*/
bool is_trap(int feat)
{
- switch (feat)
- {
- case FEAT_TRAP_TRAPDOOR:
- case FEAT_TRAP_PIT:
- case FEAT_TRAP_SPIKED_PIT:
- case FEAT_TRAP_POISON_PIT:
- case FEAT_TRAP_TY_CURSE:
- case FEAT_TRAP_TELEPORT:
- case FEAT_TRAP_FIRE:
- case FEAT_TRAP_ACID:
- case FEAT_TRAP_SLOW:
- case FEAT_TRAP_LOSE_STR:
- case FEAT_TRAP_LOSE_DEX:
- case FEAT_TRAP_LOSE_CON:
- case FEAT_TRAP_BLIND:
- case FEAT_TRAP_CONFUSE:
- case FEAT_TRAP_POISON:
- case FEAT_TRAP_SLEEP:
- case FEAT_TRAP_TRAPS:
- case FEAT_TRAP_ALARM:
- case FEAT_TRAP_OPEN:
- case FEAT_TRAP_ARMAGEDDON:
- case FEAT_TRAP_PIRANHA:
- {
- /* A trap */
- return (TRUE);
- }
- default:
- {
- /* Not a trap */
- return (FALSE);
- }
- }
+ return have_flag(f_info[feat].flags, FF_TRAP);
}
*/
bool is_known_trap(cave_type *c_ptr)
{
- if (!c_ptr->mimic && is_trap(c_ptr->feat)) return TRUE;
- else return FALSE;
+ if (!c_ptr->mimic && !cave_have_flag_grid(c_ptr, FF_SECRET) &&
+ is_trap(c_ptr->feat)) return TRUE;
+ else
+ return FALSE;
}
*/
bool is_closed_door(int feat)
{
- return (feat >= FEAT_DOOR_HEAD && feat <= FEAT_DOOR_TAIL);
+ feature_type *f_ptr = &f_info[feat];
+
+ return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
+ !have_flag(f_ptr->flags, FF_MOVE);
}
*/
bool is_hidden_door(cave_type *c_ptr)
{
- if (c_ptr->mimic &&
+ if ((c_ptr->mimic || cave_have_flag_grid(c_ptr, FF_SECRET)) &&
is_closed_door(c_ptr->feat))
return TRUE;
- else
+ else
return FALSE;
}
/* Handle adjacent (or identical) grids */
- if ((ax < 2) && (ay < 2)) return (TRUE);
+ if ((ax < 2) && (ay < 2)) return TRUE;
/* Paranoia -- require "safe" origin */
- /* if (!in_bounds(y1, x1)) return (FALSE); */
- /* if (!in_bounds(y2, x2)) return (FALSE); */
+ /* if (!in_bounds(y1, x1)) return FALSE; */
+ /* if (!in_bounds(y2, x2)) return FALSE; */
/* Directly South/North */
{
for (ty = y1 + 1; ty < y2; ty++)
{
- if (!cave_floor_bold(ty, x1)) return (FALSE);
+ if (!cave_los_bold(ty, x1)) return FALSE;
}
}
{
for (ty = y1 - 1; ty > y2; ty--)
{
- if (!cave_floor_bold(ty, x1)) return (FALSE);
+ if (!cave_los_bold(ty, x1)) return FALSE;
}
}
/* Assume los */
- return (TRUE);
+ return TRUE;
}
/* Directly East/West */
{
for (tx = x1 + 1; tx < x2; tx++)
{
- if (!cave_floor_bold(y1, tx)) return (FALSE);
+ if (!cave_los_bold(y1, tx)) return FALSE;
}
}
{
for (tx = x1 - 1; tx > x2; tx--)
{
- if (!cave_floor_bold(y1, tx)) return (FALSE);
+ if (!cave_los_bold(y1, tx)) return FALSE;
}
}
/* Assume los */
- return (TRUE);
+ return TRUE;
}
{
if (ay == 2)
{
- if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
+ if (cave_los_bold(y1 + sy, x1)) return TRUE;
}
}
{
if (ax == 2)
{
- if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
+ if (cave_los_bold(y1, x1 + sx)) return TRUE;
}
}
/* the LOS exactly meets the corner of a tile. */
while (x2 - tx)
{
- if (!cave_floor_bold(ty, tx)) return (FALSE);
+ if (!cave_los_bold(ty, tx)) return FALSE;
qy += m;
else if (qy > f2)
{
ty += sy;
- if (!cave_floor_bold(ty, tx)) return (FALSE);
+ if (!cave_los_bold(ty, tx)) return FALSE;
qy -= f1;
tx += sx;
}
/* the LOS exactly meets the corner of a tile. */
while (y2 - ty)
{
- if (!cave_floor_bold(ty, tx)) return (FALSE);
+ if (!cave_los_bold(ty, tx)) return FALSE;
qx += m;
else if (qx > f2)
{
tx += sx;
- if (!cave_floor_bold(ty, tx)) return (FALSE);
+ if (!cave_los_bold(ty, tx)) return FALSE;
qx -= f1;
ty += sy;
}
}
/* Assume los */
- return (TRUE);
+ return TRUE;
}
+#define COMPLEX_WALL_ILLUMINATION
+
+/*
+ * Check for "local" illumination
+ */
+static bool check_local_illumination(int y, int x)
+{
+ /* Hack -- move towards player */
+ int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
+ int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
+
+ /* Check for "local" illumination */
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+ /* Check for "complex" illumination */
+ if ((feat_supports_los(get_feat_mimic(&cave[yy][xx])) &&
+ (cave[yy][xx].info & CAVE_GLOW)) ||
+ (feat_supports_los(get_feat_mimic(&cave[y][xx])) &&
+ (cave[y][xx].info & CAVE_GLOW)) ||
+ (feat_supports_los(get_feat_mimic(&cave[yy][x])) &&
+ (cave[yy][x].info & CAVE_GLOW)))
+ {
+ return TRUE;
+ }
+ else return FALSE;
+
+#else /* COMPLEX_WALL_ILLUMINATION */
+
+ /* Check for "simple" illumination */
+ return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+}
+
+
+#define update_local_illumination_aux(Y, X) \
+{ \
+ if (player_has_los_bold((Y), (X))) \
+ { \
+ /* Update the monster */ \
+ if (cave[(Y)][(X)].m_idx) update_mon(cave[(Y)][(X)].m_idx, FALSE); \
+\
+ /* Notice and redraw */ \
+ note_spot((Y), (X)); \
+ lite_spot((Y), (X)); \
+ } \
+}
+
+
+/*
+ * Update "local" illumination
+ */
+void update_local_illumination(int y, int x)
+{
+ int i, yy, xx;
+
+ if (!in_bounds(y, x)) return;
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+ if ((y != py) && (x != px))
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ xx = (x < px) ? (x - 1) : (x + 1);
+ update_local_illumination_aux(yy, xx);
+ update_local_illumination_aux(y, xx);
+ update_local_illumination_aux(yy, x);
+ }
+ else if (x != px) /* y == py */
+ {
+ xx = (x < px) ? (x - 1) : (x + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ yy = y + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ yy = y - 1;
+ update_local_illumination_aux(yy, x);
+ yy = y + 1;
+ update_local_illumination_aux(yy, x);
+ }
+ else if (y != py) /* x == px */
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ xx = x + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ xx = x - 1;
+ update_local_illumination_aux(y, xx);
+ xx = x + 1;
+ update_local_illumination_aux(y, xx);
+ }
+ else /* Player's grid */
+ {
+ for (i = 0; i < 8; i++)
+ {
+ yy = y + ddy_cdd[i];
+ xx = x + ddx_cdd[i];
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+
+#else /* COMPLEX_WALL_ILLUMINATION */
+
+ if ((y != py) && (x != px))
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ xx = (x < px) ? (x - 1) : (x + 1);
+ update_local_illumination_aux(yy, xx);
+ }
+ else if (x != px) /* y == py */
+ {
+ xx = (x < px) ? (x - 1) : (x + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ yy = y + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+ else if (y != py) /* x == px */
+ {
+ yy = (y < py) ? (y - 1) : (y + 1);
+ for (i = -1; i <= 1; i++)
+ {
+ xx = x + i;
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+ else /* Player's grid */
+ {
+ for (i = 0; i < 8; i++)
+ {
+ yy = y + ddy_cdd[i];
+ xx = x + ddx_cdd[i];
+ update_local_illumination_aux(yy, xx);
+ }
+ }
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+}
+
+
/*
* Can the player "see" the given grid in detail?
