illuminated" by the player's lite.
2463 * This routine needs to use the results of "update_view()"
2465 * Note that "blindness" does NOT affect "torch lite". Be careful!
2467 * We optimize most lites (all non-artifact lites) by using "obvious"
2468 * facts about the results of "small" lite radius, and we attempt to
2469 * list the "nearby" grids before the more "distant" ones in the
2470 * array of torch-lit grids.
2472 * We assume that "radius zero" lite is in fact no lite at all.
2474 * Torch Lantern Artifacts
2484 void update_lite(void)
2486 int i, x, y, min_x, max_x, min_y, max_y;
2487 int p = p_ptr->cur_lite;
2490 /*** Special case ***/
2493 /* Hack -- Player has no lite */
2496 /* Forget the old lite */
2497 /* forget_lite(); Perhaps don't need? */
2499 /* Add it to later visual update */
2500 cave_redraw_later(&cave[py][px], py, px);
2504 /*** Save the old "lite" grids for later ***/
2506 /* Clear them all */
2507 for (i = 0; i < lite_n; i++)
2512 /* Mark the grid as not "lite" */
2513 cave[y][x].info &= ~(CAVE_LITE);
2515 /* Mark the grid as "seen" */
2516 cave[y][x].info |= (CAVE_TEMP);
2518 /* Add it to the "seen" set */
2528 /*** Collect the new "lite" grids ***/
2530 /* Radius 1 -- torch radius */
2534 cave_lite_hack(py, px);
2537 cave_lite_hack(py+1, px);
2538 cave_lite_hack(py-1, px);
2539 cave_lite_hack(py, px+1);
2540 cave_lite_hack(py, px-1);
2542 /* Diagonal grids */
2543 cave_lite_hack(py+1, px+1);
2544 cave_lite_hack(py+1, px-1);
2545 cave_lite_hack(py-1, px+1);
2546 cave_lite_hack(py-1, px-1);
2549 /* Radius 2 -- lantern radius */
2552 /* South of the player */
2553 if (cave_los_bold(py + 1, px))
2555 cave_lite_hack(py+2, px);
2556 cave_lite_hack(py+2, px+1);
2557 cave_lite_hack(py+2, px-1);
2560 /* North of the player */
2561 if (cave_los_bold(py - 1, px))
2563 cave_lite_hack(py-2, px);
2564 cave_lite_hack(py-2, px+1);
2565 cave_lite_hack(py-2, px-1);
2568 /* East of the player */
2569 if (cave_los_bold(py, px + 1))
2571 cave_lite_hack(py, px+2);
2572 cave_lite_hack(py+1, px+2);
2573 cave_lite_hack(py-1, px+2);
2576 /* West of the player */
2577 if (cave_los_bold(py, px - 1))
2579 cave_lite_hack(py, px-2);
2580 cave_lite_hack(py+1, px-2);
2581 cave_lite_hack(py-1, px-2);
2585 /* Radius 3+ -- artifact radius */
2590 /* Paranoia -- see "LITE_MAX" */
2593 /* South-East of the player */
2594 if (cave_los_bold(py + 1, px + 1))
2596 cave_lite_hack(py+2, px+2);
2599 /* South-West of the player */
2600 if (cave_los_bold(py + 1, px - 1))
2602 cave_lite_hack(py+2, px-2);
2605 /* North-East of the player */
2606 if (cave_los_bold(py - 1, px + 1))
2608 cave_lite_hack(py-2, px+2);
2611 /* North-West of the player */
2612 if (cave_los_bold(py - 1, px - 1))
2614 cave_lite_hack(py-2, px-2);
2619 if (min_y < 0) min_y = 0;
2623 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2627 if (min_x < 0) min_x = 0;
2631 if (max_x > cur_wid-1) max_x = cur_wid-1;
2633 /* Scan the maximal box */
2634 for (y = min_y; y <= max_y; y++)
2636 for (x = min_x; x <= max_x; x++)
2638 int dy = (py > y) ? (py - y) : (y - py);
2639 int dx = (px > x) ? (px - x) : (x - px);
2641 /* Skip the "central" grids (above) */
2642 if ((dy <= 2) && (dx <= 2)) continue;
2644 /* Hack -- approximate the distance */
2645 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2647 /* Skip distant grids */
2648 if (d > p) continue;
2650 /* Viewable, nearby, grids get "torch lit" */
2651 if (player_has_los_bold(y, x))
2653 /* This grid is "torch lit" */
2654 cave_lite_hack(y, x);
2661 /*** Complete the algorithm ***/
2663 /* Draw the new grids */
2664 for (i = 0; i < lite_n; i++)
2669 c_ptr = &cave[y][x];
2671 /* Update fresh grids */
2672 if (c_ptr->info & (CAVE_TEMP)) continue;
2674 /* Add it to later visual update */
2675 cave_note_and_redraw_later(c_ptr, y, x);
2678 /* Clear them all */
2679 for (i = 0; i < temp_n; i++)
2684 c_ptr = &cave[y][x];
2686 /* No longer in the array */
2687 c_ptr->info &= ~(CAVE_TEMP);
2689 /* Update stale grids */
2690 if (c_ptr->info & (CAVE_LITE)) continue;
2692 /* Add it to later visual update */
2693 cave_redraw_later(c_ptr, y, x);
2699 /* Mega-Hack -- Visual update later */
2700 p_ptr->update |= (PU_DELAY_VIS);
2704 static bool mon_invis;
2705 static s16b mon_fy, mon_fx;
2708 * Add a square to the changes array
2710 static void mon_lite_hack(int y, int x)
2713 int midpoint, dpf, d;
2715 /* We trust this grid is in bounds */
2716 /* if (!in_bounds2(y, x)) return; */
2718 c_ptr = &cave[y][x];
2720 /* Want a unlit square in view of the player */
2721 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2723 if (!cave_los_grid(c_ptr))
2725 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2726 if (mon_invis) return;
2728 /* Hack -- Prevent monster lite leakage in walls */
2730 /* Horizontal walls between player and a monster */
2731 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2735 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2737 /* Only first wall viewed from mid-x is lit */
2740 if (!cave_los_bold(y, x + 1)) return;
2742 else if (x > midpoint)
2744 if (!cave_los_bold(y, x - 1)) return;
2748 /* Vertical walls between player and a monster */
2749 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2753 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2755 /* Only first wall viewed from mid-y is lit */
2758 if (!cave_los_bold(y + 1, x)) return;
2760 else if (y > midpoint)
2762 if (!cave_los_bold(y - 1, x)) return;
2767 /* We trust temp_n does not exceed TEMP_MAX */
2770 if (!(c_ptr->info & CAVE_MNDK))
2772 /* Save this square */
2781 /* No longer dark */
2782 c_ptr->info &= ~(CAVE_MNDK);
2786 c_ptr->info |= CAVE_MNLT;
2791 * Add a square to the changes array
2793 static void mon_dark_hack(int y, int x)
2796 int midpoint, dpf, d;
2798 /* We trust this grid is in bounds */
2799 /* if (!in_bounds2(y, x)) return; */
2801 c_ptr = &cave[y][x];
2803 /* Want a unlit and undarkened square in view of the player */
2804 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2806 if (!cave_los_grid(c_ptr))
2808 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2809 if (mon_invis) return;
2811 /* Hack -- Prevent monster dark lite leakage in walls */
2813 /* Horizontal walls between player and a monster */
2814 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2818 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2820 /* Only first wall viewed from mid-x is lit */
2823 if (!cave_los_bold(y, x + 1)) return;
2825 else if (x > midpoint)
2827 if (!cave_los_bold(y, x - 1)) return;
2831 /* Vertical walls between player and a monster */
2832 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2836 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2838 /* Only first wall viewed from mid-y is lit */
2841 if (!cave_los_bold(y + 1, x)) return;
2843 else if (y > midpoint)
2845 if (!cave_los_bold(y - 1, x)) return;
2850 /* We trust temp_n does not exceed TEMP_MAX */
2852 /* Save this square */
2858 c_ptr->info |= CAVE_MNDK;
2863 * Update squares illuminated or darkened by monsters.
