/* File: cave.c */
+/*
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
+ *
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
+ */
+
/* Purpose: low level dungeon routines -BEN- */
case FEAT_TRAP_SLEEP:
case FEAT_TRAP_TRAPS:
case FEAT_TRAP_ALARM:
- case FEAT_TRAP_OPEN:
+ case FEAT_TRAP_OPEN:
+ case FEAT_TRAP_ARMAGEDDON:
+ case FEAT_TRAP_PIRANHA:
{
/* A trap */
return (TRUE);
/*
+ * Return TRUE if the given grid is a known trap
+ */
+bool is_known_trap(cave_type *c_ptr)
+{
+ if (!c_ptr->mimic && is_trap(c_ptr->feat)) return TRUE;
+ else return FALSE;
+}
+
+
+/*
+ * Return TRUE if the given grid is a closed door
+ */
+bool is_closed_door(int feat)
+{
+ return (feat >= FEAT_DOOR_HEAD && feat <= FEAT_DOOR_TAIL);
+}
+
+
+/*
+ * Return TRUE if the given grid is a hidden closed door
+ */
+bool is_hidden_door(cave_type *c_ptr)
+{
+ if (c_ptr->mimic &&
+ is_closed_door(c_ptr->feat))
+ return TRUE;
+ else
+ return FALSE;
+}
+
+
+/*
* A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
* 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
*
/* Require line of sight to the grid */
if (!player_has_los_bold(y, x)) return (FALSE);
- if (p_ptr->pclass == CLASS_NINJA) return TRUE;
+ /* Noctovision of Ninja */
+ if (p_ptr->see_nocto) return TRUE;
/* Require "perma-lite" of the grid */
- if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return (FALSE);
+ if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)) return FALSE;
/* Floors are simple */
if (cave_floor_bold(y, x)) return (TRUE);
xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
/* Check for "local" illumination */
- if (cave[yy][xx].info & (CAVE_GLOW | CAVE_MNLT))
+ 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);
/*
* Hack -- Legal monster codes
*/
-static cptr image_monster_hack = \
+static char image_monster_hack[] = \
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
/*
- * Hack -- Legal monster codes for IBM pseudo-graphics
- */
-static cptr image_monster_hack_ibm = \
-"aaa";
-
-/*
* Mega-Hack -- Hallucinatory monster
*/
static void image_monster(byte *ap, char *cp)
{
- int n = strlen(image_monster_hack);
-
/* Random symbol from set above */
if (use_graphics)
{
- /* Normal graphics */
- if (!(streq(ANGBAND_SYS, "ibm")))
- {
- (*cp) = r_info[randint1(max_r_idx-1)].x_char;
- (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
- }
- else
- /* IBM-pseudo graphics */
- {
- n = strlen(image_monster_hack_ibm);
- (*cp) = (image_monster_hack_ibm[randint0(n)]);
+ monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
- /* Random color */
- (*ap) = randint1(15);
- }
+ *cp = r_ptr->x_char;
+ *ap = r_ptr->x_attr;
}
else
/* Text mode */
{
- (*cp) = (image_monster_hack[randint0(n)]);
+ int n = sizeof(image_monster_hack) - 1;
+
+ *cp = image_monster_hack[randint0(n)];
/* Random color */
- (*ap) = randint1(15);
+ *ap = randint1(15);
}
}
/*
* Hack -- Legal object codes
*/
-static cptr image_object_hack = \
-"?/|\\\"!$()_-=[]{},~";
-
-static cptr image_object_hack_ibm = \
-"aaa";
+static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
/*
* Mega-Hack -- Hallucinatory object
*/
static void image_object(byte *ap, char *cp)
{
- int n = strlen(image_object_hack);
-
if (use_graphics)
{
- if (!(streq(ANGBAND_SYS, "ibm")))
- {
- (*cp) = k_info[randint1(max_k_idx-1)].x_char;
- (*ap) = k_info[randint1(max_k_idx-1)].x_attr;
- }
- else
- {
- n = strlen(image_object_hack_ibm);
- (*cp) = (image_object_hack_ibm[randint0(n)]);
+ object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
- /* Random color */
- (*ap) = randint1(15);
- }
+ *cp = k_ptr->x_char;
+ *ap = k_ptr->x_attr;
}
else
{
- (*cp) = (image_object_hack[randint0(n)]);
+ int n = sizeof(image_object_hack) - 1;
+
+ *cp = image_object_hack[randint0(n)];
/* Random color */
- (*ap) = randint1(15);
+ *ap = randint1(15);
}
}
/*
* Not using graphical tiles for this feature?
*/
-#define is_ascii_graphics(C , A) \
- (!(((C) & 0x80) && ((A) & 0x80)))
+#define is_ascii_graphics(A) (!((A) & 0x80))
/*
* The 16x16 tile of the terrain supports lighting
case FEAT_MORE:
case FEAT_LESS_LESS:
case FEAT_MORE_MORE:
- case FEAT_SECRET:
case FEAT_RUBBLE:
case FEAT_MAGMA:
case FEAT_QUARTZ:
{TERM_L_UMBER, TERM_UMBER}
};
+
+/*
+ * 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".