*
*/
bool player_can_see_bold(int y, int x)
{
- int xx, yy;
-
cave_type *c_ptr;
/* Blind players see nothing */
- if (p_ptr->blind) return (FALSE);
+ if (p_ptr->blind) return FALSE;
/* Access the cave grid */
c_ptr = &cave[y][x];
/* Note that "torch-lite" yields "illumination" */
- if (c_ptr->info & (CAVE_LITE)) return (TRUE);
+ if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
/* Require line of sight to the grid */
- if (!player_has_los_bold(y, x)) return (FALSE);
+ if (!player_has_los_bold(y, x)) return FALSE;
/* Noctovision of Ninja */
if (p_ptr->see_nocto) return TRUE;
/* Require "perma-lite" of the grid */
- if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)) return FALSE;
+ if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
+ /* Feature code (applying "mimic" field) */
/* Floors are simple */
- if (cave_floor_bold(y, x)) return (TRUE);
-
- /* Hack -- move towards player */
- yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
- xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
+ if (feat_supports_los(get_feat_mimic(c_ptr))) return TRUE;
/* Check for "local" illumination */
- if ((cave[yy][xx].info & CAVE_MNLT) || ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
- {
- /* Assume the wall is really illuminated */
- return (TRUE);
- }
-
- /* Assume not visible */
- return (FALSE);
+ return check_local_illumination(y, x);
}
next_o_idx = o_ptr->next_o_idx;
/* Forbid artifact grids */
- if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
- }
-
- /* Accept */
- return (TRUE);
-}
-
-
-
-
-/*
- * Determine if a given location may be "destroyed"
- *
- * Used by destruction spells, and for placing stairs, etc.
- */
-bool cave_valid_grid(cave_type *c_ptr)
-{
- s16b this_o_idx, next_o_idx = 0;
-
-
- /* Forbid perma-grids */
- if (cave_perma_grid(c_ptr)) return (FALSE);
-
- /* Check objects */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Forbid artifact grids */
- if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
+ if (object_is_artifact(o_ptr)) return (FALSE);
}
/* Accept */
}
/*
- * Not using graphical tiles for this feature?
- */
-#define is_ascii_graphics(A) (!((A) & 0x80))
-
-/*
- * The 16x16 tile of the terrain supports lighting
- */
-static bool feat_supports_lighting(byte feat)
-{
- if (is_trap(feat)) return streq(ANGBAND_GRAF, "new");
-
- switch (feat)
- {
- case FEAT_FLOOR:
- case FEAT_INVIS:
- case FEAT_GLYPH:
- case FEAT_LESS:
- case FEAT_MORE:
- case FEAT_LESS_LESS:
- case FEAT_MORE_MORE:
- case FEAT_RUBBLE:
- case FEAT_MAGMA:
- case FEAT_QUARTZ:
- case FEAT_MAGMA_H:
- case FEAT_QUARTZ_H:
- case FEAT_MAGMA_K:
- case FEAT_QUARTZ_K:
- case FEAT_WALL_EXTRA:
- case FEAT_WALL_INNER:
- case FEAT_WALL_OUTER:
- case FEAT_WALL_SOLID:
- case FEAT_PERM_EXTRA:
- case FEAT_PERM_INNER:
- case FEAT_PERM_OUTER:
- case FEAT_PERM_SOLID:
- case FEAT_MINOR_GLYPH:
- case FEAT_DEEP_WATER:
- case FEAT_SHAL_WATER:
- case FEAT_DEEP_LAVA:
- case FEAT_SHAL_LAVA:
- case FEAT_DARK_PIT:
- case FEAT_DIRT:
- case FEAT_GRASS:
- case FEAT_FLOWER:
- case FEAT_DEEP_GRASS:
- case FEAT_TREES:
- case FEAT_MOUNTAIN:
- case FEAT_MIRROR:
- return TRUE;
- default:
- return FALSE;
- }
-}
-
-/*
* This array lists the effects of "brightness" on various "base" colours.
*
* This is used to do dynamic lighting effects in ascii :-)
/*
- * Mega-Hack -- Partial code of map_info() for darkened grids
- * Note: Each variable is declared in map_info().
- * This macro modifies "feat", "f_ptr", "c" and "a".
+ * Apply "default" feature lighting effects
*/
-#define darkened_grid_hack() \
-{ \
- if (feat_floor(feat)) \
- { \
- /* Unsafe cave grid -- idea borrowed from Unangband */ \
- if (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) \
- { \
- feat = FEAT_UNDETECTD; \
-\
- /* Access unsafe darkness */ \
- f_ptr = &f_info[feat]; \
-\
- /* Char and attr of unsafe grid */ \
- c = f_ptr->x_char; \
- a = f_ptr->x_attr; \
- } \
- else \
- { \
- /* For feat_priority control */ \
- feat = FEAT_NONE; \
-\
- if (use_graphics) \
- { \
- /* Access darkness */ \
- f_ptr = &f_info[feat]; \
-\
- /* Char and attr of darkness */ \
- c = f_ptr->x_char; \
- a = f_ptr->x_attr; \
- } \
- else \
- { \
- /* Use "black" */ \
- a = TERM_DARK; \
- } \
- } \
- } \
- else \
- { \
- if (is_ascii_graphics(a)) \
- { \
- /* Use darkened colour */ \
- a = !new_ascii_graphics ? TERM_L_DARK : lighting_colours[a][1]; \
- } \
- else if (use_graphics && feat_supports_lighting(feat)) \
- { \
- /* Use a dark tile */ \
- c++; \
- } \
- } \
-} ;
+void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX])
+{
+ byte s_attr = f_attr[F_LIT_STANDARD];
+ byte s_char = f_char[F_LIT_STANDARD];
+ int i;
+
+ if (is_ascii_graphics(s_attr)) /* For ASCII */
+ {
+ f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
+ f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
+ for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
+ }
+ else /* For tile graphics */
+ {
+ for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
+ f_char[F_LIT_LITE] = s_char + 2;
+ f_char[F_LIT_DARK] = s_char + 1;
+ }
+}
+
+
+/* Is this grid "darkened" by monster? */
+#define darkened_grid(C) \
+ ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
+ !p_ptr->see_nocto)
/*
* "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
* then a whole lot of code should be changed... XXX XXX
*/
-#ifdef USE_TRANSPARENCY
void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
-#else /* USE_TRANSPARENCY */
-void map_info(int y, int x, byte *ap, char *cp)
-#endif /* USE_TRANSPARENCY */
{
/* Get the cave */
cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr;
-
s16b this_o_idx, next_o_idx = 0;
/* Feature code (applying "mimic" field) */
- byte feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ s16b feat = get_feat_mimic(c_ptr);
+
+ /* Access floor */
+ feature_type *f_ptr = &f_info[feat];
byte a;
byte c;
- /* Is this grid "darkened" by monster? */
- bool darkened_grid = ((c_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) &&
- !p_ptr->see_nocto && !p_ptr->blind;
-
- /* Floors (etc) */
- if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
+ /* Boring grids (floors, etc) */
+ if (!have_flag(f_ptr->flags, FF_REMEMBER))
{
- /* Memorized (or visible) floor */
- if ((c_ptr->info & CAVE_MARK) ||
- (((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) ||
- ((c_ptr->info & CAVE_VIEW) &&
- (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))) &&
- !p_ptr->blind))
+ /*
+ * Handle Memorized or visible floor
+ *
+ * No visual when blinded.
+ * (to prevent strange effects on darkness breath)
+ * otherwise,
+ * - Can see grids with CAVE_MARK.
+ * - Can see grids with CAVE_LITE or CAVE_MNLT.
+ * (Such grids also have CAVE_VIEW)
+ * - Can see grids with CAVE_VIEW unless darkened by monsters.