2865 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2866 * denote squares illuminated by monsters.
2868 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2869 * updating. Only squares in view of the player, whos state
2870 * changes are drawn via lite_spot().
2872 void update_mon_lite(void)
2878 void (*add_mon_lite)(int, int);
2882 /* Non-Ninja player in the darkness */
2883 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2884 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
2886 /* Clear all monster lit squares */
2887 for (i = 0; i < mon_lite_n; i++)
2890 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
2892 /* Set temp or xtra flag */
2893 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
2895 /* Clear monster illumination flag */
2896 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
2899 /* Empty temp list of new squares to lite up */
2902 /* Loop through monsters, adding newly lit squares to changes list */
2903 for (i = 1; i < m_max; i++)
2905 monster_type *m_ptr = &m_list[i];
2906 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2908 /* Skip dead monsters */
2909 if (!m_ptr->r_idx) continue;
2911 /* Is it too far away? */
2912 if (m_ptr->cdis > dis_lim) continue;
2914 /* If a monster stops time, break */
2915 if (world_monster) break;
2917 /* Get lite radius */
2920 /* Note the radii are cumulative */
2921 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
2922 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
2923 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
2924 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
2926 /* Exit if has no light */
2930 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
2931 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
2932 add_mon_lite = mon_lite_hack;
2936 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
2937 add_mon_lite = mon_dark_hack;
2938 rad = -rad; /* Use absolute value */
2941 /* Access the location */
2945 /* Is the monster visible? */
2946 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
2948 /* The square it is on */
2949 add_mon_lite(mon_fy, mon_fx);
2951 /* Adjacent squares */
2952 add_mon_lite(mon_fy + 1, mon_fx);
2953 add_mon_lite(mon_fy - 1, mon_fx);
2954 add_mon_lite(mon_fy, mon_fx + 1);
2955 add_mon_lite(mon_fy, mon_fx - 1);
2956 add_mon_lite(mon_fy + 1, mon_fx + 1);
2957 add_mon_lite(mon_fy + 1, mon_fx - 1);
2958 add_mon_lite(mon_fy - 1, mon_fx + 1);
2959 add_mon_lite(mon_fy - 1, mon_fx - 1);
2964 /* South of the monster */
2965 if (cave_los_bold(mon_fy + 1, mon_fx))
2967 add_mon_lite(mon_fy + 2, mon_fx + 1);
2968 add_mon_lite(mon_fy + 2, mon_fx);
2969 add_mon_lite(mon_fy + 2, mon_fx - 1);
2971 c_ptr = &cave[mon_fy + 2][mon_fx];
2974 if ((rad == 3) && cave_los_grid(c_ptr))
2976 add_mon_lite(mon_fy + 3, mon_fx + 1);
2977 add_mon_lite(mon_fy + 3, mon_fx);
2978 add_mon_lite(mon_fy + 3, mon_fx - 1);
2982 /* North of the monster */
2983 if (cave_los_bold(mon_fy - 1, mon_fx))
2985 add_mon_lite(mon_fy - 2, mon_fx + 1);
2986 add_mon_lite(mon_fy - 2, mon_fx);
2987 add_mon_lite(mon_fy - 2, mon_fx - 1);
2989 c_ptr = &cave[mon_fy - 2][mon_fx];
2992 if ((rad == 3) && cave_los_grid(c_ptr))
2994 add_mon_lite(mon_fy - 3, mon_fx + 1);
2995 add_mon_lite(mon_fy - 3, mon_fx);
2996 add_mon_lite(mon_fy - 3, mon_fx - 1);
3000 /* East of the monster */
3001 if (cave_los_bold(mon_fy, mon_fx + 1))
3003 add_mon_lite(mon_fy + 1, mon_fx + 2);
3004 add_mon_lite(mon_fy, mon_fx + 2);
3005 add_mon_lite(mon_fy - 1, mon_fx + 2);
3007 c_ptr = &cave[mon_fy][mon_fx + 2];
3010 if ((rad == 3) && cave_los_grid(c_ptr))
3012 add_mon_lite(mon_fy + 1, mon_fx + 3);
3013 add_mon_lite(mon_fy, mon_fx + 3);
3014 add_mon_lite(mon_fy - 1, mon_fx + 3);
3018 /* West of the monster */
3019 if (cave_los_bold(mon_fy, mon_fx - 1))
3021 add_mon_lite(mon_fy + 1, mon_fx - 2);
3022 add_mon_lite(mon_fy, mon_fx - 2);
3023 add_mon_lite(mon_fy - 1, mon_fx - 2);
3025 c_ptr = &cave[mon_fy][mon_fx - 2];
3028 if ((rad == 3) && cave_los_grid(c_ptr))
3030 add_mon_lite(mon_fy + 1, mon_fx - 3);
3031 add_mon_lite(mon_fy, mon_fx - 3);
3032 add_mon_lite(mon_fy - 1, mon_fx - 3);
3040 /* South-East of the monster */
3041 if (cave_los_bold(mon_fy + 1, mon_fx + 1))
3043 add_mon_lite(mon_fy + 2, mon_fx + 2);
3046 /* South-West of the monster */
3047 if (cave_los_bold(mon_fy + 1, mon_fx - 1))
3049 add_mon_lite(mon_fy + 2, mon_fx - 2);
3052 /* North-East of the monster */
3053 if (cave_los_bold(mon_fy - 1, mon_fx + 1))
3055 add_mon_lite(mon_fy - 2, mon_fx + 2);
3058 /* North-West of the monster */
3059 if (cave_los_bold(mon_fy - 1, mon_fx - 1))
3061 add_mon_lite(mon_fy - 2, mon_fx - 2);
3066 /* Save end of list of new squares */
3070 * Look at old set flags to see if there are any changes.
