3 * @brief ダンジョンの基礎部分実装(主にマスの実装) / low level dungeon routines -BEN-
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * Support for Adam Bolt's tileset, lighting and transparency effects\n
13 * by Robert Ruehlmann (rr9@angband.org)\n
15 * 2013 Deskull Doxygen向けのコメント整理\n
21 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
22 static int match_autopick;
23 static object_type *autopick_obj; /*!< 各種自動拾い処理時に使うオブジェクトポインタ */
24 static int feat_priority; /*!< マップ縮小表示時に表示すべき地形の優先度を保管する */
27 * @brief 2点間の距離をニュートン・ラプソン法で算出する / Distance between two points via Newton-Raphson technique
34 POSITION distance (POSITION y1, POSITION x1, POSITION y2, POSITION x2)
36 POSITION dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
37 POSITION dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
39 /* Squared distance */
40 POSITION target = (dy * dy) + (dx * dx);
42 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
43 POSITION d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
48 if (!dy || !dx) return d;
52 /* Approximate error */
53 err = (target - d * d) / (2 * d);
55 /* No error - we are done */
66 * @brief 地形が罠持ちであるかの判定を行う。 / Return TRUE if the given feature is a trap
68 * @return 罠持ちの地形ならばTRUEを返す。
70 bool is_trap(IDX feat)
72 return have_flag(f_info[feat].flags, FF_TRAP);
76 * @brief マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
77 * @param c_ptr マス構造体の参照ポインタ
78 * @return 看破済みの罠があるならTRUEを返す。
80 bool is_known_trap(cave_type *c_ptr)
82 if (!c_ptr->mimic && !cave_have_flag_grid(c_ptr, FF_SECRET) &&
83 is_trap(c_ptr->feat)) return TRUE;
89 * @brief 地形が閉じたドアであるかの判定を行う。 / Return TRUE if the given grid is a closed door
91 * @return 閉じたドアのある地形ならばTRUEを返す。
93 bool is_closed_door(IDX feat)
95 feature_type *f_ptr = &f_info[feat];
97 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
98 !have_flag(f_ptr->flags, FF_MOVE);
102 * @brief マスに隠されたドアがあるかの判定を行う。 / Return TRUE if the given grid is a hidden closed door
103 * @param c_ptr マス構造体の参照ポインタ
104 * @return 隠されたドアがあるならTRUEを返す。
106 bool is_hidden_door(cave_type *c_ptr)
108 if ((c_ptr->mimic || cave_have_flag_grid(c_ptr, FF_SECRET)) &&
109 is_closed_door(c_ptr->feat))
116 * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
121 * @return LOSが通っているならTRUEを返す。
123 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
124 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
126 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
128 * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
129 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
130 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
132 * We assume that the "mathematical corner" of a non-floor tile does not\n
133 * block line of sight.\n
135 * Because this function uses (short) ints for all calculations, overflow may\n
136 * occur if dx and dy exceed 90.\n
138 * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
139 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
140 * we can use integer arithmetic.\n
142 * We travel from start to finish along the longer axis, starting at the border\n
143 * between the first and second tiles, where the y offset = .5 * slope, taking\n
144 * into account the scale factor. See below.\n
146 * Also note that this function and the "move towards target" code do NOT\n
147 * share the same properties. Thus, you can see someone, target them, and\n
148 * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
149 * by clever choice of target locations, you can sometimes throw a "curve".\n
151 * Note that "line of sight" is not "reflexive" in all cases.\n
153 * Use the "projectable()" routine to test "spell/missile line of sight".\n
155 * Use the "update_view()" function to determine player line-of-sight.\n
157 bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
177 /* Slope, or 1/Slope, of LOS */
181 /* Extract the offset */
185 /* Extract the absolute offset */
190 /* Handle adjacent (or identical) grids */
191 if ((ax < 2) && (ay < 2)) return TRUE;
194 /* Paranoia -- require "safe" origin */
195 /* if (!in_bounds(y1, x1)) return FALSE; */
196 /* if (!in_bounds(y2, x2)) return FALSE; */
199 /* Directly South/North */
202 /* South -- check for walls */
205 for (ty = y1 + 1; ty < y2; ty++)
207 if (!cave_los_bold(ty, x1)) return FALSE;
211 /* North -- check for walls */
214 for (ty = y1 - 1; ty > y2; ty--)
216 if (!cave_los_bold(ty, x1)) return FALSE;
224 /* Directly East/West */
227 /* East -- check for walls */
230 for (tx = x1 + 1; tx < x2; tx++)