+ */
+ if (!p_ptr->blind &&
+ ((c_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
+ ((c_ptr->info & CAVE_VIEW) && (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
{
- /* Access floor */
- f_ptr = &f_info[feat];
-
- /* Normal char */
- c = f_ptr->x_char;
-
- /* Normal attr */
- a = f_ptr->x_attr;
+ /* Normal attr/char */
+ a = f_ptr->x_attr[F_LIT_STANDARD];
+ c = f_ptr->x_char[F_LIT_STANDARD];
- /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
- if (darkened_grid)
+ if (p_ptr->wild_mode)
{
- darkened_grid_hack();
+ /* Special lighting effects */
+ /* Handle "night" */
+ if (view_special_lite && !is_daytime())
+ {
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
+ }
}
- /* Special lighting effects */
- else if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
+ /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
+ else if (darkened_grid(c_ptr))
{
- /* Handle "blind" */
- if (p_ptr->blind)
- {
- if (use_graphics)
- {
- /*
- * feat_supports_lighting(feat)
- * is always TRUE here
- */
+ /* Unsafe cave grid -- idea borrowed from Unangband */
+ feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
- /* Use a dark tile */
- c++;
- }
- else
- {
- /* Use "dark gray" */
- a = TERM_L_DARK;
- }
- }
+ /* Access darkness */
+ f_ptr = &f_info[feat];
+ /* Char and attr of darkness */
+ a = f_ptr->x_attr[F_LIT_STANDARD];
+ c = f_ptr->x_char[F_LIT_STANDARD];
+ }
+
+ /* Special lighting effects */
+ else if (view_special_lite)
+ {
/* Handle "torch-lit" grids */
- else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
+ if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
{
/* Torch lite */
- if (view_yellow_lite && !p_ptr->wild_mode)
+ if (view_yellow_lite)
{
- if (use_graphics)
- {
- /*
- * feat_supports_lighting(feat)
- * is always TRUE here
- */
-
- /* Use a brightly lit tile */
- c += 2;
- }
- else
- {
- /* Use "yellow" */
- a = TERM_YELLOW;
- }
+ /* Use a brightly lit colour/tile */
+ a = f_ptr->x_attr[F_LIT_LITE];
+ c = f_ptr->x_char[F_LIT_LITE];
}
}
/* Handle "dark" grids */
else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
{
- if (use_graphics)
- {
- /*
- * feat_supports_lighting(feat)
- * is always TRUE here
- */
-
- /* Use a dark tile */
- c++;
- }
- else
- {
- /* Use "dark gray" */
- a = TERM_L_DARK;
- }
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
}
/* Handle "out-of-sight" grids */
else if (!(c_ptr->info & CAVE_VIEW))
{
/* Special flag */
- if (view_bright_lite && !p_ptr->wild_mode)
+ if (view_bright_lite)
{
- if (use_graphics)
- {
- /*
- * feat_supports_lighting(feat)
- * is always TRUE here
- */
-
- /* Use a dark tile */
- c++;
- }
- else
- {
- /* Use "gray" */
- a = TERM_SLATE;
- }
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
}
}
}
else
{
/* Unsafe cave grid -- idea borrowed from Unangband */
- if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
- feat = FEAT_UNDETECTD;
- else
- feat = FEAT_NONE;
+ feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
/* Access darkness */
f_ptr = &f_info[feat];
- /* Normal attr */
- a = f_ptr->x_attr;
-
- /* Normal char */
- c = f_ptr->x_char;
+ /* Normal attr/char */
+ a = f_ptr->x_attr[F_LIT_STANDARD];
+ c = f_ptr->x_char[F_LIT_STANDARD];
}
}
- /* Non floors */
+ /* Interesting grids (non-floors) */
else
{
/* Memorized grids */
- if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || new_ascii_graphics))
+ if (c_ptr->info & CAVE_MARK)
{
- /* Access feature */
- f_ptr = &f_info[feat];
-
- /* Normal char */
- c = f_ptr->x_char;
-
- /* Normal attr */
- a = f_ptr->x_attr;
+ /* Normal attr/char */
+ a = f_ptr->x_attr[F_LIT_STANDARD];
+ c = f_ptr->x_char[F_LIT_STANDARD];
- /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
- if (darkened_grid)
+ if (p_ptr->wild_mode)
{
- darkened_grid_hack();
+ /* Special lighting effects */
+ /* Handle "blind" or "night" */
+ if (view_granite_lite && (p_ptr->blind || !is_daytime()))
+ {
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
+ }
}
- else if (new_ascii_graphics)
+ /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
+ else if (darkened_grid(c_ptr) && !p_ptr->blind)
{
- /* Handle "blind" */
- if (p_ptr->blind)
+ if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
{
- if (is_ascii_graphics(a))
- {
- /* Use darkened colour */
- a = lighting_colours[a][1];
- }
- else if (use_graphics && feat_supports_lighting(feat))
- {
- /* Use a dark tile */
- c++;
- }
- }
+ /* Unsafe cave grid -- idea borrowed from Unangband */
+ feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
- /* Handle "torch-lit" grids */
- else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
- {
- /* Torch lite */
- if (view_yellow_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
- {
- if (is_ascii_graphics(a))
- {
- /* Use lightened colour */
- a = lighting_colours[a][0];
- }
- else if (use_graphics &&
- feat_supports_lighting(feat))
- {
- /* Use a brightly lit tile */
- c += 2;
- }
- }
- }
+ /* Access darkness */
+ f_ptr = &f_info[feat];
- /* Handle "view_bright_lite" */
- else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
+ /* Char and attr of darkness */
+ a = f_ptr->x_attr[F_LIT_STANDARD];
+ c = f_ptr->x_char[F_LIT_STANDARD];
+ }
+ else if (view_granite_lite && view_bright_lite)
{
- /* Not viewable */
- if (!(c_ptr->info & CAVE_VIEW))
- {
- if (is_ascii_graphics(a))
- {
- /* Use darkened colour */
- a = lighting_colours[a][1];
- }
- else if (use_graphics && feat_supports_lighting(feat))
- {
- /* Use a dark tile */
- c++;
- }
- }
-
- /* Not glowing */
- else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
- {
- if (is_ascii_graphics(a))
- {
- /* Use darkened colour */
- a = lighting_colours[a][1];
- }
- }
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
}
}
/* Special lighting effects */
- else if (view_granite_lite && !p_ptr->wild_mode &&
- (((a == TERM_WHITE) && !use_graphics) ||
- (use_graphics && feat_supports_lighting(feat))))
+ else if (view_granite_lite)
{
/* Handle "blind" */
if (p_ptr->blind)
{
- if (use_graphics)
- {
- /* Use a dark tile */
- c++;
- }
- else
- {
- /* Use "dark gray" */
- a = TERM_L_DARK;
- }
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
}
/* Handle "torch-lit" grids */
else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
{
/* Torch lite */
- if (view_yellow_lite && !p_ptr->wild_mode)
+ if (view_yellow_lite)
{
- if (use_graphics)
- {
- /* Use a brightly lit tile */
- c += 2;
- }
- else
- {
- /* Use "yellow" */
- a = TERM_YELLOW;
- }
+ /* Use a brightly lit colour/tile */
+ a = f_ptr->x_attr[F_LIT_LITE];
+ c = f_ptr->x_char[F_LIT_LITE];
}
}
/* Handle "view_bright_lite" */
- else if (view_bright_lite && !p_ptr->wild_mode)
+ else if (view_bright_lite)
{
/* Not viewable */
if (!(c_ptr->info & CAVE_VIEW))
{
- if (use_graphics)
- {
- /* Use a dark tile */
- c++;
- }
- else
- {
- /* Use "gray" */
- a = TERM_SLATE;
- }
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
}
/* Not glowing */
else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
{
- if (use_graphics)
- {
- /* Use a lit tile */
- }
- else
- {
- /* Use "gray" */
- a = TERM_SLATE;
- }
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
}
/* Not glowing correctly */
- else
+ else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
{
- int xx, yy;
-
- /* Hack -- move towards player */
- yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
- xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
-
- /* Check for "local" illumination */
- if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
- {
- if (use_graphics)
- {
- /* Use a lit tile */
- }
- else
- {
- /* Use "gray" */
- a = TERM_SLATE;
- }
- }
+ /* Use a darkened colour/tile */
+ a = f_ptr->x_attr[F_LIT_DARK];
+ c = f_ptr->x_char[F_LIT_DARK];
}
}
}
}
- /* "Simple Lighting" */
+ /* Unknown */