3072 for (i = 0; i < mon_lite_n; i++)
3077 /* We trust this grid is in bounds */
3080 c_ptr = &cave[fy][fx];
3082 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3084 /* It it no longer lit? */
3085 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3087 /* It is now unlit */
3088 /* Add it to later visual update */
3089 cave_note_and_redraw_later(c_ptr, fy, fx);
3092 else /* Pervious darkened */
3094 /* It it no longer darken? */
3095 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3097 /* It is now undarken */
3098 /* Add it to later visual update */
3099 cave_note_and_redraw_later(c_ptr, fy, fx);
3103 /* Add to end of temp array */
3104 temp_x[temp_n] = (byte)fx;
3105 temp_y[temp_n] = (byte)fy;
3109 /* Clear the lite array */
3112 /* Copy the temp array into the lit array lighting the new squares. */
3113 for (i = 0; i < end_temp; i++)
3118 /* We trust this grid is in bounds */
3121 c_ptr = &cave[fy][fx];
3123 if (c_ptr->info & CAVE_MNLT) /* Lit */
3125 /* The is the square newly lit and visible? */
3126 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3129 /* Add it to later visual update */
3130 cave_note_and_redraw_later(c_ptr, fy, fx);
3135 /* The is the square newly darkened and visible? */
3136 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3138 /* It is now darkened */
3139 /* Add it to later visual update */
3140 cave_note_and_redraw_later(c_ptr, fy, fx);
3144 /* Save in the monster lit or darkened array */
3145 mon_lite_x[mon_lite_n] = fx;
3146 mon_lite_y[mon_lite_n] = fy;
3150 /* Clear the temp flag for the old lit or darken grids */
3151 for (i = end_temp; i < temp_n; i++)
3153 /* We trust this grid is in bounds */
3155 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3158 /* Finished with temp_n */
3161 /* Mega-Hack -- Visual update later */
3162 p_ptr->update |= (PU_DELAY_VIS);
3164 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3166 if (p_ptr->special_defense & NINJA_S_STEALTH)
3168 if (p_ptr->old_monlite != p_ptr->monlite)
3173 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3175 msg_print("Your mantle of shadow become thin.");
3181 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3183 msg_print("Your mantle of shadow restored its original darkness.");
3188 p_ptr->old_monlite = p_ptr->monlite;
3191 void clear_mon_lite(void)
3196 /* Clear all monster lit squares */
3197 for (i = 0; i < mon_lite_n; i++)
3200 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3202 /* Clear monster illumination flag */
3203 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3206 /* Empty the array */
3213 * Clear the viewable space
3215 void forget_view(void)
3221 /* None to forget */
3222 if (!view_n) return;
3224 /* Clear them all */
3225 for (i = 0; i < view_n; i++)
3230 /* Access the grid */
3231 c_ptr = &cave[y][x];
3233 /* Forget that the grid is viewable */
3234 c_ptr->info &= ~(CAVE_VIEW);
3236 if (!panel_contains(y, x)) continue;
3238 /* Update the screen */
3239 /* lite_spot(y, x); Perhaps don't need? */
3249 * This macro allows us to efficiently add a grid to the "view" array,
3250 * note that we are never called for illegal grids, or for grids which
3251 * have already been placed into the "view" array, and we are never
3252 * called when the "view" array is full.
3254 #define cave_view_hack(C,Y,X) \
3256 if (!((C)->info & (CAVE_VIEW))){\
3257 (C)->info |= (CAVE_VIEW); \
3258 view_y[view_n] = (Y); \
3259 view_x[view_n] = (X); \
3266 * Helper function for "update_view()" below
3268 * We are checking the "viewability" of grid (y,x) by the player.
3270 * This function assumes that (y,x) is legal (i.e. on the map).
3272 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3273 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3275 * Note that we are using the "CAVE_XTRA" field for marking grids as
3276 * "easily viewable". This bit is cleared at the end of "update_view()".
3278 * This function adds (y,x) to the "viewable set" if necessary.