+ */
+#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++; \
+ } \
+ } \
+} ;
+
+
/*
* Extract the attr/char to display at the given (legal) map location
*
void map_info(int y, int x, byte *ap, char *cp)
#endif /* USE_TRANSPARENCY */
{
- cave_type *c_ptr;
+ /* Get the cave */
+ cave_type *c_ptr = &cave[y][x];
feature_type *f_ptr;
s16b this_o_idx, next_o_idx = 0;
- byte feat;
+ /* Feature code (applying "mimic" field) */
+ byte feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
byte a;
byte c;
- /* Get the cave */
- c_ptr = &cave[y][x];
-
- /* Feature code */
- feat = c_ptr->mimic ? c_ptr->mimic : c_ptr->feat;
- feat = (c_ptr->info & CAVE_IN_MIRROR) ? FEAT_MIRROR : feat;
+ /* 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))
{
/* Memorized (or visible) floor */
- if ((c_ptr->info & CAVE_MARK) ||
- (((c_ptr->info & CAVE_LITE) || (c_ptr->info & CAVE_MNLT) ||
- ((c_ptr->info & CAVE_GLOW) &&
- (c_ptr->info & CAVE_VIEW))) &&
- !p_ptr->blind))
+ 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))
{
/* Access floor */
f_ptr = &f_info[feat];
/* Normal attr */
a = f_ptr->x_attr;
+ /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
+ if (darkened_grid)
+ {
+ darkened_grid_hack();
+ }
+
/* Special lighting effects */
- if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
+ else if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
{
/* Handle "blind" */
if (p_ptr->blind)
* feat_supports_lighting(feat)
* is always TRUE here
*/
-
+
/* Use a dark tile */
c++;
}
/* Use "dark gray" */
a = TERM_L_DARK;
}
- }
+ }
/* Handle "torch-lit" grids */
else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
{
- /* Torch lite */
- if (view_yellow_lite && !p_ptr->wild_mode)
- {
+ /* Torch lite */
+ if (view_yellow_lite && !p_ptr->wild_mode)
+ {
if (use_graphics)
{
/*
}
}
- /* Handle "dark" grids */
- else if (!(c_ptr->info & CAVE_GLOW))
- {
+ /* Handle "dark" grids */
+ else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
+ {
if (use_graphics)
{
/*
/* Use "dark gray" */
a = TERM_L_DARK;
}
- }
+ }
/* Handle "out-of-sight" grids */
else if (!(c_ptr->info & CAVE_VIEW))
/* Memorized grids */
if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || new_ascii_graphics))
{
- /* Apply "mimic" field */
- if (c_ptr->mimic)
- feat = c_ptr->mimic;
- else
- feat = f_info[feat].mimic;
-
/* Access feature */
f_ptr = &f_info[feat];
/* Normal attr */
a = f_ptr->x_attr;
- if (new_ascii_graphics)
+ /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
+ if (darkened_grid)
+ {
+ darkened_grid_hack();
+ }
+
+ else if (new_ascii_graphics)
{
/* Handle "blind" */
if (p_ptr->blind)
{
- if (is_ascii_graphics(c,a))
+ if (is_ascii_graphics(a))
{
/* Use darkened colour */
a = lighting_colours[a][1];
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(c,a)))
+ if (view_yellow_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
{
- if (is_ascii_graphics(c,a))
+ if (is_ascii_graphics(a))
{
/* Use lightened colour */
a = lighting_colours[a][0];
}
else if (use_graphics &&
- feat_supports_lighting(c_ptr->feat))
+ feat_supports_lighting(feat))
{
/* Use a brightly lit tile */
c += 2;
}
/* Handle "view_bright_lite" */
- else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(c,a)))
+ else if (view_bright_lite && !p_ptr->wild_mode && ((use_graphics && feat_supports_lighting(feat)) || is_ascii_graphics(a)))
{
/* Not viewable */
if (!(c_ptr->info & CAVE_VIEW))
{
- if (is_ascii_graphics(c,a))
+ if (is_ascii_graphics(a))
{
/* Use darkened colour */
a = lighting_colours[a][1];
}
/* Not glowing */
- else if (!(c_ptr->info & CAVE_GLOW))
+ else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
{
- if (is_ascii_graphics(c,a))
+ if (is_ascii_graphics(a))
{
/* Use darkened colour */
a = lighting_colours[a][1];
}
}
}
+
/* Special lighting effects */
else if (view_granite_lite && !p_ptr->wild_mode &&
(((a == TERM_WHITE) && !use_graphics) ||
- (use_graphics && feat_supports_lighting(c_ptr->feat))))
+ (use_graphics && feat_supports_lighting(feat))))
{
/* Handle "blind" */
if (p_ptr->blind)
}
/* Not glowing */
- else if (!(c_ptr->info & CAVE_GLOW))
+ else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
{
if (use_graphics)
{
xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
/* Check for "local" illumination */
- if (!(cave[yy][xx].info & CAVE_GLOW))
+ if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
{
if (use_graphics)
{
}
}
- /* "Simple Lighting" */
- else
- {
- /* Handle "blind" */
- if (!(c_ptr->info & CAVE_MARK))
- {
+ /* "Simple Lighting" */
+ 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;
- }
+ }
+
+ /* Access feature */
+ f_ptr = &f_info[feat];
- /* Access feature */
- f_ptr = &f_info[feat];
+ /* Normal attr */
+ a = f_ptr->x_attr;
- /* Normal attr */
- a = f_ptr->x_attr;
+ /* Normal char */
+ c = f_ptr->x_char;
- /* Normal char */
- c = f_ptr->x_char;
- }
- }
+ /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
+ if (darkened_grid)
+ {
+ darkened_grid_hack();
+ }
+ }
+ }
if (feat_priority == -1)
{
case FEAT_DEEP_GRASS:
case FEAT_SWAMP:
case FEAT_TREES:
- case FEAT_SECRET:
case FEAT_RUBBLE:
case FEAT_MAGMA:
case FEAT_QUARTZ:
case FEAT_MAGMA_K:
case FEAT_QUARTZ_K:
- feat_priority = 3;
+ /* Now a days treasere grid is too many */
+ feat_priority = 2;
break;
case FEAT_MOUNTAIN:
(*cp) = c;
/* Hack -- rare random hallucination, except on outer dungeon walls */
- if (p_ptr->image && (c_ptr->feat < FEAT_PERM_SOLID) && !randint0(256))
+ if (p_ptr->image && (feat < FEAT_PERM_SOLID) && one_in_(256))
{
/* Hallucinate */
image_random(ap, cp);
/* Visible monster */
if (m_ptr->ml)
{
- monster_race *r_ptr;
- r_ptr = &r_info[m_ptr->ap_r_idx];
-
- /* Desired attr */
- a = r_ptr->x_attr;
-
- /* Desired char */
- c = r_ptr->x_char;
+ monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
feat_priority = 30;
- /* Mimics' colors vary */
- if (strchr("\"!=", c) && !(r_ptr->flags1 & RF1_UNIQUE))
+ /* Hallucination */
+ if (p_ptr->image)
{
- /* Use char */
- (*cp) = c;
-
- /* Use semi-random attr */
- (*ap) = c_ptr->m_idx % 15 + 1;
+ /*
+ * Monsters with both CHAR_CLEAR and ATTR_CLEAR
+ * flags are always unseen.
+ */
+ if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
+ {
+ /* Do nothing */
+ }
+ else
+ {
+ /* Hallucinatory monster */
+ image_monster(ap, cp);
+ }
}
-
- /* Special attr/char codes */
- else if ((a & 0x80) && (c & 0x80))
+ else
{
- /* Use char */
- (*cp) = c;
+ /* Monster attr/char */
+ a = r_ptr->x_attr;
+ c = r_ptr->x_char;
- /* Use attr */
- (*ap) = a;
- }
+ /* Normal monsters */
+ if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
+ | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
+ {
+ /* Desired monster attr/char */
+ *ap = a;
+ *cp = c;
+ }
- /* Multi-hued monster */
- else if (r_ptr->flags1 & (RF1_ATTR_MULTI))
- {
- /* Is it a shapechanger? */
- if (r_ptr->flags2 & (RF2_SHAPECHANGER))
+ /*
+ * Monsters with both CHAR_CLEAR and ATTR_CLEAR
+ * flags are always unseen.