else
{
- /* Handle "blind" */
- if (!(c_ptr->info & CAVE_MARK))
- {
- /* Unsafe cave grid -- idea borrowed from Unangband */
- if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
- feat = FEAT_UNDETECTD;
- else
- feat = FEAT_NONE;
- }
+ /* Unsafe cave grid -- idea borrowed from Unangband */
+ feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
/* Access feature */
f_ptr = &f_info[feat];
- /* Normal attr */
- a = f_ptr->x_attr;
-
- /* Normal char */
- c = f_ptr->x_char;
-
- /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
- if (darkened_grid)
- {
- darkened_grid_hack();
- }
+ /* Normal attr/char */
+ a = f_ptr->x_attr[F_LIT_STANDARD];
+ c = f_ptr->x_char[F_LIT_STANDARD];
}
}
- if (feat_priority == -1)
- {
- switch (feat)
- {
- case FEAT_NONE:
- case FEAT_UNDETECTD:
- case FEAT_DARK_PIT:
- feat_priority = 1;
- break;
+ if (feat_priority == -1) feat_priority = f_ptr->priority;
- case FEAT_FLOOR:
- case FEAT_INVIS:
- case FEAT_TRAP_TRAPDOOR:
- case FEAT_TRAP_PIT:
- case FEAT_TRAP_SPIKED_PIT:
- case FEAT_TRAP_POISON_PIT:
- case FEAT_TRAP_TY_CURSE:
- case FEAT_TRAP_TELEPORT:
- case FEAT_TRAP_FIRE:
- case FEAT_TRAP_ACID:
- case FEAT_TRAP_SLOW:
- case FEAT_TRAP_LOSE_STR:
- case FEAT_TRAP_LOSE_DEX:
- case FEAT_TRAP_LOSE_CON:
- case FEAT_TRAP_BLIND:
- case FEAT_TRAP_CONFUSE:
- case FEAT_TRAP_POISON:
- case FEAT_TRAP_SLEEP:
- case FEAT_TRAP_TRAPS:
- case FEAT_TRAP_ALARM:
- case FEAT_DIRT:
- case FEAT_GRASS:
- case FEAT_FLOWER:
- case FEAT_DEEP_GRASS:
- case FEAT_SWAMP:
- case FEAT_TREES:
- case FEAT_RUBBLE:
- case FEAT_MAGMA:
- case FEAT_QUARTZ:
- case FEAT_MAGMA_H:
- case FEAT_QUARTZ_H:
- case FEAT_WALL_EXTRA:
- case FEAT_WALL_INNER:
- case FEAT_WALL_OUTER:
- case FEAT_WALL_SOLID:
- case FEAT_DEEP_WATER:
- case FEAT_SHAL_WATER:
- case FEAT_DEEP_LAVA:
- case FEAT_SHAL_LAVA:
- feat_priority = 2;
- break;
-
- case FEAT_MAGMA_K:
- case FEAT_QUARTZ_K:
- /* Now a days treasere grid is too many */
- feat_priority = 2;
- break;
-
- case FEAT_MOUNTAIN:
- case FEAT_PERM_EXTRA:
- case FEAT_PERM_INNER:
- case FEAT_PERM_OUTER:
- case FEAT_PERM_SOLID:
- feat_priority = 5;
- break;
-
- /* default is feat_priority = 20; (doors and stores) */
-
- case FEAT_GLYPH:
- case FEAT_MINOR_GLYPH:
- case FEAT_MIRROR:
- case FEAT_PATTERN_START:
- case FEAT_PATTERN_1:
- case FEAT_PATTERN_2:
- case FEAT_PATTERN_3:
- case FEAT_PATTERN_4:
- case FEAT_PATTERN_END:
- case FEAT_PATTERN_OLD:
- case FEAT_PATTERN_XTRA1:
- case FEAT_PATTERN_XTRA2:
- feat_priority = 16;
- break;
-
- /* objects have feat_priority = 20 */
- /* monsters have feat_priority = 30 */
-
- case FEAT_LESS:
- case FEAT_MORE:
- case FEAT_QUEST_ENTER:
- case FEAT_QUEST_EXIT:
- case FEAT_QUEST_DOWN:
- case FEAT_QUEST_UP:
- case FEAT_LESS_LESS:
- case FEAT_MORE_MORE:
- case FEAT_TOWN:
- case FEAT_ENTRANCE:
- feat_priority = 35;
- break;
-
- default:
- feat_priority = 10;
- break;
- }
- }
-
-#ifdef USE_TRANSPARENCY
/* Save the terrain info for the transparency effects */
(*tap) = a;
(*tcp) = c;
-#endif /* USE_TRANSPARENCY */
/* Save the info */
(*ap) = a;
(*cp) = c;
/* Hack -- rare random hallucination, except on outer dungeon walls */
- if (p_ptr->image && (feat < FEAT_PERM_SOLID) && one_in_(256))
+ if (p_ptr->image)
{
- /* Hallucinate */
- image_random(ap, cp);
+ if (one_in_(256))
+ {
+ /* Hallucinate */
+ image_random(ap, cp);
+ }
}
/* Objects */
next_o_idx = o_ptr->next_o_idx;
/* Memorized objects */
- if (o_ptr->marked)
+ if (o_ptr->marked & OM_FOUND)
{
if (display_autopick)
{
}
-#ifdef JP
-/*
- * Table of Ascii-to-Zenkaku
- * ¡Ö¢£¡×¤ÏÆóÇÜÉýƦÉå¤ÎÆâÉô¥³¡¼¥É¤Ë»ÈÍÑ¡£
- */
-static char ascii_to_zenkaku[2*128+1] = "\
-¡¡¡ª¡É¡ô¡ð¡ó¡õ¡Ç¡Ê¡Ë¡ö¡Ü¡¤¡Ý¡¥¡¿\
-£°£±£²£³£´£µ£¶£·£¸£¹¡§¡¨¡ã¡á¡ä¡©\
-¡÷£Á£Â£Ã£Ä£Å£Æ£Ç£È£É£Ê£Ë£Ì£Í£Î£Ï\
-£Ð£Ñ£Ò£Ó£Ô£Õ£Ö£×£Ø£Ù£Ú¡Î¡À¡Ï¡°¡²\
-¡Æ£á£â£ã£ä£å£æ£ç£è£é£ê£ë£ì£í£î£ï\
-£ð£ñ£ò£ó£ô£õ£ö£÷£ø£ù£ú¡Ð¡Ã¡Ñ¡Á¢£";
-#endif
-
-/*
- * Prepare Bigtile or 2-bytes character attr/char pairs
- */
-void bigtile_attr(char *cp, byte *ap, char *cp2, byte *ap2)
-{
- if ((*ap & 0x80) && (*cp & 0x80))
- {
- *ap2 = 255;
- *cp2 = -1;
- return;
- }
-
-#ifdef JP
- if (isprint(*cp) || *cp == 127)
- {
- *ap2 = (*ap) | 0xf0;
- *cp2 = ascii_to_zenkaku[2*(*cp-' ') + 1];
- *cp = ascii_to_zenkaku[2*(*cp-' ')];
- return;
- }
-#endif
-
- *ap2 = TERM_WHITE;
- *cp2 = ' ';
-}
-
-
/*
* Calculate panel colum of a location in the map
*/
*/
void print_rel(char c, byte a, int y, int x)
{
- char c2;
- byte a2;
-
/* Only do "legal" locations */
if (panel_contains(y, x))
{
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
- if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
-
/* Draw the char using the attr */
- Term_draw(panel_col_of(x), y-panel_row_prt, a, c);
- if (use_bigtile)
- Term_draw(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
+ Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
}
}
s16b this_o_idx, next_o_idx = 0;
- byte feat;
-
- /* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
-
/* Blind players see nothing */
if (p_ptr->blind) return;
/* Analyze non-torch-lit grids */
- if (!(c_ptr->info & (CAVE_LITE)))
+ if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
{
/* Require line of sight to the grid */
if (!(c_ptr->info & (CAVE_VIEW))) return;
/* Require "perma-lite" of the grid */
- if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW))
+ if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
{
/* Not Ninja */
if (!p_ptr->see_nocto) return;
/* Hack -- memorize grids */
if (!(c_ptr->info & (CAVE_MARK)))
{
- /* Handle floor grids first */
- if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
+ /* Feature code (applying "mimic" field) */
+ feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+ /* Memorize some "boring" grids */
+ if (!have_flag(f_ptr->flags, FF_REMEMBER))
{
/* Option -- memorize all torch-lit floors */
if (view_torch_grids &&
}
/* Memorize normal grids */
- else if (cave_floor_grid(c_ptr))
+ else if (have_flag(f_ptr->flags, FF_LOS))
{
/* Memorize */
c_ptr->info |= (CAVE_MARK);
}
/* Memorize certain non-torch-lit wall grids */
- else
+ else if (check_local_illumination(y, x))
{
- int yy, xx;
-
- /* Hack -- move one grid towards player */
- yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
- xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
-
- /* Check for "local" illumination */
- if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
- {
- /* Memorize */
- c_ptr->info |= (CAVE_MARK);
- }
+ /* Memorize */
+ c_ptr->info |= (CAVE_MARK);
}
}
}
byte a;
char c;
-#ifdef USE_TRANSPARENCY
byte ta;
char tc;
-#endif /* USE_TRANSPARENCY */
for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
{
if (in_bounds2(y, x))
{
-#ifdef USE_TRANSPARENCY
/* Examine the grid */
map_info(y, x, &a, &c, &ta, &tc);
-#else /* USE_TRANSPARENCY */
- /* Examine the grid */
- map_info(y, x, &a, &c);
-#endif /* USE_TRANSPARENCY */
/* Hack -- fake monochrome */
if (!use_graphics)
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
-#ifdef USE_TRANSPARENCY
/* Hack -- Queue it */
Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
-#else /* USE_TRANSPARENCY */
- /* Hack -- Queue it */
- Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
-#endif /* USE_TRANSPARENCY */
-
}
else
{
/* Clear out-of-bound tiles */
/* Access darkness */
- feature_type *f_ptr = &f_info[FEAT_NONE];
+ feature_type *f_ptr = &f_info[feat_none];
/* Normal attr */
- a = f_ptr->x_attr;
+ a = f_ptr->x_attr[F_LIT_STANDARD];
/* Normal char */
- c = f_ptr->x_char;
+ c = f_ptr->x_char[F_LIT_STANDARD];
-#ifdef USE_TRANSPARENCY
/* Hack -- Queue it */
Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
-#else /* USE_TRANSPARENCY */
- /* Hack -- Queue it */
- Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c);
-#endif /* USE_TRANSPARENCY */
}
}
}
byte a;
char c;