3280 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3282 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3284 bool f1, f2, v1, v2, z1, z2, wall;
3288 cave_type *g1_c_ptr;
3289 cave_type *g2_c_ptr;
3291 /* Access the grids */
3292 g1_c_ptr = &cave[y1][x1];
3293 g2_c_ptr = &cave[y2][x2];
3296 /* Check for walls */
3297 f1 = (cave_los_grid(g1_c_ptr));
3298 f2 = (cave_los_grid(g2_c_ptr));
3300 /* Totally blocked by physical walls */
3301 if (!f1 && !f2) return (TRUE);
3304 /* Check for visibility */
3305 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3306 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3308 /* Totally blocked by "unviewable neighbors" */
3309 if (!v1 && !v2) return (TRUE);
3312 /* Access the grid */
3313 c_ptr = &cave[y][x];
3316 /* Check for walls */
3317 wall = (!cave_los_grid(c_ptr));
3320 /* Check the "ease" of visibility */
3321 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3322 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3324 /* Hack -- "easy" plus "easy" yields "easy" */
3327 c_ptr->info |= (CAVE_XTRA);
3329 cave_view_hack(c_ptr, y, x);
3334 /* Hack -- primary "easy" yields "viewed" */
3337 cave_view_hack(c_ptr, y, x);
3342 /* Hack -- "view" plus "view" yields "view" */
3345 /* c_ptr->info |= (CAVE_XTRA); */
3347 cave_view_hack(c_ptr, y, x);
3353 /* Mega-Hack -- the "los()" function works poorly on walls */
3356 cave_view_hack(c_ptr, y, x);
3362 /* Hack -- check line of sight */
3363 if (los(py, px, y, x))
3365 cave_view_hack(c_ptr, y, x);
3371 /* Assume no line of sight. */
3378 * Calculate the viewable space
3380 * 1: Process the player
3381 * 1a: The player is always (easily) viewable
3382 * 2: Process the diagonals
3383 * 2a: The diagonals are (easily) viewable up to the first wall
3384 * 2b: But never go more than 2/3 of the "full" distance
3385 * 3: Process the main axes
3386 * 3a: The main axes are (easily) viewable up to the first wall
3387 * 3b: But never go more than the "full" distance
3388 * 4: Process sequential "strips" in each of the eight octants
3389 * 4a: Each strip runs along the previous strip
3390 * 4b: The main axes are "previous" to the first strip
3391 * 4c: Process both "sides" of each "direction" of each strip
3392 * 4c1: Each side aborts as soon as possible
3393 * 4c2: Each side tells the next strip how far it has to check
3395 * Note that the octant processing involves some pretty interesting
3396 * observations involving when a grid might possibly be viewable from
3397 * a given grid, and on the order in which the strips are processed.
3399 * Note the use of the mathematical facts shown below, which derive
3400 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3401 * hypotenuse of a right triangle is primarily determined by the length
3402 * of the longest side, when one side is small, and is strictly less
3403 * than one-and-a-half times as long as the longest side when both of
3404 * the sides are large.
3406 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3407 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3409 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3411 * These observations are important because the calculation of the actual
3412 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3413 * while for small values (up to about 20 or so), the approximations above
3414 * are correct to within an error of at most one grid or so.
3416 * Observe the use of "full" and "over" in the code below, and the use of
3417 * the specialized calculation involving "limit", all of which derive from
3418 * the observations given above. Basically, we note that the "circle" of
3419 * view is completely contained in an "octagon" whose bounds are easy to
3420 * determine, and that only a few steps are needed to derive the actual
3421 * bounds of the circle given the bounds of the octagon.
3423 * Note that by skipping all the grids in the corners of the octagon, we
3424 * place an upper limit on the number of grids in the field of view, given
3425 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3426 * view, only about 1475 of these are in the "octagon" of view, and even
3427 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3428 * entries to completely contain the actual field of view.
3430 * Note also the care taken to prevent "running off the map". The use of
3431 * explicit checks on the "validity" of the "diagonal", and the fact that
3432 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3433 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3434 * of multiple checks on the validity of grids.
3436 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3437 * "ws","wn" variables. They work like this: While travelling down the
3438 * south-bound strip just to the east of the main south axis, as soon as
3439 * we get to a grid which does not "transmit" viewing, if all of the strips
3440 * preceding us (in this case, just the main axis) had terminated at or before
3441 * the same point, then we can stop, and reset the "max distance" to ourself.
3442 * So, each strip (named by major axis plus offset, thus "se" in this case)
3443 * maintains a "blockage" variable, initialized during the main axis step,
3444 * and checks it whenever a blockage is observed. After processing each
3445 * strip as far as the previous strip told us to process, the next strip is
3446 * told not to go farther than the current strip's farthest viewable grid,
3447 * unless open space is still available. This uses the "k" variable.
3449 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3450 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3451 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3452 * chunk of code which adds the given location to the "view" array if it
3453 * is not already there, using both the actual location and a pointer to
3454 * the cave grid. See above.
3456 * By the way, the purpose of this code is to reduce the dependancy on the
3457 * "los()" function which is slow, and, in some cases, not very accurate.
3459 * It is very possible that I am the only person who fully understands this
3460 * function, and for that I am truly sorry, but efficiency was very important
3461 * and the "simple" version of this function was just not fast enough. I am
3462 * more than willing to replace this function with a simpler one, if it is
3463 * equally efficient, and especially willing if the new function happens to
3464 * derive "reverse-line-of-sight" at the same time, since currently monsters
3465 * just use an optimized hack of "you see me, so I see you", and then use the
3466 * actual "projectable()" function to check spell attacks.
3468 void update_view(void)
3470 int n, m, d, k, y, x, z;
3472 int se, sw, ne, nw, es, en, ws, wn;
3476 int y_max = cur_hgt - 1;
3477 int x_max = cur_wid - 1;
3481 /*** Initialize ***/
3484 if (view_reduce_view && !dun_level)
3486 /* Full radius (10) */
3487 full = MAX_SIGHT / 2;
3489 /* Octagon factor (15) */
3490 over = MAX_SIGHT * 3 / 4;
3496 /* Full radius (20) */
3499 /* Octagon factor (30) */
3500 over = MAX_SIGHT * 3 / 2;
3504 /*** Step 0 -- Begin ***/
3506 /* Save the old "view" grids for later */
3507 for (n = 0; n < view_n; n++)
3512 /* Access the grid */
3513 c_ptr = &cave[y][x];