232 if (!cave_los_bold(y1, tx)) return FALSE;
236 /* West -- check for walls */
239 for (tx = x1 - 1; tx > x2; tx--)
241 if (!cave_los_bold(y1, tx)) return FALSE;
250 /* Extract some signs */
251 sx = (dx < 0) ? -1 : 1;
252 sy = (dy < 0) ? -1 : 1;
255 /* Vertical "knights" */
260 if (cave_los_bold(y1 + sy, x1)) return TRUE;
264 /* Horizontal "knights" */
269 if (cave_los_bold(y1, x1 + sx)) return TRUE;
274 /* Calculate scale factor div 2 */
277 /* Calculate scale factor */
281 /* Travel horizontally */
284 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
290 /* Consider the special case where slope == 1. */
301 /* Note (below) the case (qy == f2), where */
302 /* the LOS exactly meets the corner of a tile. */
305 if (!cave_los_bold(ty, tx)) return FALSE;
316 if (!cave_los_bold(ty, tx)) return FALSE;
329 /* Travel vertically */
332 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
348 /* Note (below) the case (qx == f2), where */
349 /* the LOS exactly meets the corner of a tile. */
352 if (!cave_los_bold(ty, tx)) return FALSE;
363 if (!cave_los_bold(ty, tx)) return FALSE;
380 #define COMPLEX_WALL_ILLUMINATION /*!< 照明状態を壁により影響を受ける、より複雑な判定に切り替えるマクロ */
384 * @brief 指定された座標のマスが現在照らされているかを返す。 / Check for "local" illumination
387 * @return 指定された座標に照明がかかっているならTRUEを返す。。
389 static bool check_local_illumination(POSITION y, POSITION x)
391 /* Hack -- move towards player */
392 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
393 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
395 /* Check for "local" illumination */
397 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
399 /* Check for "complex" illumination */
400 if ((feat_supports_los(get_feat_mimic(&cave[yy][xx])) &&
401 (cave[yy][xx].info & CAVE_GLOW)) ||
402 (feat_supports_los(get_feat_mimic(&cave[y][xx])) &&
403 (cave[y][xx].info & CAVE_GLOW)) ||
404 (feat_supports_los(get_feat_mimic(&cave[yy][x])) &&
405 (cave[yy][x].info & CAVE_GLOW)))
411 #else /* COMPLEX_WALL_ILLUMINATION */
413 /* Check for "simple" illumination */
414 return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
416 #endif /* COMPLEX_WALL_ILLUMINATION */
420 /*! 対象座標のマスの照明状態を更新する際の補助処理マクロ */
421 #define update_local_illumination_aux(Y, X) \
423 if (player_has_los_bold((Y), (X))) \
425 /* Update the monster */ \
426 if (cave[(Y)][(X)].m_idx) update_monster(cave[(Y)][(X)].m_idx, FALSE); \
428 /* Notice and redraw */ \
429 note_spot((Y), (X)); \
430 lite_spot((Y), (X)); \
435 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
440 void update_local_illumination(POSITION y, POSITION x)
445 if (!in_bounds(y, x)) return;
447 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
449 if ((y != p_ptr->y) && (x != p_ptr->x))
451 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
452 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
453 update_local_illumination_aux(yy, xx);
454 update_local_illumination_aux(y, xx);
455 update_local_illumination_aux(yy, x);
457 else if (x != p_ptr->x) /* y == p_ptr->y */
459 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
460 for (i = -1; i <= 1; i++)
463 update_local_illumination_aux(yy, xx);
466 update_local_illumination_aux(yy, x);
468 update_local_illumination_aux(yy, x);
470 else if (y != p_ptr->y) /* x == p_ptr->x */
472 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
473 for (i = -1; i <= 1; i++)
476 update_local_illumination_aux(yy, xx);
479 update_local_illumination_aux(y, xx);
481 update_local_illumination_aux(y, xx);
483 else /* Player's grid */
485 for (i = 0; i < 8; i++)
489 update_local_illumination_aux(yy, xx);
493 #else /* COMPLEX_WALL_ILLUMINATION */
495 if ((y != p_ptr->y) && (x != p_ptr->x))
497 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
498 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
499 update_local_illumination_aux(yy, xx);
501 else if (x != p_ptr->x) /* y == p_ptr->y */
503 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
504 for (i = -1; i <= 1; i++)
507 update_local_illumination_aux(yy, xx);
510 else if (y != p_ptr->y) /* x == p_ptr->x */
512 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
513 for (i = -1; i <= 1; i++)
516 update_local_illumination_aux(yy, xx);
519 else /* Player's grid */
521 for (i = 0; i < 8; i++)
525 update_local_illumination_aux(yy, xx);
529 #endif /* COMPLEX_WALL_ILLUMINATION */
534 * @brief 指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
537 * @return 視覚に収められる状態ならTRUEを返す
539 * He must have vision, illumination, and line of sight.\n