-#ifdef USE_TRANSPARENCY
byte ta;
char tc;
/* Examine the grid */
map_info(y, x, &a, &c, &ta, &tc);
-#else /* USE_TRANSPARENCY */
- /* Examine the grid */
- map_info(y, x, &a, &c);
-#endif /* USE_TRANSPARENCY */
/* Hack -- fake monochrome */
if (!use_graphics)
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
-#ifdef JP
- if (use_bigtile && is_ascii_graphics(a) && (isprint(c) || c == 127))
- {
- /* Term_queue_chars ¤ÏÁ´³ÑASCIIÃÏ·Á¤òÀµ¤·¤¯update¤¹¤ë¡£ */
- Term_queue_chars(panel_col_of(x), y-panel_row_prt, 2, a, &ascii_to_zenkaku[2*(c-' ')]);
-
- /* Update sub-windows */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- return;
- }
-#endif
-
-#ifdef USE_TRANSPARENCY
- /* Hack -- Queue it */
- Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
- if (use_bigtile)
- Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1, 0, 0);
-#else /* USE_TRANSPARENCY */
/* Hack -- Queue it */
- Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
- if (use_bigtile)
- Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1);
-#endif /* USE_TRANSPARENCY */
+ Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
/* Update sub-windows */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Scan the columns of row "y" */
for (x = xmin; x <= xmax; x++)
{
- byte a, a2;
- char c, c2;
+ byte a;
+ char c;
-#ifdef USE_TRANSPARENCY
byte ta;
char tc;
/* Determine what is there */
map_info(y, x, &a, &c, &ta, &tc);
-#else
- /* Determine what is there */
- map_info(y, x, &a, &c);
-#endif
/* Hack -- fake monochrome */
if (!use_graphics)
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
- if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
-
/* Efficiency -- Redraw that grid of the map */
-#ifdef USE_TRANSPARENCY
- Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
- if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2, 0, 0);
-#else
- Term_queue_char(panel_col_of(x), y-panel_row_prt, a, c);
- if (use_bigtile) Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, a2, c2);
-#endif
+ Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
}
}
{
int ny = GRID_Y(path_g[i]);
int nx = GRID_X(path_g[i]);
+ cave_type *c_ptr = &cave[ny][nx];
if (panel_contains(ny, nx))
{
- byte a2, a = default_color;
- char c, c2;
+ byte a = default_color;
+ char c;
-#ifdef USE_TRANSPARENCY
byte ta;
char tc;
-#endif
- if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
+ if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
{
/* Determine what is there */
-#ifdef USE_TRANSPARENCY
map_info(ny, nx, &a, &c, &ta, &tc);
-#else
- map_info(ny, nx, &a, &c);
-#endif
+
if (!is_ascii_graphics(a))
a = default_color;
else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
}
c = '*';
- if (use_bigtile) bigtile_attr(&c, &a, &c2, &a2);
/* Hack -- Queue it */
-#ifdef USE_TRANSPARENCY
- Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
- if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a2, c2, 0, 0);
-#else
- Term_queue_char(panel_col_of(nx), ny-panel_row_prt, a, c);
- if (use_bigtile) Term_queue_char(panel_col_of(nx)+1, ny-panel_row_prt, a2, c2);
-#endif
+ Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
}
/* Known Wall */
- if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
+ if ((c_ptr->info & CAVE_MARK) && !cave_have_flag_grid(c_ptr, FF_PROJECT)) break;
/* Change color */
if (nx == x && ny == y) default_color = TERM_L_DARK;
int len = 0;
byte attr;
- object_desc(buf, o_ptr, FALSE, 0);
+ object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
attr = tval_to_attr[o_ptr->tval % 128];
if (p_ptr->image)
{
int i, j, x, y;
- byte ta, a2;
- char tc, c2;
+ byte ta;
+ char tc;
byte tp;
feat_priority = -1;
/* Extract the current attr/char at that map location */
-#ifdef USE_TRANSPARENCY
map_info(j, i, &ta, &tc, &ta, &tc);
-#else /* USE_TRANSPARENCY */
- map_info(j, i, &ta, &tc);
-#endif /* USE_TRANSPARENCY */
/* Extract the priority */
tp = feat_priority;
else if (p_ptr->wraith_form) ta = TERM_L_DARK;
}
- if (use_bigtile) bigtile_attr(&tc, &ta, &c2, &a2);
-
/* Add the character */
- Term_addch(ta, tc);
- if (use_bigtile) Term_addch(a2, c2);
+ Term_add_bigch(ta, tc);
}
}
* I am thinking in terms of an algorithm that "walks" from the central point
* out to the maximal "distance", at each point, determining the "view" code
* (above). For each grid not on a major axis or diagonal, the "view" code
- * depends on the "cave_floor_bold()" and "view" of exactly two other grids
+ * depends on the "cave_los_bold()" and "view" of exactly two other grids
* (the one along the nearest diagonal, and the one next to that one, see
* "update_view_aux()"...).
*
*/
#define cave_lite_hack(Y,X) \
{\
- if (!(cave[Y][X].info & (CAVE_LITE))) { \
- cave[Y][X].info |= (CAVE_LITE); \
- lite_y[lite_n] = (Y); \
- lite_x[lite_n] = (X); \
- lite_n++;} \
+ if (!(cave[Y][X].info & (CAVE_LITE))) \
+ { \
+ cave[Y][X].info |= (CAVE_LITE | CAVE_KNOWN); \
+ lite_y[lite_n] = (Y); \
+ lite_x[lite_n++] = (X); \
+ } \
}
if (p >= 2)
{
/* South of the player */
- if (cave_floor_bold(py+1, px))
+ if (cave_los_bold(py + 1, px))
{
cave_lite_hack(py+2, px);
cave_lite_hack(py+2, px+1);
}
/* North of the player */
- if (cave_floor_bold(py-1, px))
+ if (cave_los_bold(py - 1, px))
{
cave_lite_hack(py-2, px);
cave_lite_hack(py-2, px+1);
}
/* East of the player */
- if (cave_floor_bold(py, px+1))
+ if (cave_los_bold(py, px + 1))
{
cave_lite_hack(py, px+2);
cave_lite_hack(py+1, px+2);
}
/* West of the player */
- if (cave_floor_bold(py, px-1))
+ if (cave_los_bold(py, px - 1))
{
cave_lite_hack(py, px-2);
cave_lite_hack(py+1, px-2);
if (p > 14) p = 14;
/* South-East of the player */
- if (cave_floor_bold(py+1, px+1))
+ if (cave_los_bold(py + 1, px + 1))
{
cave_lite_hack(py+2, px+2);
}
/* South-West of the player */
- if (cave_floor_bold(py+1, px-1))
+ if (cave_los_bold(py + 1, px - 1))
{
cave_lite_hack(py+2, px-2);
}
/* North-East of the player */
- if (cave_floor_bold(py-1, px+1))
+ if (cave_los_bold(py - 1, px + 1))
{
cave_lite_hack(py-2, px+2);
}
/* North-West of the player */
- if (cave_floor_bold(py-1, px-1))
+ if (cave_los_bold(py - 1, px - 1))
{
cave_lite_hack(py-2, px-2);
}
if (d > p) continue;
/* Viewable, nearby, grids get "torch lit" */
- if (player_has_los_bold(y, x))
+ if (cave[y][x].info & CAVE_VIEW)
{
/* This grid is "torch lit" */
cave_lite_hack(y, x);
/* Want a unlit square in view of the player */
if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
- if (!cave_floor_grid(c_ptr))
+ if (!cave_los_grid(c_ptr))
{
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- if (mon_invis) return;
-
/* Hack -- Prevent monster lite leakage in walls */
/* Horizontal walls between player and a monster */
/* Only first wall viewed from mid-x is lit */
if (x < midpoint)
{
- if (!cave_floor_bold(y, x + 1)) return;
+ if (!cave_los_bold(y, x + 1)) return;
}
else if (x > midpoint)
{
- if (!cave_floor_bold(y, x - 1)) return;
+ if (!cave_los_bold(y, x - 1)) return;
}
+
+ /* Hack XXX XXX - Is it a wall and monster not in LOS? */
+ else if (mon_invis) return;
}
/* Vertical walls between player and a monster */
/* Only first wall viewed from mid-y is lit */
if (y < midpoint)
{
- if (!cave_floor_bold(y + 1, x)) return;
+ if (!cave_los_bold(y + 1, x)) return;
}
else if (y > midpoint)
{
- if (!cave_floor_bold(y - 1, x)) return;
+ if (!cave_los_bold(y - 1, x)) return;
}
+
+ /* Hack XXX XXX - Is it a wall and monster not in LOS? */
+ else if (mon_invis) return;
}
}
/* Want a unlit and undarkened square in view of the player */
if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
- if (!cave_floor_grid(c_ptr))
+ if (!cave_los_grid(c_ptr) && !cave_have_flag_grid(c_ptr, FF_PROJECT))
{
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- if (mon_invis) return;
-
/* Hack -- Prevent monster dark lite leakage in walls */