3515 /* Mark the grid as not in "view" */
3516 c_ptr->info &= ~(CAVE_VIEW);
3518 /* Mark the grid as "seen" */
3519 c_ptr->info |= (CAVE_TEMP);
3521 /* Add it to the "seen" set */
3527 /* Start over with the "view" array */
3530 /*** Step 1 -- adjacent grids ***/
3532 /* Now start on the player */
3536 /* Access the grid */
3537 c_ptr = &cave[y][x];
3539 /* Assume the player grid is easily viewable */
3540 c_ptr->info |= (CAVE_XTRA);
3542 /* Assume the player grid is viewable */
3543 cave_view_hack(c_ptr, y, x);
3546 /*** Step 2 -- Major Diagonals ***/
3551 /* Scan south-east */
3552 for (d = 1; d <= z; d++)
3554 c_ptr = &cave[y+d][x+d];
3555 c_ptr->info |= (CAVE_XTRA);
3556 cave_view_hack(c_ptr, y+d, x+d);
3557 if (!cave_los_grid(c_ptr)) break;
3560 /* Scan south-west */
3561 for (d = 1; d <= z; d++)
3563 c_ptr = &cave[y+d][x-d];
3564 c_ptr->info |= (CAVE_XTRA);
3565 cave_view_hack(c_ptr, y+d, x-d);
3566 if (!cave_los_grid(c_ptr)) break;
3569 /* Scan north-east */
3570 for (d = 1; d <= z; d++)
3572 c_ptr = &cave[y-d][x+d];
3573 c_ptr->info |= (CAVE_XTRA);
3574 cave_view_hack(c_ptr, y-d, x+d);
3575 if (!cave_los_grid(c_ptr)) break;
3578 /* Scan north-west */
3579 for (d = 1; d <= z; d++)
3581 c_ptr = &cave[y-d][x-d];
3582 c_ptr->info |= (CAVE_XTRA);
3583 cave_view_hack(c_ptr, y-d, x-d);
3584 if (!cave_los_grid(c_ptr)) break;
3588 /*** Step 3 -- major axes ***/
3591 for (d = 1; d <= full; d++)
3593 c_ptr = &cave[y+d][x];
3594 c_ptr->info |= (CAVE_XTRA);
3595 cave_view_hack(c_ptr, y+d, x);
3596 if (!cave_los_grid(c_ptr)) break;
3599 /* Initialize the "south strips" */
3603 for (d = 1; d <= full; d++)
3605 c_ptr = &cave[y-d][x];
3606 c_ptr->info |= (CAVE_XTRA);
3607 cave_view_hack(c_ptr, y-d, x);
3608 if (!cave_los_grid(c_ptr)) break;
3611 /* Initialize the "north strips" */
3615 for (d = 1; d <= full; d++)
3617 c_ptr = &cave[y][x+d];
3618 c_ptr->info |= (CAVE_XTRA);
3619 cave_view_hack(c_ptr, y, x+d);
3620 if (!cave_los_grid(c_ptr)) break;
3623 /* Initialize the "east strips" */
3627 for (d = 1; d <= full; d++)
3629 c_ptr = &cave[y][x-d];
3630 c_ptr->info |= (CAVE_XTRA);
3631 cave_view_hack(c_ptr, y, x-d);
3632 if (!cave_los_grid(c_ptr)) break;
3635 /* Initialize the "west strips" */
3639 /*** Step 4 -- Divide each "octant" into "strips" ***/
3641 /* Now check each "diagonal" (in parallel) */
3642 for (n = 1; n <= over / 2; n++)
3644 int ypn, ymn, xpn, xmn;
3647 /* Acquire the "bounds" of the maximal circle */
3649 if (z > full - n) z = full - n;
3650 while ((z + n + (n>>1)) > full) z--;
3653 /* Access the four diagonal grids */
3663 /* Maximum distance */
3664 m = MIN(z, y_max - ypn);
3667 if ((xpn <= x_max) && (n < se))
3670 for (k = n, d = 1; d <= m; d++)
3672 /* Check grid "d" in strip "n", notice "blockage" */
3673 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3675 if (n + d >= se) break;
3678 /* Track most distant "non-blockage" */
3685 /* Limit the next strip */
3690 if ((xmn >= 0) && (n < sw))
3693 for (k = n, d = 1; d <= m; d++)
3695 /* Check grid "d" in strip "n", notice "blockage" */
3696 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3698 if (n + d >= sw) break;
3701 /* Track most distant "non-blockage" */
3708 /* Limit the next strip */
3717 /* Maximum distance */
3721 if ((xpn <= x_max) && (n < ne))
3724 for (k = n, d = 1; d <= m; d++)
3726 /* Check grid "d" in strip "n", notice "blockage" */
3727 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3729 if (n + d >= ne) break;
3732 /* Track most distant "non-blockage" */
3739 /* Limit the next strip */
3744 if ((xmn >= 0) && (n < nw))
3747 for (k = n, d = 1; d <= m; d++)
3749 /* Check grid "d" in strip "n", notice "blockage" */
3750 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3752 if (n + d >= nw) break;
3755 /* Track most distant "non-blockage" */
3762 /* Limit the next strip */
3771 /* Maximum distance */
3772 m = MIN(z, x_max - xpn);
3775 if ((ypn <= x_max) && (n < es))
3778 for (k = n, d = 1; d <= m; d++)
3780 /* Check grid "d" in strip "n", notice "blockage" */
3781 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3783 if (n + d >= es) break;
3786 /* Track most distant "non-blockage" */
3793 /* Limit the next strip */
3798 if ((ymn >= 0) && (n < en))
3801 for (k = n, d = 1; d <= m; d++)
3803 /* Check grid "d" in strip "n", notice "blockage" */
3804 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3806 if (n + d >= en) break;
3809 /* Track most distant "non-blockage" */
3816 /* Limit the next strip */
3825 /* Maximum distance */
3829 if ((ypn <= y_max) && (n < ws))
3832 for (k = n, d = 1; d <= m; d++)
3834 /* Check grid "d" in strip "n", notice "blockage" */
3835 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3837 if (n + d >= ws) break;
3840 /* Track most distant "non-blockage" */
3847 /* Limit the next strip */
3852 if ((ymn >= 0) && (n < wn))
3855 for (k = n, d = 1; d <= m; d++)
3857 /* Check grid "d" in strip "n", notice "blockage" */
3858 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3860 if (n + d >= wn) break;
3863 /* Track most distant "non-blockage" */
3870 /* Limit the next strip */
3877 /*** Step 5 -- Complete the algorithm ***/
3879 /* Update all the new grids */
3880 for (n = 0; n < view_n; n++)
3885 /* Access the grid */
3886 c_ptr = &cave[y][x];
3888 /* Clear the "CAVE_XTRA" flag */
3889 c_ptr->info &= ~(CAVE_XTRA);
3891 /* Update only newly viewed grids */
3892 if (c_ptr->info & (CAVE_TEMP)) continue;
3894 /* Add it to later visual update */
3895 cave_note_and_redraw_later(c_ptr, y, x);
3898 /* Wipe the old grids, update as needed */
3899 for (n = 0; n < temp_n; n++)
3904 /* Access the grid */
3905 c_ptr = &cave[y][x];
3907 /* No longer in the array */
3908 c_ptr->info &= ~(CAVE_TEMP);
3910 /* Update only non-viewable grids */
3911 if (c_ptr->info & (CAVE_VIEW)) continue;
3913 /* Add it to later visual update */
3914 cave_redraw_later(c_ptr, y, x);
3920 /* Mega-Hack -- Visual update later */
3921 p_ptr->update |= (PU_DELAY_VIS);
3926 * Mega-Hack -- Delayed visual update
3927 * Only used if update_view(), update_lite() or update_mon_lite() was called
3929 void delayed_visual_update(void)
3934 /* Update needed grids */
3935 for (i = 0; i < redraw_n; i++)
3940 /* Access the grid */
3941 c_ptr = &cave[y][x];
3943 /* Update only needed grids (prevent multiple updating) */
3944 if (!(c_ptr->info & CAVE_REDRAW)) continue;
3946 /* If required, note */
3947 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
3952 /* Hack -- Visual update of monster on this grid */
3953 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
3955 /* No longer in the array */
3956 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3965 * Hack -- forget the "flow" information
3967 void forget_flow(void)
3971 /* Check the entire dungeon */
3972 for (y = 0; y < cur_hgt; y++)
3974 for (x = 0; x < cur_wid; x++)
3976 /* Forget the old data */
3977 cave[y][x].dist = 0;
3978 cave[y][x].cost = 0;
3979 cave[y][x].when = 0;
3986 * Hack - speed up the update_flow algorithm by only doing
3987 * it everytime the player moves out of LOS of the last
3990 static u16b flow_x = 0;
3991 static u16b flow_y = 0;
3996 * Hack -- fill in the "cost" field of every grid that the player
3997 * can "reach" with the number of steps needed to reach that grid.