541 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
542 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
544 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
545 * that a wall is visible from any direction. That would be odd. Except\n
546 * under wizard light, which might make sense. Thus, for walls, we require\n
547 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
548 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
549 * in line of sight of the player.\n
551 * This extra check is expensive, but it provides a more "correct" semantics.\n
553 * Note that we should not run this check on walls which are "outer walls" of\n
554 * the dungeon, or we will induce a memory fault, but actually verifying all\n
555 * of the locations would be extremely expensive.\n
557 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
558 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
559 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
560 * and the player has more important things on his mind when he is attacking a\n
561 * monster vault. It is annoying, but an extremely important optimization.\n
563 * Note that "glowing walls" are only considered to be "illuminated" if the\n
564 * grid which is next to the wall in the direction of the player is also a\n
565 * "glowing" grid. This prevents the player from being able to "see" the\n
566 * walls of illuminated rooms from a corridor outside the room.\n
568 bool player_can_see_bold(POSITION y, POSITION x)
572 /* Blind players see nothing */
573 if (p_ptr->blind) return FALSE;
575 /* Access the cave grid */
578 /* Note that "torch-lite" yields "illumination" */
579 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
581 /* Require line of sight to the grid */
582 if (!player_has_los_bold(y, x)) return FALSE;
584 /* Noctovision of Ninja */
585 if (p_ptr->see_nocto) return TRUE;
587 /* Require "perma-lite" of the grid */
588 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
590 /* Feature code (applying "mimic" field) */
591 /* Floors are simple */
592 if (feat_supports_los(get_feat_mimic(c_ptr))) return TRUE;
594 /* Check for "local" illumination */
595 return check_local_illumination(y, x);
599 * @brief 指定された座標をプレイヤー収められていない状態かどうか / Returns true if the player's grid is dark
600 * @return 視覚に収められていないならTRUEを返す
601 * @details player_can_see_bold()関数の返り値の否定を返している。
605 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
610 * @brief 指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
613 * @return 各種の変更が可能ならTRUEを返す。
615 * 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
617 bool cave_valid_bold(POSITION y, POSITION x)
619 cave_type *c_ptr = &cave[y][x];
620 OBJECT_IDX this_o_idx, next_o_idx = 0;
622 /* Forbid perma-grids */
623 if (cave_perma_grid(c_ptr)) return (FALSE);
626 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
629 o_ptr = &o_list[this_o_idx];
631 /* Acquire next object */
632 next_o_idx = o_ptr->next_o_idx;
634 /* Forbid artifact grids */
635 if (object_is_artifact(o_ptr)) return (FALSE);
646 * 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
648 static char image_monster_hack[] = \
649 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
652 * 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal object codes
654 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
657 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
662 static void image_monster(TERM_COLOR *ap, char *cp)
664 /* Random symbol from set above */
667 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
676 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
677 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
685 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
690 static void image_object(TERM_COLOR *ap, char *cp)
694 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
701 int n = sizeof(image_object_hack) - 1;
703 *cp = image_object_hack[randint0(n)];
712 * @brief オブジェクト&モンスターの表示を幻覚状態に差し替える / Hack -- Random hallucination
717 static void image_random(TERM_COLOR *ap, char *cp)
719 /* Normally, assume monsters */
720 if (randint0(100) < 75)
722 image_monster(ap, cp);
725 /* Otherwise, assume objects */
728 image_object(ap, cp);
733 * 照明の表現を行うための色合いの関係を{暗闇時, 照明時} で定義する /
734 * This array lists the effects of "brightness" on various "base" colours.\n
736 * This is used to do dynamic lighting effects in ascii :-)\n
737 * At the moment, only the various "floor" tiles are affected.\n
739 * The layout of the array is [x][0] = light and [x][1] = dark.\n