+ */
+ else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
{
- if (use_graphics)
+ /* Do nothing */
+ }
+
+ else
+ {
+ /*** Monster's attr ***/
+ if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
+ {
+ /* Clear-attr */
+ /* Do nothing */
+ }
+ else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
{
- if (!(streq(ANGBAND_SYS, "ibm")))
+ /* Multi-hued attr */
+ if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
+ else switch (randint1(7))
{
- (*cp) = r_info[randint1(max_r_idx-1)].x_char;
- (*ap) = r_info[randint1(max_r_idx-1)].x_attr;
+ case 1: *ap = TERM_RED; break;
+ case 2: *ap = TERM_L_RED; break;
+ case 3: *ap = TERM_WHITE; break;
+ case 4: *ap = TERM_L_GREEN; break;
+ case 5: *ap = TERM_BLUE; break;
+ case 6: *ap = TERM_L_DARK; break;
+ case 7: *ap = TERM_GREEN; break;
+ }
+ }
+ else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
+ {
+ /* Use semi-random attr (usually mimics' colors vary) */
+ *ap = c_ptr->m_idx % 15 + 1;
+ }
+ else
+ {
+ /* Normal case */
+ *ap = a;
+ }
+
+ /*** Monster's char ***/
+ if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
+ {
+ /* Clear-char */
+ /* Do nothing */
+ }
+ else if (r_ptr->flags1 & RF1_SHAPECHANGER)
+ {
+ if (use_graphics)
+ {
+ monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
+ *cp = tmp_r_ptr->x_char;
+ *ap = tmp_r_ptr->x_attr;
}
else
{
- int n = strlen(image_monster_hack_ibm);
- (*cp) = (image_monster_hack_ibm[randint0(n)]);
-
- /* Random color */
- (*ap) = randint1(15);
+ *cp = (one_in_(25) ?
+ image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
+ image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
}
}
else
{
- (*cp) = (one_in_(25) ?
- image_object_hack[randint0(strlen(image_object_hack))] :
- image_monster_hack[randint0(strlen(image_monster_hack))]);
+ /* Normal case */
+ *cp = c;
}
}
- else
- (*cp) = c;
-
- /* Multi-hued attr */
- if (r_ptr->flags2 & RF2_ATTR_ANY)
- (*ap) = randint1(15);
- else switch (randint1(7))
- {
- case 1:
- (*ap) = TERM_RED;
- break;
- case 2:
- (*ap) = TERM_L_RED;
- break;
- case 3:
- (*ap) = TERM_WHITE;
- break;
- case 4:
- (*ap) = TERM_L_GREEN;
- break;
- case 5:
- (*ap) = TERM_BLUE;
- break;
- case 6:
- (*ap) = TERM_L_DARK;
- break;
- case 7:
- (*ap) = TERM_GREEN;
- break;
- }
- }
-
- /* Normal monster (not "clear" in any way) */
- else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR)))
- {
- /* Use char */
- (*cp) = c;
-
- /* Use attr */
- (*ap) = a;
- }
-
- /* Hack -- Bizarre grid under monster */
- else if ((*ap & 0x80) || (*cp & 0x80))
- {
- /* Use char */
- (*cp) = c;
-
- /* Use attr */
- (*ap) = a;
- }
-
- /* Normal */
- else
- {
- /* Normal (non-clear char) monster */
- if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR)))
- {
- /* Normal char */
- (*cp) = c;
- }
-
- /* Normal (non-clear attr) monster */
- else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR)))
- {
- /* Normal attr */
- (*ap) = a;
- }
- }
-
- /* Hack -- hallucination */
- if (p_ptr->image)
- {
- /* Hallucinatory monster */
- image_monster(ap, cp);
}
}
}
/* Handle "player" */
- if ((y == py) && (x == px))
+ if (player_bold(y, x))
{
monster_race *r_ptr = &r_info[0];
- feat_priority = 31;
-
/* Get the "player" attr */
- a = r_ptr->x_attr;
+ *ap = r_ptr->x_attr;
/* Get the "player" char */
- c = r_ptr->x_char;
-
-#ifdef VARIABLE_PLAYER_GRAPH
-
- if (!streq(ANGBAND_GRAF, "new"))
- {
- if (streq(ANGBAND_SYS,"ibm"))
- {
- if (use_graphics && player_symbols)
- {
- if (p_ptr->psex == SEX_FEMALE) c = (char)242;
- switch (p_ptr->pclass)
- {
- case CLASS_PALADIN:
- if (p_ptr->lev < 20)
- a = TERM_L_WHITE;
- else
- a = TERM_WHITE;
- c = 253;
- break;
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- if (p_ptr->lev < 20)
- a = TERM_L_RED;
- else
- a = TERM_VIOLET;
- break;
- case CLASS_CHAOS_WARRIOR:
- do
- {
- a = randint1(15);
- }
- while (a == TERM_DARK);
- break;
- case CLASS_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_BLUE_MAGE:
- if (p_ptr->lev < 20)
- a = TERM_L_RED;
- else
- a = TERM_RED;
- c = 248;
- break;
- case CLASS_PRIEST:
- case CLASS_BARD:
- if (p_ptr->lev < 20)
- a = TERM_L_BLUE;
- else
- a = TERM_BLUE;
- c = 248;
- break;
- case CLASS_RANGER:
- case CLASS_ARCHER:
- if (p_ptr->lev < 20)
- a = TERM_L_GREEN;
- else
- a = TERM_GREEN;
- break;
- case CLASS_ROGUE:
- case CLASS_NINJA:
- if (p_ptr->lev < 20)
- a = TERM_SLATE;
- else
- a = TERM_L_DARK;
- break;
- case CLASS_WARRIOR:
- case CLASS_SMITH:
- case CLASS_BERSERKER:
- case CLASS_SAMURAI:
- if (p_ptr->lev < 20)
- a = TERM_L_UMBER;
- else
- a = TERM_UMBER;
- break;
- case CLASS_MONK:
- case CLASS_MINDCRAFTER:
- case CLASS_FORCETRAINER:
- case CLASS_MIRROR_MASTER:
- if (p_ptr->lev < 20)
- a = TERM_L_UMBER;
- else
- a = TERM_UMBER;
- c = 248;
- break;
- default: /* Unknown */
- a = TERM_WHITE;
- }
-
- switch (p_ptr->prace)
- {
- case RACE_GNOME:
- case RACE_HOBBIT:
- c = 144;
- break;
- case RACE_DWARF:
- c = 236;
- break;
- case RACE_HALF_ORC:
- c = 243;
- break;
- case RACE_HALF_TROLL:
- c = 184;
- break;
- case RACE_ELF:
- case RACE_ENT:
- case RACE_HALF_ELF:
- case RACE_HIGH_ELF:
- case RACE_KUTA:
- c = 223;
- break;
- case RACE_HALF_OGRE:
- c = 168;
- break;
- case RACE_HALF_GIANT:
- case RACE_HALF_TITAN:
- case RACE_CYCLOPS:
- c = 145;
- break;
- case RACE_YEEK:
- c = 209;
- break;
- case RACE_KLACKON:
- c = 229;
- break;
- case RACE_KOBOLD:
- c = 204;
- break;
- case RACE_NIBELUNG:
- c = 144;
- break;
- case RACE_DARK_ELF:
- c = 223;
- break;
- case RACE_DRACONIAN:
- if (p_ptr->lev < 20)
- c = 240;
- else if (p_ptr->lev < 40)
- c = 22;
- else
- c = 137;
- break;
- case RACE_MIND_FLAYER:
- c = 236;
- break;
- case RACE_IMP:
- c = 142;
- break;
- case RACE_GOLEM:
- case RACE_ANDROID:
- c = 6;
- break;
- case RACE_SKELETON:
- if (p_ptr->pclass == CLASS_MAGE ||
- p_ptr->pclass == CLASS_PRIEST ||
- p_ptr->pclass == CLASS_HIGH_MAGE ||