3998 * This also yields the "distance" of the player from every grid.
4000 * In addition, mark the "when" of the grids that can reach
4001 * the player with the incremented value of "flow_n".
4003 * Hack -- use the "seen" array as a "circular queue".
4005 * We do not need a priority queue because the cost from grid
4006 * to grid is always "one" and we process them in order.
4008 void update_flow(void)
4014 /* Paranoia -- make sure the array is empty */
4017 /* The last way-point is on the map */
4018 if (running && in_bounds(flow_y, flow_x))
4020 /* The way point is in sight - do not update. (Speedup) */
4021 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4024 /* Erase all of the current flow information */
4025 for (y = 0; y < cur_hgt; y++)
4027 for (x = 0; x < cur_wid; x++)
4029 cave[y][x].cost = 0;
4030 cave[y][x].dist = 0;
4034 /* Save player position */
4038 /* Add the player's grid to the queue */
4042 /* Now process the queue */
4043 while (flow_head != flow_tail)
4047 /* Extract the next entry */
4048 ty = temp_y[flow_tail];
4049 tx = temp_x[flow_tail];
4051 /* Forget that entry */
4052 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4054 /* Add the "children" */
4055 for (d = 0; d < 8; d++)
4057 int old_head = flow_head;
4058 int m = cave[ty][tx].cost + 1;
4059 int n = cave[ty][tx].dist + 1;
4062 /* Child location */
4063 y = ty + ddy_ddd[d];
4064 x = tx + ddx_ddd[d];
4066 /* Ignore player's grid */
4067 if (player_bold(y, x)) continue;
4069 c_ptr = &cave[y][x];
4071 if (is_closed_door(c_ptr->feat)) m += 3;
4073 /* Ignore "pre-stamped" entries */
4074 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4076 /* Ignore "walls" and "rubble" */
4077 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4079 /* Save the flow cost */
4080 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4081 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4083 /* Hack -- limit flow depth */
4084 if (n == MONSTER_FLOW_DEPTH) continue;
4086 /* Enqueue that entry */
4087 temp_y[flow_head] = y;
4088 temp_x[flow_head] = x;
4090 /* Advance the queue */
4091 if (++flow_head == TEMP_MAX) flow_head = 0;
4093 /* Hack -- notice overflow by forgetting new entry */
4094 if (flow_head == flow_tail) flow_head = old_head;
4100 static int scent_when = 0;
4103 * Characters leave scent trails for perceptive monsters to track.
4105 * Smell is rather more limited than sound. Many creatures cannot use
4106 * it at all, it doesn't extend very far outwards from the character's
4107 * current position, and monsters can use it to home in the character,
4108 * but not to run away from him.
4110 * Smell is valued according to age. When a character takes his turn,
4111 * scent is aged by one, and new scent of the current age is laid down.
4112 * Speedy characters leave more scent, true, but it also ages faster,
4113 * which makes it harder to hunt them down.
4115 * Whenever the age count loops, most of the scent trail is erased and
4116 * the age of the remainder is recalculated.
4118 void update_smell(void)
4123 /* Create a table that controls the spread of scent */
4124 const int scent_adjust[5][5] =
4133 /* Loop the age and adjust scent values when necessary */
4134 if (++scent_when == 254)
4136 /* Scan the entire dungeon */
4137 for (y = 0; y < cur_hgt; y++)
4139 for (x = 0; x < cur_wid; x++)
4141 int w = cave[y][x].when;
4142 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4151 /* Lay down new scent */
4152 for (i = 0; i < 5; i++)
4154 for (j = 0; j < 5; j++)
4158 /* Translate table to map grids */
4163 if (!in_bounds(y, x)) continue;
4165 c_ptr = &cave[y][x];
4167 /* Walls, water, and lava cannot hold scent. */
4168 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4170 /* Grid must not be blocked by walls from the character */
4171 if (!player_has_los_bold(y, x)) continue;
4173 /* Note grids that are too far away */
4174 if (scent_adjust[i][j] == -1) continue;
4176 /* Mark the grid with new scent */
4177 c_ptr->when = scent_when + scent_adjust[i][j];
4184 * Hack -- map the current panel (plus some) ala "magic mapping"
4186 void map_area(int range)
4191 feature_type *f_ptr;
4193 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4195 /* Scan that area */
4196 for (y = 1; y < cur_hgt - 1; y++)
4198 for (x = 1; x < cur_wid - 1; x++)
4200 if (distance(py, px, y, x) > range) continue;
4202 c_ptr = &cave[y][x];
4204 /* Feature code (applying "mimic" field) */
4205 feat = get_feat_mimic(c_ptr);
4206 f_ptr = &f_info[feat];
4208 /* All non-walls are "checked" */
4209 if (!have_flag(f_ptr->flags, FF_WALL))
4211 /* Memorize normal features */
4212 if (have_flag(f_ptr->flags, FF_REMEMBER))
4214 /* Memorize the object */
4215 c_ptr->info |= (CAVE_MARK);
4218 /* Memorize known walls */
4219 for (i = 0; i < 8; i++)
4221 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4223 /* Feature code (applying "mimic" field) */
4224 feat = get_feat_mimic(c_ptr);
4225 f_ptr = &f_info[feat];
4227 /* Memorize walls (etc) */
4228 if (have_flag(f_ptr->flags, FF_REMEMBER))
4230 /* Memorize the walls */
4231 c_ptr->info |= (CAVE_MARK);
4239 p_ptr->redraw |= (PR_MAP);
4242 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4248 * Light up the dungeon using "clairvoyance"
4250 * This function "illuminates" every grid in the dungeon, memorizes all
4251 * "objects", memorizes all grids as with magic mapping, and, under the
4252 * standard option settings (view_perma_grids but not view_torch_grids)
4253 * memorizes all floor grids too.