741 static byte lighting_colours[16][2] =
744 {TERM_L_DARK, TERM_DARK},
747 {TERM_YELLOW, TERM_SLATE},
750 {TERM_WHITE, TERM_L_DARK},
753 {TERM_L_UMBER, TERM_UMBER},
756 {TERM_RED, TERM_RED},
759 {TERM_L_GREEN, TERM_GREEN},
762 {TERM_BLUE, TERM_BLUE},
765 {TERM_L_UMBER, TERM_RED},
768 {TERM_SLATE, TERM_L_DARK},
771 {TERM_WHITE, TERM_SLATE},
774 {TERM_L_RED, TERM_BLUE},
777 {TERM_YELLOW, TERM_ORANGE},
780 {TERM_L_RED, TERM_L_RED},
783 {TERM_L_GREEN, TERM_GREEN},
786 {TERM_L_BLUE, TERM_L_BLUE},
789 {TERM_L_UMBER, TERM_UMBER}
796 void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX])
798 TERM_COLOR s_attr = f_attr[F_LIT_STANDARD];
799 byte s_char = f_char[F_LIT_STANDARD];
802 if (is_ascii_graphics(s_attr)) /* For ASCII */
804 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
805 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
806 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
808 else /* For tile graphics */
810 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
811 f_char[F_LIT_LITE] = s_char + 2;
812 f_char[F_LIT_DARK] = s_char + 1;
818 * モンスターにより照明が消されている地形か否かを判定する。 / Is this grid "darkened" by monster?
820 #define darkened_grid(C) \
821 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
826 * @brief Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
828 * Basically, we "paint" the chosen attr/char in several passes, starting\n
829 * with any known "terrain features" (defaulting to darkness), then adding\n
830 * any known "objects", and finally, adding any known "monsters". This\n
831 * is not the fastest method but since most of the calls to this function\n
832 * are made for grids with no monsters or objects, it is fast enough.\n
834 * Note that this function, if used on the grid containing the "player",\n
835 * will return the attr/char of the grid underneath the player, and not\n
836 * the actual player attr/char itself, allowing a lot of optimization\n
837 * in various "display" functions.\n
839 * Note that the "zero" entry in the feature/object/monster arrays are\n
840 * used to provide "special" attr/char codes, with "monster zero" being\n
841 * used for the player attr/char, "object zero" being used for the "stack"\n
842 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
843 * though this function makes use of only "feature zero".\n
845 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
846 * which means their color changes, and "ATTR_CLEAR", which means they take\n
847 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
848 * they take the symbol of whatever is under them. Technically, the flag\n
849 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
850 * examined, but this flag is currently ignored.\n
852 * Currently, we do nothing with multi-hued objects, because there are\n
853 * not any. If there were, they would have to set "shimmer_objects"\n
854 * when they were created, and then new "shimmer" code in "dungeon.c"\n
855 * would have to be created handle the "shimmer" effect, and the code\n
856 * in "cave.c" would have to be updated to create the shimmer effect.\n
858 * Note the effects of hallucination. Objects always appear as random\n
859 * "objects", monsters as random "monsters", and normal grids occasionally\n
860 * appear as random "monsters" or "objects", but note that these random\n
861 * "monsters" and "objects" are really just "colored ascii symbols".\n
863 * Note that "floors" and "invisible traps" (and "zero" features) are\n
864 * drawn as "floors" using a special check for optimization purposes,\n
865 * and these are the only features which get drawn using the special\n
866 * lighting effects activated by "view_special_lite".\n
868 * Note the use of the "mimic" field in the "terrain feature" processing,\n
869 * which allows any feature to "pretend" to be another feature. This is\n
870 * used to "hide" secret doors, and to make all "doors" appear the same,\n
871 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
872 * It is possible to use this field to make a feature "look" like a floor,\n
873 * but the "special lighting effects" for floors will not be used.\n
875 * Note the use of the new "terrain feature" information. Note that the\n
876 * assumption that all interesting "objects" and "terrain features" are\n
877 * memorized allows extremely optimized processing below. Note the use\n
878 * of separate flags on objects to mark them as memorized allows a grid\n
879 * to have memorized "terrain" without granting knowledge of any object\n