- p_ptr->pclass == CLASS_SORCERER ||
- p_ptr->pclass == CLASS_MONK ||
- p_ptr->pclass == CLASS_FORCETRAINER ||
- p_ptr->pclass == CLASS_BLUE_MAGE ||
- p_ptr->pclass == CLASS_MIRROR_MASTER ||
- p_ptr->pclass == CLASS_MINDCRAFTER)
- c = 159;
- else
- c = 181;
- break;
- case RACE_ZOMBIE:
- c = 221;
- break;
- case RACE_VAMPIRE:
- c = 217;
- break;
- case RACE_SPECTRE:
- c = 241;
- break;
- case RACE_SPRITE:
- case RACE_S_FAIRY:
- c = 244;
- break;
- case RACE_BEASTMAN:
- c = 154;
- break;
- case RACE_ANGEL:
- case RACE_DEMON:
- c = 144;
- break;
- }
- }
- }
- }
-
- /* Save the info */
- (*ap) = a;
- (*cp) = c;
-
-#endif /* VARIABLE_PLAYER_GRAPH */
+ *cp = r_ptr->x_char;
+ feat_priority = 31;
}
}
/*
* Prepare Bigtile or 2-bytes character attr/char pairs
*/
-static void bigtile_attr(char *cp, byte *ap, char *cp2, byte *ap2)
+void bigtile_attr(char *cp, byte *ap, char *cp2, byte *ap2)
{
- if (*ap & 0x80)
+ if ((*ap & 0x80) && (*cp & 0x80))
{
*ap2 = 255;
*cp2 = -1;
if (panel_contains(y, x))
{
/* Hack -- fake monochrome */
- if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
+ if (!use_graphics)
{
if (world_monster) a = TERM_DARK;
- else if (p_ptr->invuln || world_player) a = TERM_WHITE;
- else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
+ else if (IS_INVULN() || world_player) a = TERM_WHITE;
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
s16b this_o_idx, next_o_idx = 0;
+ byte feat;
+
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Blind players see nothing */
if (p_ptr->blind) return;
/* Require line of sight to the grid */
if (!(c_ptr->info & (CAVE_VIEW))) return;
- if (p_ptr->pclass != CLASS_NINJA)
- {
/* Require "perma-lite" of the grid */
- if (!(c_ptr->info & (CAVE_GLOW | CAVE_MNLT))) return;
+ if (!(c_ptr->info & CAVE_MNLT) && ((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)))
{
- if (p_ptr->pclass == CLASS_NINJA)
- {
- c_ptr->info |= (CAVE_MARK);
- }
/* Handle floor grids first */
- if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
+ if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
{
/* Option -- memorize all torch-lit floors */
- if (view_torch_grids && (c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
+ if (view_torch_grids &&
+ ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
{
/* Memorize */
c_ptr->info |= (CAVE_MARK);
}
/* Option -- memorize all perma-lit floors */
- else if (view_perma_grids && (c_ptr->info & (CAVE_GLOW)))
+ else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
{
/* Memorize */
c_ptr->info |= (CAVE_MARK);
c_ptr->info |= (CAVE_MARK);
}
+ /* Memorize walls seen by noctovision of Ninja */
+ else if (p_ptr->see_nocto)
+ {
+ /* Memorize */
+ c_ptr->info |= (CAVE_MARK);
+ }
+
/* Memorize certain non-torch-lit wall grids */
else
{
xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
/* Check for "local" illumination */
- if (cave[yy][xx].info & (CAVE_GLOW))
+ if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
/* Memorize */
c_ptr->info |= (CAVE_MARK);
#endif /* USE_TRANSPARENCY */
/* Hack -- fake monochrome */
- if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
+ if (!use_graphics)
{
if (world_monster) a = TERM_DARK;
- else if (p_ptr->invuln || world_player) a = TERM_WHITE;
- else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
+ else if (IS_INVULN() || world_player) a = TERM_WHITE;
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
#endif /* USE_TRANSPARENCY */
/* Hack -- fake monochrome */
- if (!use_graphics || streq(ANGBAND_SYS, "ibm"))
+ if (!use_graphics)
{
if (world_monster) a = TERM_DARK;
- else if (p_ptr->invuln || world_player) a = TERM_WHITE;
- else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
+ else if (IS_INVULN() || world_player) a = TERM_WHITE;
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
#ifdef JP
- if (use_bigtile && !(a & 0x80) && (isprint(c) || c == 127))
+ 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-' ')]);
if (use_bigtile)
Term_queue_char(panel_col_of(x)+1, y-panel_row_prt, 255, -1);
#endif /* USE_TRANSPARENCY */
+
+ /* Update sub-windows */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
int wid, hgt;
- bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
-
/* Get size */
Term_get_size(&wid, &hgt);
#endif
/* Hack -- fake monochrome */
- if (fake_monochrome)
+ if (!use_graphics)
{
if (world_monster) a = TERM_DARK;
- else if (p_ptr->invuln || world_player) a = TERM_WHITE;
- else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
+ else if (IS_INVULN() || world_player) a = TERM_WHITE;
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
int path_n;
u16b path_g[512];
int default_color = TERM_SLATE;
- bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
if (!display_path) return;
if (-1 == project_length)
#else
map_info(ny, nx, &a, &c);
#endif
- if (a & 0x80)
+ if (!is_ascii_graphics(a))
a = default_color;
else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
a = default_color;
a = TERM_WHITE;
}
- if (fake_monochrome)
+ if (!use_graphics)
{
if (world_monster) a = TERM_DARK;
- else if (p_ptr->invuln || world_player) a = TERM_WHITE;
- else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) a = TERM_WHITE;
+ else if (IS_INVULN() || world_player) a = TERM_WHITE;
else if (p_ptr->wraith_form) a = TERM_L_DARK;
}
bool old_view_special_lite = view_special_lite;
bool old_view_granite_lite = view_granite_lite;
- bool fake_monochrome = (!use_graphics || streq(ANGBAND_SYS, "ibm"));
-
int hgt, wid, yrat, xrat;
- int **match_autopick_yx;
+ int **match_autopick_yx;
object_type ***object_autopick_yx;
/* Get size */
tc = mc[y][x];
/* Hack -- fake monochrome */
- if (fake_monochrome)
+ if (!use_graphics)
{
if (world_monster) ta = TERM_DARK;
- else if (p_ptr->invuln || world_player) ta = TERM_WHITE;
- else if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN)) ta = TERM_WHITE;