4255 * Note that if "view_perma_grids" is not set, we do not memorize floor
4256 * grids, since this would defeat the purpose of "view_perma_grids", not
4257 * that anyone seems to play without this option.
4259 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4260 * since this would prevent the use of "view_torch_grids" as a method to
4261 * keep track of what grids have been observed directly.
4263 void wiz_lite(bool ninja)
4267 feature_type *f_ptr;
4269 /* Memorize objects */
4270 for (i = 1; i < o_max; i++)
4272 object_type *o_ptr = &o_list[i];
4274 /* Skip dead objects */
4275 if (!o_ptr->k_idx) continue;
4277 /* Skip held objects */
4278 if (o_ptr->held_m_idx) continue;
4281 o_ptr->marked |= OM_FOUND;
4284 /* Scan all normal grids */
4285 for (y = 1; y < cur_hgt - 1; y++)
4287 /* Scan all normal grids */
4288 for (x = 1; x < cur_wid - 1; x++)
4290 cave_type *c_ptr = &cave[y][x];
4292 /* Feature code (applying "mimic" field) */
4293 feat = get_feat_mimic(c_ptr);
4294 f_ptr = &f_info[feat];
4296 /* Process all non-walls */
4297 if (!have_flag(f_ptr->flags, FF_WALL))
4299 /* Scan all neighbors */
4300 for (i = 0; i < 9; i++)
4302 int yy = y + ddy_ddd[i];
4303 int xx = x + ddx_ddd[i];
4306 c_ptr = &cave[yy][xx];
4308 /* Feature code (applying "mimic" field) */
4309 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4311 /* Perma-lite the grid */
4312 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4314 c_ptr->info |= (CAVE_GLOW);
4317 /* Memorize normal features */
4318 if (have_flag(f_ptr->flags, FF_REMEMBER))
4320 /* Memorize the grid */
4321 c_ptr->info |= (CAVE_MARK);
4324 /* Perma-lit grids (newly and previously) */
4325 else if (c_ptr->info & CAVE_GLOW)
4327 /* Normally, memorize floors (see above) */
4328 if (view_perma_grids && !view_torch_grids)
4330 /* Memorize the grid */
4331 c_ptr->info |= (CAVE_MARK);
4339 /* Update the monsters */
4340 p_ptr->update |= (PU_MONSTERS);
4343 p_ptr->redraw |= (PR_MAP);
4346 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4351 * Forget the dungeon map (ala "Thinking of Maud...").
4358 /* Forget every grid */
4359 for (y = 1; y < cur_hgt - 1; y++)
4361 for (x = 1; x < cur_wid - 1; x++)
4363 cave_type *c_ptr = &cave[y][x];
4365 /* Process the grid */
4366 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
4367 c_ptr->info |= (CAVE_UNSAFE);
4371 /* Forget every grid on horizontal edge */
4372 for (x = 0; x < cur_wid; x++)
4374 cave[0][x].info &= ~(CAVE_MARK);
4375 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4378 /* Forget every grid on vertical edge */
4379 for (y = 1; y < (cur_hgt - 1); y++)
4381 cave[y][0].info &= ~(CAVE_MARK);
4382 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4385 /* Forget all objects */
4386 for (i = 1; i < o_max; i++)
4388 object_type *o_ptr = &o_list[i];
4390 /* Skip dead objects */
4391 if (!o_ptr->k_idx) continue;
4393 /* Skip held objects */
4394 if (o_ptr->held_m_idx) continue;
4396 /* Forget the object */
4400 /* Mega-Hack -- Forget the view and lite */
4401 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4403 /* Update the view and lite */
4404 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4406 /* Update the monsters */
4407 p_ptr->update |= (PU_MONSTERS);
4410 p_ptr->redraw |= (PR_MAP);
4413 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4421 * Change the "feat" flag for a grid, and notice/redraw the grid
4423 void cave_set_feat(int y, int x, int feat)
4425 cave_type *c_ptr = &cave[y][x];
4426 feature_type *f_ptr = &f_info[feat];
4428 /* Clear mimic type */
4431 /* Remove flag for mirror/glyph */
4432 c_ptr->info &= ~(CAVE_OBJECT);
4434 /* Change the feature */
4437 /* Check for change to boring grid */
4438 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4440 /* Check for change to out of sight grid */
4441 else if (!player_can_see_bold(y, x)) c_ptr->info &= ~(CAVE_MARK);
4443 /* Hack -- glow the deep lava */
4444 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4448 for (i = 0; i < 9; i++)
4450 yy = y + ddy_ddd[i];
4451 xx = x + ddx_ddd[i];
4452 if (!in_bounds2(yy, xx)) continue;
4453 cave[yy][xx].info |= CAVE_GLOW;
4454 if (player_has_los_bold(yy, xx))
4474 * Take a feature, determine what that feature becomes
4475 * through applying the given action.
4477 int feat_state(int feat, int action)
4479 feature_type *f_ptr = &f_info[feat];
4482 /* Get the new feature */
4483 for (i = 0; i < MAX_FEAT_STATES; i++)
4485 if (f_ptr->state[i].action == action)
4487 newfeat = f_ptr->state[i].result;
4488 return (newfeat == FEAT_FLOOR) ? floor_type[randint0(100)] : newfeat;
4492 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4494 if (feature_action_flags[action] & FAF_DESTROY)
4496 newfeat = f_ptr->destroyed;
4497 return (newfeat == FEAT_FLOOR) ? floor_type[randint0(100)] : newfeat;
4503 * Takes a location and action and changes the feature at that
4504 * location through applying the given action.