880 * which may appear in that grid.\n
882 * Note the efficient code used to determine if a "floor" grid is\n
883 * "memorized" or "viewable" by the player, where the test for the\n
884 * grid being "viewable" is based on the facts that (1) the grid\n
885 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
886 * line of sight, and (3) the player must not be blind, and uses the\n
887 * assumption that all torch-lit grids are in line of sight.\n
889 * Note that floors (and invisible traps) are the only grids which are\n
890 * not memorized when seen, so only these grids need to check to see if\n
891 * the grid is "viewable" to the player (if it is not memorized). Since\n
892 * most non-memorized grids are in fact walls, this induces *massive*\n
893 * efficiency, at the cost of *forcing* the memorization of non-floor\n
894 * grids when they are first seen. Note that "invisible traps" are\n
895 * always treated exactly like "floors", which prevents "cheating".\n
897 * Note the "special lighting effects" which can be activated for floor\n
898 * grids using the "view_special_lite" option (for "white" floor grids),\n
899 * causing certain grids to be displayed using special colors. If the\n
900 * player is "blind", we will use "dark gray", else if the grid is lit\n
901 * by the torch, and the "view_yellow_lite" option is set, we will use\n
902 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
903 * if the grid is not "viewable", and the "view_bright_lite" option is\n
904 * set, and the we will use "slate" (gray). We will use "white" for all\n
905 * other cases, in particular, for illuminated viewable floor grids.\n
907 * Note the "special lighting effects" which can be activated for wall\n
908 * grids using the "view_granite_lite" option (for "white" wall grids),\n
909 * causing certain grids to be displayed using special colors. If the\n
910 * player is "blind", we will use "dark gray", else if the grid is lit\n
911 * by the torch, and the "view_yellow_lite" option is set, we will use\n
912 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
913 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
914 * from the player's current location, we will use "slate" (gray). We\n
915 * will use "white" for all other cases, in particular, for correctly\n
916 * illuminated viewable wall grids.\n
918 * Note that, when "view_granite_lite" is set, we use an inline version\n
919 * of the "player_can_see_bold()" function to check the "viewability" of\n
920 * grids when the "view_bright_lite" option is set, and we do NOT use\n
921 * any special colors for "dark" wall grids, since this would allow the\n
922 * player to notice the walls of illuminated rooms from a hallway that\n
923 * happened to run beside the room. The alternative, by the way, would\n
924 * be to prevent the generation of hallways next to rooms, but this\n
925 * would still allow problems when digging towards a room.\n
927 * Note that bizarre things must be done when the "attr" and/or "char"\n
928 * codes have the "high-bit" set, since these values are used to encode\n
929 * various "special" pictures in some versions, and certain situations,\n
930 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
931 * to be "scrambled" in various ways.\n
933 * Note that eventually we may use the "&" symbol for embedded treasure,\n
934 * and use the "*" symbol to indicate multiple objects, though this will\n
935 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
936 * is not important, since only one object or terrain feature is allowed\n
937 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
939 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
940 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
941 * then a whole lot of code should be changed... XXX XXX\n
943 void map_info(POSITION y, POSITION x, TERM_COLOR *ap, char *cp, TERM_COLOR *tap, char *tcp)
946 cave_type *c_ptr = &cave[y][x];
948 OBJECT_IDX this_o_idx, next_o_idx = 0;
950 /* Feature code (applying "mimic" field) */
951 FEAT_IDX feat = get_feat_mimic(c_ptr);
954 feature_type *f_ptr = &f_info[feat];
959 /* Boring grids (floors, etc) */
960 if (!have_flag(f_ptr->flags, FF_REMEMBER))
963 * Handle Memorized or visible floor
965 * No visual when blinded.
966 * (to prevent strange effects on darkness breath)
968 * - Can see grids with CAVE_MARK.
969 * - Can see grids with CAVE_LITE or CAVE_MNLT.
970 * (Such grids also have CAVE_VIEW)
971 * - Can see grids with CAVE_VIEW unless darkened by monsters.