+ else if (IS_INVULN() || world_player) ta = TERM_WHITE;
else if (p_ptr->wraith_form) ta = TERM_L_DARK;
}
}
- for (y = 1; y < hgt + 1; ++y)
+ for (y = 1; y < hgt + 1; ++y)
{
match_autopick = -1;
for (x = 1; x <= wid; x++){
C_FREE(bigmp[y], (cur_wid + 2), byte);
}
- /* Free each line map */
+ /* Free each line map */
C_FREE(bigma, (cur_hgt + 2), byte_ptr);
C_FREE(bigmc, (cur_hgt + 2), char_ptr);
C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
/* Clear the screen */
Term_clear();
- display_autopick = 0;
+ display_autopick = 0;
/* Display the map */
display_map(&cy, &cx);
/* Wait for it */
- if(max_autopick && !p_ptr->wild_mode)
+ if(max_autopick && !p_ptr->wild_mode)
{
display_autopick = ITEM_DISPLAY;
cave[y][x].info &= ~(CAVE_LITE);
/* Redraw */
- lite_spot(y, x);
+ /* lite_spot(y, x); Perhaps don't need? */
}
/* None left */
/*
+ * For delayed visual update
+ */
+#define cave_note_and_redraw_later(C,Y,X) \
+{\
+ (C)->info |= CAVE_NOTE; \
+ cave_redraw_later((C), (Y), (X)); \
+}
+
+
+/*
+ * For delayed visual update
+ */
+#define cave_redraw_later(C,Y,X) \
+{\
+ if (!((C)->info & CAVE_REDRAW)) \
+ { \
+ (C)->info |= CAVE_REDRAW; \
+ redraw_y[redraw_n] = (Y); \
+ redraw_x[redraw_n++] = (X); \
+ } \
+}
+
+
+/*
* XXX XXX XXX
*
* This macro allows us to efficiently add a grid to the "lite" array,
{
int i, x, y, min_x, max_x, min_y, max_y;
int p = p_ptr->cur_lite;
+ cave_type *c_ptr;
/*** Special case ***/
+#if 0
/* Hack -- Player has no lite */
if (p <= 0)
{
/* Forget the old lite */
- forget_lite();
+ /* forget_lite(); Perhaps don't need? */
- /* Draw the player */
- lite_spot(py, px);
+ /* Add it to later visual update */
+ cave_redraw_later(&cave[py][px], py, px);
}
-
+#endif
/*** Save the old "lite" grids for later ***/
y = lite_y[i];
x = lite_x[i];
- /* Update fresh grids */
- if (cave[y][x].info & (CAVE_TEMP)) continue;
+ c_ptr = &cave[y][x];
- /* Note */
- note_spot(y, x);
+ /* Update fresh grids */
+ if (c_ptr->info & (CAVE_TEMP)) continue;
- /* Redraw */
- lite_spot(y, x);
+ /* Add it to later visual update */
+ cave_note_and_redraw_later(c_ptr, y, x);
}
/* Clear them all */
y = temp_y[i];
x = temp_x[i];
+ c_ptr = &cave[y][x];
+
/* No longer in the array */
- cave[y][x].info &= ~(CAVE_TEMP);
+ c_ptr->info &= ~(CAVE_TEMP);
/* Update stale grids */
- if (cave[y][x].info & (CAVE_LITE)) continue;
+ if (c_ptr->info & (CAVE_LITE)) continue;
- /* Redraw */
- lite_spot(y, x);
+ /* Add it to later visual update */
+ cave_redraw_later(c_ptr, y, x);
}
/* None left */
temp_n = 0;
+
+ /* Mega-Hack -- Visual update later */
+ p_ptr->update |= (PU_DELAY_VIS);
}
static bool mon_invis;
+static s16b mon_fy, mon_fx;
/*
* Add a square to the changes array
static void mon_lite_hack(int y, int x)
{
cave_type *c_ptr;
+ int midpoint, dpf, d;
- /* Out of bounds */
- if (!in_bounds2(y, x)) return;
+ /* We trust this grid is in bounds */
+ /* if (!in_bounds2(y, x)) return; */
c_ptr = &cave[y][x];
/* Want a unlit square in view of the player */
if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
- /* Hack XXX XXX - Is it a wall and monster not in LOS? */
- if (!cave_floor_grid(c_ptr) && mon_invis) return;
+ if (!cave_floor_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 */
- /* Save this square */
- if (temp_n < TEMP_MAX)
+ /* Horizontal walls between player and a monster */
+ if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
+ {
+ dpf = py - mon_fy;
+ d = y - mon_fy;
+ midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
+
+ /* Only first wall viewed from mid-x is lit */
+ if (x < midpoint)
+ {
+ if (!cave_floor_bold(y, x + 1)) return;
+ }
+ else if (x > midpoint)
+ {
+ if (!cave_floor_bold(y, x - 1)) return;
+ }
+ }
+
+ /* Vertical walls between player and a monster */
+ if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
+ {
+ dpf = px - mon_fx;
+ d = x - mon_fx;
+ midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
+
+ /* Only first wall viewed from mid-y is lit */
+ if (y < midpoint)
+ {
+ if (!cave_floor_bold(y + 1, x)) return;
+ }
+ else if (y > midpoint)
+ {
+ if (!cave_floor_bold(y - 1, x)) return;
+ }
+ }
+ }
+
+ /* We trust temp_n does not exceed TEMP_MAX */
+
+ /* New grid */
+ if (!(c_ptr->info & CAVE_MNDK))
{
+ /* Save this square */
temp_x[temp_n] = x;
temp_y[temp_n] = y;
temp_n++;
}
+ /* Darkened grid */
+ else
+ {
+ /* No longer dark */
+ c_ptr->info &= ~(CAVE_MNDK);
+ }
+
/* Light it */
c_ptr->info |= CAVE_MNLT;
}
-
+
+/*
+ * Add a square to the changes array
+ */
+static void mon_dark_hack(int y, int x)
+{
+ cave_type *c_ptr;
+ int midpoint, dpf, d;
+
+ /* We trust this grid is in bounds */
+ /* if (!in_bounds2(y, x)) return; */
+
+ c_ptr = &cave[y][x];
+
+ /* 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))
+ {
+ /* 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 */
+ if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
+ {
+ dpf = py - mon_fy;
+ d = y - mon_fy;
+ midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
+
+ /* Only first wall viewed from mid-x is lit */
+ if (x < midpoint)
+ {
+ if (!cave_floor_bold(y, x + 1)) return;
+ }
+ else if (x > midpoint)
+ {
+ if (!cave_floor_bold(y, x - 1)) return;
+ }
+ }
+
+ /* Vertical walls between player and a monster */
+ if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
+ {
+ dpf = px - mon_fx;
+ d = x - mon_fx;
+ midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
+
+ /* Only first wall viewed from mid-y is lit */
+ if (y < midpoint)
+ {
+ if (!cave_floor_bold(y + 1, x)) return;
+ }
+ else if (y > midpoint)
+ {
+ if (!cave_floor_bold(y - 1, x)) return;
+ }
+ }
+ }
+
+ /* We trust temp_n does not exceed TEMP_MAX */
+
+ /* Save this square */
+ temp_x[temp_n] = x;
+ temp_y[temp_n] = y;
+ temp_n++;
+
+ /* Darken it */
+ c_ptr->info |= CAVE_MNDK;
+}
/*
- * Update squares illuminated by monsters.