4506 void cave_alter_feat(int y, int x, int action)
4508 /* Set old feature */
4509 int oldfeat = cave[y][x].feat;
4511 /* Get the new feat */
4512 int newfeat = feat_state(oldfeat, action);
4515 if (newfeat == oldfeat) return;
4517 /* Set the new feature */
4518 cave_set_feat(y, x, newfeat);
4520 if (!(feature_action_flags[action] & FAF_NO_DROP))
4522 feature_type *old_f_ptr = &f_info[oldfeat];
4523 feature_type *f_ptr = &f_info[newfeat];
4527 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4529 /* Place some gold */
4535 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4538 place_object(y, x, 0L);
4542 if (found && character_dungeon && player_can_see_bold(y, x))
4545 msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
4547 msg_print("You have found something!");
4554 /* Remove a mirror */
4555 void remove_mirror(int y, int x)
4557 /* Remove the mirror */
4558 cave[y][x].info &= ~(CAVE_OBJECT);
4559 cave[y][x].mimic = 0;
4561 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4563 cave[y][x].info &= ~(CAVE_GLOW);
4564 if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
4575 * Return TRUE if there is a mirror on the grid.
4577 bool is_mirror_grid(cave_type *c_ptr)
4579 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4587 * Return TRUE if there is a mirror on the grid.
4589 bool is_glyph_grid(cave_type *c_ptr)
4591 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4599 * Return TRUE if there is a mirror on the grid.
4601 bool is_explosive_rune_grid(cave_type *c_ptr)
4603 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4611 * Calculate "incremental motion". Used by project() and shoot().
4612 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4614 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4616 int dy, dx, dist, shift;
4618 /* Extract the distance travelled */
4619 dy = (*y < y1) ? y1 - *y : *y - y1;
4620 dx = (*x < x1) ? x1 - *x : *x - x1;
4622 /* Number of steps */
4623 dist = (dy > dx) ? dy : dx;
4625 /* We are calculating the next location */
4629 /* Calculate the total distance along each axis */
4630 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4631 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4633 /* Paranoia -- Hack -- no motion */
4634 if (!dy && !dx) return;
4637 /* Move mostly vertically */
4640 /* Extract a shift factor */
4641 shift = (dist * dx + (dy - 1) / 2) / dy;
4643 /* Sometimes move along the minor axis */
4644 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4646 /* Always move along major axis */
4647 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4650 /* Move mostly horizontally */
4653 /* Extract a shift factor */
4654 shift = (dist * dy + (dx - 1) / 2) / dx;
4656 /* Sometimes move along the minor axis */
4657 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4659 /* Always move along major axis */
4660 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4667 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4668 * at the final destination, assuming no monster gets in the way.
4670 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4672 bool projectable(int y1, int x1, int y2, int x2)
4679 /* Check the projection path */
4680 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4682 /* No grid is ever projectable from itself */
4683 if (!grid_n) return (FALSE);
4686 y = GRID_Y(grid_g[grid_n - 1]);
4687 x = GRID_X(grid_g[grid_n - 1]);
4689 /* May not end in an unrequested grid */
4690 if ((y != y2) || (x != x2)) return (FALSE);
4698 * Standard "find me a location" function
4700 * Obtains a legal location within the given distance of the initial
4701 * location, and with "los()" from the source to destination location.
4703 * This function is often called from inside a loop which searches for
4704 * locations while increasing the "d" distance.
4706 * Currently the "m" parameter is unused.
4708 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4715 /* Pick a location */
4718 /* Pick a new location */
4719 ny = rand_spread(y, d);
4720 nx = rand_spread(x, d);
4722 /* Ignore annoying locations */
4723 if (!in_bounds(ny, nx)) continue;
4725 /* Ignore "excessively distant" locations */
4726 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4728 /* Require "line of sight" */
4729 if (los(y, x, ny, nx)) break;
4732 /* Save the location */
4741 * Track a new monster
4743 void health_track(int m_idx)
4745 /* Mount monster is already tracked */
4746 if (m_idx && m_idx == p_ptr->riding) return;
4748 /* Track a new guy */
4749 p_ptr->health_who = m_idx;
4751 /* Redraw (later) */
4752 p_ptr->redraw |= (PR_HEALTH);
4758 * Hack -- track the given monster race
4760 void monster_race_track(int r_idx)
4762 /* Save this monster ID */
4763 p_ptr->monster_race_idx = r_idx;
4766 p_ptr->window |= (PW_MONSTER);
4772 * Hack -- track the given object kind
4774 void object_kind_track(int k_idx)
4776 /* Save this monster ID */
4777 p_ptr->object_kind_idx = k_idx;
4780 p_ptr->window |= (PW_OBJECT);
4786 * Something has happened to disturb the player.
4788 * The first arg indicates a major disturbance, which affects search.
4790 * The second arg is currently unused, but could induce output flush.
4792 * All disturbance cancels repeated commands, resting, and running.
4794 void disturb(int stop_search, int unused_flag)
4797 unused_flag = unused_flag;
4799 /* Cancel auto-commands */
4800 /* command_new = 0; */
4802 /* Cancel repeated commands */
4808 /* Redraw the state (later) */
4809 p_ptr->redraw |= (PR_STATE);
4812 /* Cancel Resting */
4813 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4816 set_action(ACTION_NONE);
4819 /* Cancel running */
4825 /* Check for new panel if appropriate */
4826 if (center_player && !center_running) verify_panel();
4828 /* Calculate torch radius */
4829 p_ptr->update |= (PU_TORCH);
4831 /* Update monster flow */
4832 p_ptr->update |= (PU_FLOW);
4835 /* Flush the input if requested */
4836 if (flush_disturb) flush();
4841 * Glow deep lava and building entrances in the floor
4843 void glow_deep_lava_and_bldg(void)
4845 int y, x, i, yy, xx;
4848 /* Not in the darkness dungeon */
4849 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
4851 for (y = 0; y < cur_hgt; y++)
4853 for (x = 0; x < cur_wid; x++)
4855 c_ptr = &cave[y][x];
4857 /* Feature code (applying "mimic" field) */
4859 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
4861 for (i = 0; i < 9; i++)
4863 yy = y + ddy_ddd[i];
4864 xx = x + ddx_ddd[i];
4865 if (!in_bounds2(yy, xx)) continue;
4866 cave[yy][xx].info |= CAVE_GLOW;
4867 if (player_has_los_bold(yy, xx)) note_spot(yy, xx);