/* Horizontal walls between player and a monster */
/* Only first wall viewed from mid-x is lit */
if (x < midpoint)
{
- if (!cave_floor_bold(y, x + 1)) return;
+ if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
}
else if (x > midpoint)
{
- if (!cave_floor_bold(y, x - 1)) return;
+ if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
}
+
+ /* Hack XXX XXX - Is it a wall and monster not in LOS? */
+ else if (mon_invis) return;
}
/* Vertical walls between player and a monster */
/* Only first wall viewed from mid-y is lit */
if (y < midpoint)
{
- if (!cave_floor_bold(y + 1, x)) return;
+ if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
}
else if (y > midpoint)
{
- if (!cave_floor_bold(y - 1, x)) return;
+ if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
}
+
+ /* Hack XXX XXX - Is it a wall and monster not in LOS? */
+ else if (mon_invis) return;
}
}
s16b fx, fy;
void (*add_mon_lite)(int, int);
+ int f_flag;
s16b end_temp;
/* Empty temp list of new squares to lite up */
temp_n = 0;
- /* Loop through monsters, adding newly lit squares to changes list */
- for (i = 1; i < m_max; i++)
+ /* If a monster stops time, don't process */
+ if (!world_monster)
{
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_type *m_ptr;
+ monster_race *r_ptr;
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ /* Loop through monsters, adding newly lit squares to changes list */
+ for (i = 1; i < m_max; i++)
+ {
+ m_ptr = &m_list[i];
+ r_ptr = &r_info[m_ptr->r_idx];
- /* Is it too far away? */
- if (m_ptr->cdis > dis_lim) continue;
+ /* Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
- /* If a monster stops time, break */
- if (world_monster) break;
+ /* Is it too far away? */
+ if (m_ptr->cdis > dis_lim) continue;
- /* Get lite radius */
- rad = 0;
+ /* Get lite radius */
+ rad = 0;
- /* Note the radii are cumulative */
- if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
- if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
- if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
- if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
+ /* Note the radii are cumulative */
+ if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
+ if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
+ if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
+ if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
- /* Exit if has no light */
- if (!rad) continue;
- else if (rad > 0)
- {
- if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
- add_mon_lite = mon_lite_hack;
- }
- else
- {
- if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
- add_mon_lite = mon_dark_hack;
- rad = -rad; /* Use absolute value */
- }
+ /* Exit if has no light */
+ if (!rad) continue;
+ else if (rad > 0)
+ {
+ if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
+ if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
+ add_mon_lite = mon_lite_hack;
+ f_flag = FF_LOS;
+ }
+ else
+ {
+ if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && !is_daytime()))) continue;
+ add_mon_lite = mon_dark_hack;
+ f_flag = FF_PROJECT;
+ rad = -rad; /* Use absolute value */
+ }
- /* Access the location */
- mon_fx = m_ptr->fx;
- mon_fy = m_ptr->fy;
+ /* Access the location */
+ mon_fx = m_ptr->fx;
+ mon_fy = m_ptr->fy;
- /* Is the monster visible? */
- mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
+ /* Is the monster visible? */
+ mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
- /* The square it is on */
- add_mon_lite(mon_fy, mon_fx);
+ /* The square it is on */
+ add_mon_lite(mon_fy, mon_fx);
- /* Adjacent squares */
- add_mon_lite(mon_fy + 1, mon_fx);
- add_mon_lite(mon_fy - 1, mon_fx);
- add_mon_lite(mon_fy, mon_fx + 1);
- add_mon_lite(mon_fy, mon_fx - 1);
- add_mon_lite(mon_fy + 1, mon_fx + 1);
- add_mon_lite(mon_fy + 1, mon_fx - 1);
- add_mon_lite(mon_fy - 1, mon_fx + 1);
- add_mon_lite(mon_fy - 1, mon_fx - 1);
+ /* Adjacent squares */
+ add_mon_lite(mon_fy + 1, mon_fx);
+ add_mon_lite(mon_fy - 1, mon_fx);
+ add_mon_lite(mon_fy, mon_fx + 1);
+ add_mon_lite(mon_fy, mon_fx - 1);
+ add_mon_lite(mon_fy + 1, mon_fx + 1);
+ add_mon_lite(mon_fy + 1, mon_fx - 1);
+ add_mon_lite(mon_fy - 1, mon_fx + 1);
+ add_mon_lite(mon_fy - 1, mon_fx - 1);
- /* Radius 2 */
- if (rad >= 2)
- {
- /* South of the monster */
- if (cave_floor_bold(mon_fy + 1, mon_fx))
+ /* Radius 2 */
+ if (rad >= 2)
{
- add_mon_lite(mon_fy + 2, mon_fx + 1);
- add_mon_lite(mon_fy + 2, mon_fx);
- add_mon_lite(mon_fy + 2, mon_fx - 1);
+ /* South of the monster */
+ if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
+ {
+ add_mon_lite(mon_fy + 2, mon_fx + 1);
+ add_mon_lite(mon_fy + 2, mon_fx);
+ add_mon_lite(mon_fy + 2, mon_fx - 1);
- c_ptr = &cave[mon_fy + 2][mon_fx];
+ c_ptr = &cave[mon_fy + 2][mon_fx];
- /* Radius 3 */
- if ((rad == 3) && cave_floor_grid(c_ptr))
- {
- add_mon_lite(mon_fy + 3, mon_fx + 1);
- add_mon_lite(mon_fy + 3, mon_fx);
- add_mon_lite(mon_fy + 3, mon_fx - 1);
+ /* Radius 3 */
+ if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
+ {
+ add_mon_lite(mon_fy + 3, mon_fx + 1);
+ add_mon_lite(mon_fy + 3, mon_fx);
+ add_mon_lite(mon_fy + 3, mon_fx - 1);
+ }
}
- }
- /* North of the monster */
- if (cave_floor_bold(mon_fy - 1, mon_fx))
- {
- add_mon_lite(mon_fy - 2, mon_fx + 1);
- add_mon_lite(mon_fy - 2, mon_fx);
- add_mon_lite(mon_fy - 2, mon_fx - 1);
+ /* North of the monster */
+ if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
+ {
+ add_mon_lite(mon_fy - 2, mon_fx + 1);
+ add_mon_lite(mon_fy - 2, mon_fx);
+ add_mon_lite(mon_fy - 2, mon_fx - 1);
- c_ptr = &cave[mon_fy - 2][mon_fx];
+ c_ptr = &cave[mon_fy - 2][mon_fx];
- /* Radius 3 */
- if ((rad == 3) && cave_floor_grid(c_ptr))
- {
- add_mon_lite(mon_fy - 3, mon_fx + 1);
- add_mon_lite(mon_fy - 3, mon_fx);
- add_mon_lite(mon_fy - 3, mon_fx - 1);
+ /* Radius 3 */
+ if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
+ {
+ add_mon_lite(mon_fy - 3, mon_fx + 1);
+ add_mon_lite(mon_fy - 3, mon_fx);
+ add_mon_lite(mon_fy - 3, mon_fx - 1);
+ }
}
- }
- /* East of the monster */
- if (cave_floor_bold(mon_fy, mon_fx + 1))
- {
- add_mon_lite(mon_fy + 1, mon_fx + 2);
- add_mon_lite(mon_fy, mon_fx + 2);
- add_mon_lite(mon_fy - 1, mon_fx + 2);
+ /* East of the monster */
+ if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
+ {
+ add_mon_lite(mon_fy + 1, mon_fx + 2);
+ add_mon_lite(mon_fy, mon_fx + 2);
+ add_mon_lite(mon_fy - 1, mon_fx + 2);
- c_ptr = &cave[mon_fy][mon_fx + 2];
+ c_ptr = &cave[mon_fy][mon_fx + 2];
- /* Radius 3 */
- if ((rad == 3) && cave_floor_grid(c_ptr))
- {
- add_mon_lite(mon_fy + 1, mon_fx + 3);
- add_mon_lite(mon_fy, mon_fx + 3);
- add_mon_lite(mon_fy - 1, mon_fx + 3);
+ /* Radius 3 */
+ if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
+ {
+ add_mon_lite(mon_fy + 1, mon_fx + 3);
+ add_mon_lite(mon_fy, mon_fx + 3);
+ add_mon_lite(mon_fy - 1, mon_fx + 3);
+ }
}
- }
- /* West of the monster */
- if (cave_floor_bold(mon_fy, mon_fx - 1))
- {
- add_mon_lite(mon_fy + 1, mon_fx - 2);
- add_mon_lite(mon_fy, mon_fx - 2);
- add_mon_lite(mon_fy - 1, mon_fx - 2);
+ /* West of the monster */
+ if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
+ {
+ add_mon_lite(mon_fy + 1, mon_fx - 2);
+ add_mon_lite(mon_fy, mon_fx - 2);
+ add_mon_lite(mon_fy - 1, mon_fx - 2);
- c_ptr = &cave[mon_fy][mon_fx - 2];
+ c_ptr = &cave[mon_fy][mon_fx - 2];
- /* Radius 3 */
- if ((rad == 3) && cave_floor_grid(c_ptr))
- {
- add_mon_lite(mon_fy + 1, mon_fx - 3);
- add_mon_lite(mon_fy, mon_fx - 3);
- add_mon_lite(mon_fy - 1, mon_fx - 3);
+ /* Radius 3 */
+ if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
+ {
+ add_mon_lite(mon_fy + 1, mon_fx - 3);
+ add_mon_lite(mon_fy, mon_fx - 3);
+ add_mon_lite(mon_fy - 1, mon_fx - 3);
+ }
}
}
- }