+ * Update squares illuminated or darkened by monsters.
*
* Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
* denote squares illuminated by monsters.
*
- * The CAVE_TEMP flag is used to store the state during the
+ * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
* updating. Only squares in view of the player, whos state
* changes are drawn via lite_spot().
*/
cave_type *c_ptr;
s16b fx, fy;
+ void (*add_mon_lite)(int, int);
s16b end_temp;
+ /* Non-Ninja player in the darkness */
+ int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
+ (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
+
/* Clear all monster lit squares */
for (i = 0; i < mon_lite_n; i++)
{
/* Point to grid */
c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
- /* Set temp flag */
- c_ptr->info |= (CAVE_TEMP);
+ /* Set temp or xtra flag */
+ c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
/* Clear monster illumination flag */
- c_ptr->info &= ~(CAVE_MNLT);
+ c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
}
/* Empty temp list of new squares to lite up */
if (!m_ptr->r_idx) continue;
/* Is it too far away? */
- if (m_ptr->cdis > ((d_info[dungeon_type].flags1 & DF1_DARKNESS) ? MAX_SIGHT / 2 + 1 : MAX_SIGHT + 3)) continue;
+ if (m_ptr->cdis > dis_lim) continue;
+
+ /* If a monster stops time, break */
+ if (world_monster) break;
/* 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;
/* Exit if has no light */
if (!rad) continue;
- 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 (world_monster) continue;
-
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
+ 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 */
+ }
/* Access the location */
- fx = m_ptr->fx;
- fy = m_ptr->fy;
+ mon_fx = m_ptr->fx;
+ mon_fy = m_ptr->fy;
/* Is the monster visible? */
- mon_invis = !(cave[fy][fx].info & CAVE_VIEW);
+ mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
/* The square it is on */
- mon_lite_hack(fy, fx);
+ add_mon_lite(mon_fy, mon_fx);
/* Adjacent squares */
- mon_lite_hack(fy + 1, fx);
- mon_lite_hack(fy - 1, fx);
- mon_lite_hack(fy, fx + 1);
- mon_lite_hack(fy, fx - 1);
- mon_lite_hack(fy + 1, fx + 1);
- mon_lite_hack(fy + 1, fx - 1);
- mon_lite_hack(fy - 1, fx + 1);
- mon_lite_hack(fy - 1, fx - 1);
+ 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(fy + 1, fx))
+ if (cave_floor_bold(mon_fy + 1, mon_fx))
{
- mon_lite_hack(fy + 2, fx + 1);
- mon_lite_hack(fy + 2, fx);
- mon_lite_hack(fy + 2, fx - 1);
+ 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[fy + 2][fx];
+ c_ptr = &cave[mon_fy + 2][mon_fx];
/* Radius 3 */
if ((rad == 3) && cave_floor_grid(c_ptr))
{
- mon_lite_hack(fy + 3, fx + 1);
- mon_lite_hack(fy + 3, fx);
- mon_lite_hack(fy + 3, fx - 1);
+ 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(fy - 1, fx))
+ if (cave_floor_bold(mon_fy - 1, mon_fx))
{
- mon_lite_hack(fy - 2, fx + 1);
- mon_lite_hack(fy - 2, fx);
- mon_lite_hack(fy - 2, fx - 1);
+ 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[fy - 2][fx];
+ c_ptr = &cave[mon_fy - 2][mon_fx];
/* Radius 3 */
if ((rad == 3) && cave_floor_grid(c_ptr))
{
- mon_lite_hack(fy - 3, fx + 1);
- mon_lite_hack(fy - 3, fx);
- mon_lite_hack(fy - 3, fx - 1);
+ 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(fy, fx + 1))
+ if (cave_floor_bold(mon_fy, mon_fx + 1))
{
- mon_lite_hack(fy + 1, fx + 2);
- mon_lite_hack(fy, fx + 2);
- mon_lite_hack(fy - 1, fx + 2);
+ 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[fy][fx + 2];
+ c_ptr = &cave[mon_fy][mon_fx + 2];
/* Radius 3 */
if ((rad == 3) && cave_floor_grid(c_ptr))
{
- mon_lite_hack(fy + 1, fx + 3);
- mon_lite_hack(fy, fx + 3);
- mon_lite_hack(fy - 1, fx + 3);
+ 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(fy, fx - 1))
+ if (cave_floor_bold(mon_fy, mon_fx - 1))
{
- mon_lite_hack(fy + 1, fx - 2);
- mon_lite_hack(fy, fx - 2);
- mon_lite_hack(fy - 1, fx - 2);
+ 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[fy][fx - 2];
+ c_ptr = &cave[mon_fy][mon_fx - 2];
/* Radius 3 */
if ((rad == 3) && cave_floor_grid(c_ptr))
{
- mon_lite_hack(fy + 1, fx - 3);
- mon_lite_hack(fy, fx - 3);
- mon_lite_hack(fy - 1, fx - 3);
+ 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);
}
}
}
if (rad == 3)
{
/* South-East of the monster */
- if (cave_floor_bold(fy + 1, fx + 1))
+ if (cave_floor_bold(mon_fy + 1, mon_fx + 1))
{
- mon_lite_hack(fy + 2, fx + 2);
+ add_mon_lite(mon_fy + 2, mon_fx + 2);
}
/* South-West of the monster */
- if (cave_floor_bold(fy + 1, fx - 1))
+ if (cave_floor_bold(mon_fy + 1, mon_fx - 1))
{
- mon_lite_hack(fy + 2, fx - 2);
+ add_mon_lite(mon_fy + 2, mon_fx - 2);
}
/* North-East of the monster */
- if (cave_floor_bold(fy - 1, fx + 1))
+ if (cave_floor_bold(mon_fy - 1, mon_fx + 1))
{
- mon_lite_hack(fy - 2, fx + 2);
+ add_mon_lite(mon_fy - 2, mon_fx + 2);
}
/* North-West of the monster */
- if (cave_floor_bold(fy - 1, fx - 1))
+ if (cave_floor_bold(mon_fy - 1, mon_fx - 1))
{
- mon_lite_hack(fy - 2, fx - 2);
+ add_mon_lite(mon_fy - 2, mon_fx - 2);
}
}
}
fx = mon_lite_x[i];
fy = mon_lite_y[i];
- if (!in_bounds2(fy, fx)) continue;
+ /* We trust this grid is in bounds */
/* Point to grid */
c_ptr = &cave[fy][fx];
- /* It it no longer lit? */
- if (!(c_ptr->info & CAVE_MNLT) && player_has_los_grid(c_ptr))
+ if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
{
- /* It is now unlit */
- note_spot(fy, fx);
- lite_spot(fy, fx);
+ /* It it no longer lit? */
+ if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
+ {
+ /* It is now unlit */
+ /* Add it to later visual update */
+ cave_note_and_redraw_later(c_ptr, fy, fx);
+ }
+ }
+ else /* Pervious darkened */
+ {
+ /* It it no longer darken? */
+ if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
+ {
+ /* It is now undarken */
+ /* Add it to later visual update */
+ cave_note_and_redraw_later(c_ptr, fy, fx);
+ }
}
/* Add to end of temp array */
mon_lite_n = 0;
/* Copy the temp array into the lit array lighting the new squares. */
- for (i = 0; i < temp_n; i++)
+ for (i = 0; i < end_temp; i++)
{
fx = temp_x[i];
fy = temp_y[i];
- if (!in_bounds2(fy, fx)) continue;
+ /* We trust this grid is in bounds */
/* Point to grid */
c_ptr = &cave[fy][fx];
- if (i >= end_temp)
- {
- /* Clear the temp flag for the old lit grids */
- c_ptr->info &= ~(CAVE_TEMP);
- }
- else
+ if (c_ptr->info & CAVE_MNLT) /* Lit */
{
/* The is the square newly lit and visible? */
if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
{
/* It is now lit */
- lite_spot(fy, fx);
- note_spot(fy, fx);
+ /* Add it to later visual update */
+ cave_note_and_redraw_later(c_ptr, fy, fx);
}
-
- /* Save in the monster lit array */
- mon_lite_x[mon_lite_n] = fx;
- mon_lite_y[mon_lite_n] = fy;
- mon_lite_n++;
}
+ else /* Darkened */
+ {
+ /* The is the square newly darkened and visible? */
+ if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
+ {
+ /* It is now darkened */
+ /* Add it to later visual update */
+ cave_note_and_redraw_later(c_ptr, fy, fx);
+ }
+ }
+
+ /* Save in the monster lit or darkened array */
+ mon_lite_x[mon_lite_n] = fx;
+ mon_lite_y[mon_lite_n] = fy;
+ mon_lite_n++;
+ }
+
+ /* Clear the temp flag for the old lit or darken grids */
+ for (i = end_temp; i < temp_n; i++)
+ {
+ /* We trust this grid is in bounds */
+
+ cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
}
/* Finished with temp_n */
temp_n = 0;
+ /* Mega-Hack -- Visual update later */
+ p_ptr->update |= (PU_DELAY_VIS);
+
p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
if (p_ptr->special_defense & NINJA_S_STEALTH)
c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
/* Clear monster illumination flag */
- c_ptr->info &= ~(CAVE_MNLT);
+ c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
}
/* Empty the array */
if (!panel_contains(y, x)) continue;
/* Update the screen */
- lite_spot(y, x);
+ /* lite_spot(y, x); Perhaps don't need? */
}
/* None left */
/* Update only newly viewed grids */
if (c_ptr->info & (CAVE_TEMP)) continue;
- /* Note */
- note_spot(y, x);
-
- /* Redraw */
- lite_spot(y, x);
+ /* Add it to later visual update */
+ cave_note_and_redraw_later(c_ptr, y, x);
}
/* Wipe the old grids, update as needed */
/* Update only non-viewable grids */
if (c_ptr->info & (CAVE_VIEW)) continue;
- /* Redraw */
- lite_spot(y, x);
+ /* Add it to later visual update */
+ cave_redraw_later(c_ptr, y, x);
}
/* None left */
temp_n = 0;
+
+ /* Mega-Hack -- Visual update later */
+ p_ptr->update |= (PU_DELAY_VIS);
}
+/*
+ * Mega-Hack -- Delayed visual update
+ * Only used if update_view(), update_lite() or update_mon_lite() was called
+ */
+void delayed_visual_update(void)
+{
+ int i, y, x;
+ cave_type *c_ptr;
+ /* Update needed grids */
+ for (i = 0; i < redraw_n; i++)
+ {
+ y = redraw_y[i];
+ x = redraw_x[i];
+ /* Access the grid */
+ c_ptr = &cave[y][x];
+ /* Update only needed grids (prevent multiple updating) */
+ if (!(c_ptr->info & CAVE_REDRAW)) continue;
-/*
- * Hack -- provide some "speed" for the "flow" code
- * This entry is the "current index" for the "when" field
- * Note that a "when" value of "zero" means "not used".
- *
- * Note that the "cost" indexes from 1 to 127 are for
- * "old" data, and from 128 to 255 are for "new" data.
- *
- * This means that as long as the player does not "teleport",
- * then any monster up to 128 + MONSTER_FLOW_DEPTH will be
- * able to track down the player, and in general, will be
- * able to track down either the player or a position recently
- * occupied by the player.