- /* Radius 3 */
- if (rad == 3)
- {
- /* South-East of the monster */
- if (cave_floor_bold(mon_fy + 1, mon_fx + 1))
+ /* Radius 3 */
+ if (rad == 3)
{
- add_mon_lite(mon_fy + 2, mon_fx + 2);
- }
+ /* South-East of the monster */
+ if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
+ {
+ add_mon_lite(mon_fy + 2, mon_fx + 2);
+ }
- /* South-West of the monster */
- if (cave_floor_bold(mon_fy + 1, mon_fx - 1))
- {
- add_mon_lite(mon_fy + 2, mon_fx - 2);
- }
+ /* South-West of the monster */
+ if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
+ {
+ add_mon_lite(mon_fy + 2, mon_fx - 2);
+ }
- /* North-East of the monster */
- if (cave_floor_bold(mon_fy - 1, mon_fx + 1))
- {
- add_mon_lite(mon_fy - 2, mon_fx + 2);
- }
+ /* North-East of the monster */
+ if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
+ {
+ add_mon_lite(mon_fy - 2, mon_fx + 2);
+ }
- /* North-West of the monster */
- if (cave_floor_bold(mon_fy - 1, mon_fx - 1))
- {
- add_mon_lite(mon_fy - 2, mon_fx - 2);
+ /* North-West of the monster */
+ if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
+ {
+ add_mon_lite(mon_fy - 2, mon_fx - 2);
+ }
}
}
}
/* Forget that the grid is viewable */
c_ptr->info &= ~(CAVE_VIEW);
- if (!panel_contains(y, x)) continue;
+ /* if (!panel_contains(y, x)) continue; */
/* Update the screen */
/* lite_spot(y, x); Perhaps don't need? */
{\
if (!((C)->info & (CAVE_VIEW))){\
(C)->info |= (CAVE_VIEW); \
+ if ((C)->info & (CAVE_GLOW)) (C)->info |= (CAVE_KNOWN); \
view_y[view_n] = (Y); \
view_x[view_n] = (X); \
view_n++;}\
/* Check for walls */
- f1 = (cave_floor_grid(g1_c_ptr));
- f2 = (cave_floor_grid(g2_c_ptr));
+ f1 = (cave_los_grid(g1_c_ptr));
+ f2 = (cave_los_grid(g2_c_ptr));
/* Totally blocked by physical walls */
if (!f1 && !f2) return (TRUE);
/* Check for walls */
- wall = (!cave_floor_grid(c_ptr));
+ wall = (!cave_los_grid(c_ptr));
/* Check the "ease" of visibility */
* Note also the care taken to prevent "running off the map". The use of
* explicit checks on the "validity" of the "diagonal", and the fact that
* the loops are never allowed to "leave" the map, lets "update_view_aux()"
- * use the optimized "cave_floor_bold()" macro, and to avoid the overhead
+ * use the optimized "cave_los_bold()" macro, and to avoid the overhead
* of multiple checks on the validity of grids.
*
* Note the "optimizations" involving the "se","sw","ne","nw","es","en",
* told not to go farther than the current strip's farthest viewable grid,
* unless open space is still available. This uses the "k" variable.
*
- * Note the use of "inline" macros for efficiency. The "cave_floor_grid()"
- * macro is a replacement for "cave_floor_bold()" which takes a pointer to
+ * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
+ * macro is a replacement for "cave_los_bold()" which takes a pointer to
* a cave grid instead of its location. The "cave_view_hack()" macro is a
* chunk of code which adds the given location to the "view" array if it
* is not already there, using both the actual location and a pointer to
c_ptr = &cave[y+d][x+d];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y+d, x+d);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
/* Scan south-west */
c_ptr = &cave[y+d][x-d];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y+d, x-d);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
/* Scan north-east */
c_ptr = &cave[y-d][x+d];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y-d, x+d);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
/* Scan north-west */
c_ptr = &cave[y-d][x-d];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y-d, x-d);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
c_ptr = &cave[y+d][x];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y+d, x);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
/* Initialize the "south strips" */
c_ptr = &cave[y-d][x];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y-d, x);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
/* Initialize the "north strips" */
c_ptr = &cave[y][x+d];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y, x+d);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
/* Initialize the "east strips" */
c_ptr = &cave[y][x-d];
c_ptr->info |= (CAVE_XTRA);
cave_view_hack(c_ptr, y, x-d);
- if (!cave_floor_grid(c_ptr)) break;
+ if (!cave_los_grid(c_ptr)) break;
}
/* Initialize the "west strips" */
if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
/* Ignore "walls" and "rubble" */
- if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
+ if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
/* Save the flow cost */
if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
c_ptr = &cave[y][x];
/* Walls, water, and lava cannot hold scent. */
- if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
+ if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
/* Grid must not be blocked by walls from the character */
if (!player_has_los_bold(y, x)) continue;
void map_area(int range)
{
int i, x, y;
-
cave_type *c_ptr;
-
- byte feat;
+ s16b feat;
+ feature_type *f_ptr;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
c_ptr = &cave[y][x];
+ /* Memorize terrain of the grid */
+ c_ptr->info |= (CAVE_KNOWN);
+
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
+ f_ptr = &f_info[feat];
/* All non-walls are "checked" */
- if ((feat <= FEAT_DOOR_TAIL) ||
- (feat == FEAT_RUBBLE) ||
- ((feat >= FEAT_MINOR_GLYPH) &&
- (feat <= FEAT_TREES)) ||
- (feat >= FEAT_TOWN))
+ if (!have_flag(f_ptr->flags, FF_WALL))
{
/* Memorize normal features */
- if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
+ if (have_flag(f_ptr->flags, FF_REMEMBER))
{
/* Memorize the object */
c_ptr->info |= (CAVE_MARK);
c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
+ f_ptr = &f_info[feat];
/* Memorize walls (etc) */
- if ((feat >= FEAT_RUBBLE) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
+ if (have_flag(f_ptr->flags, FF_REMEMBER))
{
/* Memorize the walls */
c_ptr->info |= (CAVE_MARK);
void wiz_lite(bool ninja)
{
int i, y, x;
- byte feat;
+ s16b feat;
+ feature_type *f_ptr;
/* Memorize objects */
for (i = 1; i < o_max; i++)
{
cave_type *c_ptr = &cave[y][x];
+ /* Memorize terrain of the grid */
+ c_ptr->info |= (CAVE_KNOWN);
+
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
+ f_ptr = &f_info[feat];
/* Process all non-walls */
- if (cave_floor_bold(y, x) || (feat == FEAT_RUBBLE) || (feat == FEAT_TREES) || (feat == FEAT_MOUNTAIN))
+ if (!have_flag(f_ptr->flags, FF_WALL))
{
/* Scan all neighbors */
for (i = 0; i < 9; i++)
c_ptr = &cave[yy][xx];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ f_ptr = &f_info[get_feat_mimic(c_ptr)];
/* Perma-lite the grid */
if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
}
/* Memorize normal features */
- if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
+ if (have_flag(f_ptr->flags, FF_REMEMBER))
{
/* Memorize the grid */
c_ptr->info |= (CAVE_MARK);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ }
}
cave_type *c_ptr = &cave[y][x];
/* Process the grid */
- c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
+ c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT | CAVE_KNOWN);
c_ptr->info |= (CAVE_UNSAFE);
}
}
if (o_ptr->held_m_idx) continue;
/* Forget the object */
- o_ptr->marked = 0;
+ o_ptr->marked &= OM_TOUCHED;
}
+ /* Forget travel route when we have forgotten map */
+ forget_travel_flow();
+
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
void cave_set_feat(int y, int x, int feat)
{
cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[feat];
+ bool old_los, old_mirror;
+
+ if (!character_dungeon)
+ {
+ /* Clear mimic type */
+ c_ptr->mimic = 0;
+
+ /* Change the feature */
+ c_ptr->feat = feat;
+
+ /* Hack -- glow the GLOW terrain */
+ if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ {
+ int i, yy, xx;
+
+ for (i = 0; i < 9; i++)
+ {
+ yy = y + ddy_ddd[i];
+ xx = x + ddx_ddd[i];
+ if (!in_bounds2(yy, xx)) continue;
+ cave[yy][xx].info |= CAVE_GLOW;
+ }
+ }
+
+ return;
+ }
+
+ old_los = cave_have_flag_bold(y, x, FF_LOS);
+ old_mirror = is_mirror_grid(c_ptr);
/* Clear mimic type */
c_ptr->mimic = 0;
+ /* Change the feature */
+ c_ptr->feat = feat;
+
/* Remove flag for mirror/glyph */
c_ptr->info &= ~(CAVE_OBJECT);
- /* Change the feature */
- c_ptr->feat = feat;
+ if (old_mirror && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ {
+ c_ptr->info &= ~(CAVE_GLOW);
+ if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
+
+ update_local_illumination(y, x);
+ }
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+
+ /* Update the monster */
+ if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+
+ /* Notice */
+ note_spot(y, x);
+
+ /* Redraw */
+ lite_spot(y, x);
+
+ /* Check if los has changed */
+ if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
+ {
+
+#ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
+
+ update_local_illumination(y, x);
+
+#endif /* COMPLEX_WALL_ILLUMINATION */
+
+ /* Update the visuals */
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
+ }
- /* Hack -- glow the deep lava */
- if ((feat == FEAT_DEEP_LAVA) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ /* Hack -- glow the GLOW terrain */
+ if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
int i, yy, xx;
+ cave_type *cc_ptr;
for (i = 0; i < 9; i++)
{
yy = y + ddy_ddd[i];
xx = x + ddx_ddd[i];
if (!in_bounds2(yy, xx)) continue;
- cave[yy][xx].info |= CAVE_GLOW;
- if (player_has_los_bold(yy, xx))
+ cc_ptr = &cave[yy][xx];
+ cc_ptr->info |= CAVE_GLOW;
+
+ if (player_has_los_grid(cc_ptr))
{
+ /* Update the monster */
+ if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
+
/* Notice */
note_spot(yy, xx);
/* Redraw */
lite_spot(yy, xx);
}
+
+ update_local_illumination(yy, xx);
+ }
+
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ }
+ }
+}
+
+
+int conv_dungeon_feat(int newfeat)
+{
+ feature_type *f_ptr = &f_info[newfeat];
+
+ if (have_flag(f_ptr->flags, FF_CONVERT))
+ {
+ switch (f_ptr->subtype)
+ {
+ case CONVERT_TYPE_FLOOR:
+ return floor_type[randint0(100)];
+ case CONVERT_TYPE_WALL:
+ return fill_type[randint0(100)];
+ case CONVERT_TYPE_INNER:
+ return feat_wall_inner;
+ case CONVERT_TYPE_OUTER:
+ return feat_wall_outer;
+ case CONVERT_TYPE_SOLID:
+ return feat_wall_solid;
+ case CONVERT_TYPE_STREAM1:
+ return d_info[dungeon_type].stream1;
+ case CONVERT_TYPE_STREAM2:
+ return d_info[dungeon_type].stream2;
+ default:
+ return newfeat;
}
}
+ else return newfeat;
+}
- /* Notice */
- note_spot(y, x);
- /* Redraw */
- lite_spot(y, x);
+/*
+ * Take a feature, determine what that feature becomes
+ * through applying the given action.
+ */
+int feat_state(int feat, int action)
+{
+ feature_type *f_ptr = &f_info[feat];
+ int i;
+
+ /* Get the new feature */
+ for (i = 0; i < MAX_FEAT_STATES; i++)
+ {
+ if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
+ }
+
+ if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
+
+ return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
+}
+
+/*
+ * Takes a location and action and changes the feature at that
+ * location through applying the given action.
+ */
+void cave_alter_feat(int y, int x, int action)
+{
+ /* Set old feature */
+ int oldfeat = cave[y][x].feat;
+
+ /* Get the new feat */
+ int newfeat = feat_state(oldfeat, action);
+
+ /* No change */
+ if (newfeat == oldfeat) return;
+
+ /* Set the new feature */
+ cave_set_feat(y, x, newfeat);
+
+ if (!(feature_action_flags[action] & FAF_NO_DROP))
+ {
+ feature_type *old_f_ptr = &f_info[oldfeat];
+ feature_type *f_ptr = &f_info[newfeat];
+ bool found = FALSE;
+
+ /* Handle gold */
+ if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
+ {
+ /* Place some gold */
+ place_gold(y, x);
+ found = TRUE;
+ }
+
+ /* Handle item */
+ if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
+ {
+ /* Place object */
+ place_object(y, x, 0L);
+ found = TRUE;
+ }
+
+ if (found && character_dungeon && player_can_see_bold(y, x))
+ {
+#ifdef JP
+ msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
+#else
+ msg_print("You have found something!");
+#endif
+ }
+ }
+
+ if (feature_action_flags[action] & FAF_CRASH_GLASS)
+ {
+ feature_type *old_f_ptr = &f_info[oldfeat];
+
+ if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
+ {
+ project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(dun_level, 100) / 4, GF_SHARDS,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ }
+ }
}
+
/* Remove a mirror */
void remove_mirror(int y, int x)
{
+ cave_type *c_ptr = &cave[y][x];
+
/* Remove the mirror */
- cave[y][x].info &= ~(CAVE_OBJECT);
- cave[y][x].mimic = 0;
+ c_ptr->info &= ~(CAVE_OBJECT);
+ c_ptr->mimic = 0;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
{
- cave[y][x].info &= ~(CAVE_GLOW);
- if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
+ c_ptr->info &= ~(CAVE_GLOW);
+ if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
+
+ /* Update the monster */
+ if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+
+ update_local_illumination(y, x);
}
+
/* Notice */
note_spot(y, x);
*/
bool is_mirror_grid(cave_type *c_ptr)
{
- if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MIRROR)
+ if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
return TRUE;
else
return FALSE;
*/
bool is_glyph_grid(cave_type *c_ptr)
{
- if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_GLYPH)
+ if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
return TRUE;
else
return FALSE;
*/
bool is_explosive_rune_grid(cave_type *c_ptr)
{
- if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MINOR_GLYPH)
+ if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
return TRUE;
else
return FALSE;
/* Check the projection path */
grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
- /* No grid is ever projectable from itself */
- if (!grid_n) return (FALSE);
+ /* Identical grid */
+ if (!grid_n) return TRUE;
/* Final grid */
y = GRID_Y(grid_g[grid_n - 1]);
/* Ignore "excessively distant" locations */
if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
- /* Require "line of sight" */
- if (los(y, x, ny, nx)) break;
+ /* Require "line of projection" */
+ if (projectable(y, x, ny, nx)) break;
}
/* Save the location */
*
* All disturbance cancels repeated commands, resting, and running.
*/
-void disturb(int stop_search, int unused_flag)
+void disturb(int stop_search, int stop_travel)
{
+#ifndef TRAVEL
/* Unused */
- unused_flag = unused_flag;
+ stop_travel = stop_travel;
+#endif
/* Cancel auto-commands */
/* command_new = 0; */
p_ptr->update |= (PU_FLOW);
}
+#ifdef TRAVEL
+ if (stop_travel)
+ {
+ /* Cancel */
+ travel.run = 0;
+
+ /* Check for new panel if appropriate */
+ if (center_player && !center_running) verify_panel();
+
+ /* Calculate torch radius */
+ p_ptr->update |= (PU_TORCH);
+ }
+#endif
+
/* Flush the input if requested */
if (flush_disturb) flush();
}
{
int y, x, i, yy, xx;
cave_type *c_ptr;
- byte feat;
/* Not in the darkness dungeon */
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
-
- if ((feat == FEAT_DEEP_LAVA) ||
- ((feat >= FEAT_SHOP_HEAD) &&
- (feat <= FEAT_SHOP_TAIL)) ||
- (feat == FEAT_MUSEUM) ||
- ((feat >= FEAT_BLDG_HEAD) &&
- (feat <= FEAT_BLDG_TAIL)))
+
+ if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
{
for (i = 0; i < 9; i++)
{
xx = x + ddx_ddd[i];
if (!in_bounds2(yy, xx)) continue;
cave[yy][xx].info |= CAVE_GLOW;
- if (player_has_los_bold(yy, xx)) note_spot(yy, xx);
}
}
}
}
+
+ /* Update the view and lite */
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
}