- */
-static int flow_n = 0;
+ /* If required, note */
+ if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
+
+ /* Redraw */
+ lite_spot(y, x);
+
+ /* Hack -- Visual update of monster on this grid */
+ if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+
+ /* No longer in the array */
+ c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
+ }
+
+ /* None left */
+ redraw_n = 0;
+}
/*
{
int x, y;
- /* Nothing to forget */
- if (!flow_n) return;
-
/* Check the entire dungeon */
for (y = 0; y < cur_hgt; y++)
{
cave[y][x].when = 0;
}
}
-
- /* Start over */
- flow_n = 0;
}
int flow_head = 1;
int flow_tail = 0;
- /* Hack -- disabled */
- if (stupid_monsters) return;
-
/* Paranoia -- make sure the array is empty */
if (temp_n) return;
x = tx + ddx_ddd[d];
/* Ignore player's grid */
- if (x == px && y == py) continue;
+ if (player_bold(y, x)) continue;
c_ptr = &cave[y][x];
-
- if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_SECRET)) m += 3;
+
+ if (is_closed_door(c_ptr->feat)) m += 3;
/* Ignore "pre-stamped" entries */
if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
/* Ignore "walls" and "rubble" */
- if ((c_ptr->feat > FEAT_SECRET) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
+ if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) 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_SECRET) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
+ if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
/* Grid must not be blocked by walls from the character */
if (!player_has_los_bold(y, x)) continue;
cave_type *c_ptr;
+ byte feat;
+
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
/* Scan that area */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* All non-walls are "checked" */
- if ((c_ptr->feat < FEAT_SECRET) ||
- (c_ptr->feat == FEAT_RUBBLE) ||
- ((c_ptr->feat >= FEAT_MINOR_GLYPH) &&
- (c_ptr->feat <= FEAT_TREES)) ||
- (c_ptr->feat >= FEAT_TOWN))
+ if ((feat <= FEAT_DOOR_TAIL) ||
+ (feat == FEAT_RUBBLE) ||
+ ((feat >= FEAT_MINOR_GLYPH) &&
+ (feat <= FEAT_TREES)) ||
+ (feat >= FEAT_TOWN))
{
/* Memorize normal features */
- if ((c_ptr->feat > FEAT_INVIS) && (c_ptr->feat != FEAT_DIRT) && (c_ptr->feat != FEAT_GRASS))
+ if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
{
/* 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 = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Memorize walls (etc) */
- if ((c_ptr->feat >= FEAT_SECRET) && (c_ptr->feat != FEAT_DIRT) && (c_ptr->feat != FEAT_GRASS))
+ if ((feat >= FEAT_RUBBLE) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
{
/* Memorize the walls */
c_ptr->info |= (CAVE_MARK);
* since this would prevent the use of "view_torch_grids" as a method to
* keep track of what grids have been observed directly.
*/
-void wiz_lite(bool wizard, bool ninja)
+void wiz_lite(bool ninja)
{
int i, y, x;
+ byte feat;
/* Memorize objects */
for (i = 1; i < o_max; i++)
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
-#if 0
- /* Skip objects in vaults, if not a wizard. -LM- */
- if ((wizard == FALSE) &&
- (cave[o_ptr->iy][o_ptr->ix].info & (CAVE_ICKY))) continue;
-#endif
-
/* Memorize */
o_ptr->marked |= OM_FOUND;
}
{
cave_type *c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Process all non-walls */
- if (cave_floor_bold(y, x) || (c_ptr->feat == FEAT_RUBBLE) || (c_ptr->feat == FEAT_TREES) || (c_ptr->feat == FEAT_MOUNTAIN))
+ if (cave_floor_bold(y, x) || (feat == FEAT_RUBBLE) || (feat == FEAT_TREES) || (feat == FEAT_MOUNTAIN))
{
/* Scan all neighbors */
for (i = 0; i < 9; i++)
/* Get the grid */
c_ptr = &cave[yy][xx];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Memorize normal features */
if (ninja)
{
}
else
{
- if ((c_ptr->feat > FEAT_INVIS))
+ if ((feat > FEAT_INVIS))
{
/* Memorize the grid */
c_ptr->info |= (CAVE_MARK);
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Update the view and lite */
- p_ptr->update |= (PU_VIEW | PU_LITE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
{
cave_type *c_ptr = &cave[y][x];
+ /* Clear mimic type */
+ c_ptr->mimic = 0;
+
+ /* Remove flag for mirror/glyph */
+ c_ptr->info &= ~(CAVE_OBJECT);
+
/* Change the feature */
c_ptr->feat = feat;
+ /* Hack -- glow the deep lava */
+ if ((feat == FEAT_DEEP_LAVA) && !(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;
+ if (player_has_los_bold(yy, xx))
+ {
+ /* Notice */
+ note_spot(yy, xx);
+
+ /* Redraw */
+ lite_spot(yy, xx);
+ }
+ }
+ }
+
/* Notice */
note_spot(y, x);
void remove_mirror(int y, int x)
{
/* Remove the mirror */
- cave[y][x].info &= ~(CAVE_IN_MIRROR);
+ cave[y][x].info &= ~(CAVE_OBJECT);
+ cave[y][x].mimic = 0;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
{
lite_spot(y, x);
}
+
+/*
+ * Return TRUE if there is a mirror on the grid.
+ */
+bool is_mirror_grid(cave_type *c_ptr)
+{
+ if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MIRROR)
+ return TRUE;
+ else
+ return FALSE;
+}
+
+
+/*
+ * Return TRUE if there is a mirror on the grid.
+ */
+bool is_glyph_grid(cave_type *c_ptr)
+{
+ if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_GLYPH)
+ return TRUE;
+ else
+ return FALSE;
+}
+
+
+/*
+ * Return TRUE if there is a mirror on the grid.
+ */
+bool is_explosive_rune_grid(cave_type *c_ptr)
+{
+ if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MINOR_GLYPH)
+ return TRUE;
+ else
+ return FALSE;
+}
+
+
/*
* Calculate "incremental motion". Used by project() and shoot().
* Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
*/
void health_track(int m_idx)
{
+ /* Mount monster is already tracked */
+ if (m_idx && m_idx == p_ptr->riding) return;
+
/* Track a new guy */
p_ptr->health_who = m_idx;
/* Flush the input if requested */
if (flush_disturb) flush();
}
+
+
+/*
+ * Glow deep lava and building entrances in the floor
+ */
+void glow_deep_lava_and_bldg(void)
+{
+ 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;
+
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ c_ptr = &cave[y][x];
+
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[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)))
+ {
+ 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)) note_spot(yy, xx);
+ }
+ }
+ }
+ }
+}