974 ((c_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
975 ((c_ptr->info & CAVE_VIEW) && (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
977 /* Normal attr/char */
978 a = f_ptr->x_attr[F_LIT_STANDARD];
979 c = f_ptr->x_char[F_LIT_STANDARD];
981 if (p_ptr->wild_mode)
983 /* Special lighting effects */
985 if (view_special_lite && !is_daytime())
987 /* Use a darkened colour/tile */
988 a = f_ptr->x_attr[F_LIT_DARK];
989 c = f_ptr->x_char[F_LIT_DARK];
993 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
994 else if (darkened_grid(c_ptr))
996 /* Unsafe cave grid -- idea borrowed from Unangband */
997 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
999 /* Access darkness */
1000 f_ptr = &f_info[feat];
1002 /* Char and attr of darkness */
1003 a = f_ptr->x_attr[F_LIT_STANDARD];
1004 c = f_ptr->x_char[F_LIT_STANDARD];
1007 /* Special lighting effects */
1008 else if (view_special_lite)
1010 /* Handle "torch-lit" grids */
1011 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1014 if (view_yellow_lite)
1016 /* Use a brightly lit colour/tile */
1017 a = f_ptr->x_attr[F_LIT_LITE];
1018 c = f_ptr->x_char[F_LIT_LITE];
1022 /* Handle "dark" grids */
1023 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1025 /* Use a darkened colour/tile */
1026 a = f_ptr->x_attr[F_LIT_DARK];
1027 c = f_ptr->x_char[F_LIT_DARK];
1030 /* Handle "out-of-sight" grids */
1031 else if (!(c_ptr->info & CAVE_VIEW))
1034 if (view_bright_lite)
1036 /* Use a darkened colour/tile */
1037 a = f_ptr->x_attr[F_LIT_DARK];
1038 c = f_ptr->x_char[F_LIT_DARK];
1047 /* Unsafe cave grid -- idea borrowed from Unangband */
1048 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1050 /* Access darkness */
1051 f_ptr = &f_info[feat];
1053 /* Normal attr/char */
1054 a = f_ptr->x_attr[F_LIT_STANDARD];
1055 c = f_ptr->x_char[F_LIT_STANDARD];
1059 /* Interesting grids (non-floors) */
1062 /* Memorized grids */
1063 if (c_ptr->info & CAVE_MARK)
1065 /* Normal attr/char */
1066 a = f_ptr->x_attr[F_LIT_STANDARD];
1067 c = f_ptr->x_char[F_LIT_STANDARD];
1069 if (p_ptr->wild_mode)
1071 /* Special lighting effects */
1072 /* Handle "blind" or "night" */
1073 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
1075 /* Use a darkened colour/tile */
1076 a = f_ptr->x_attr[F_LIT_DARK];
1077 c = f_ptr->x_char[F_LIT_DARK];
1081 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
1082 else if (darkened_grid(c_ptr) && !p_ptr->blind)
1084 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
1086 /* Unsafe cave grid -- idea borrowed from Unangband */
1087 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1089 /* Access darkness */
1090 f_ptr = &f_info[feat];
1092 /* Char and attr of darkness */
1093 a = f_ptr->x_attr[F_LIT_STANDARD];
1094 c = f_ptr->x_char[F_LIT_STANDARD];
1096 else if (view_granite_lite && view_bright_lite)
1098 /* Use a darkened colour/tile */
1099 a = f_ptr->x_attr[F_LIT_DARK];
1100 c = f_ptr->x_char[F_LIT_DARK];
1104 /* Special lighting effects */
1105 else if (view_granite_lite)
1107 /* Handle "blind" */
1110 /* Use a darkened colour/tile */
1111 a = f_ptr->x_attr[F_LIT_DARK];
1112 c = f_ptr->x_char[F_LIT_DARK];
1115 /* Handle "torch-lit" grids */
1116 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1119 if (view_yellow_lite)
1121 /* Use a brightly lit colour/tile */
1122 a = f_ptr->x_attr[F_LIT_LITE];
1123 c = f_ptr->x_char[F_LIT_LITE];
1127 /* Handle "view_bright_lite" */
1128 else if (view_bright_lite)
1131 if (!(c_ptr->info & CAVE_VIEW))
1133 /* Use a darkened colour/tile */
1134 a = f_ptr->x_attr[F_LIT_DARK];
1135 c = f_ptr->x_char[F_LIT_DARK];
1139 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1141 /* Use a darkened colour/tile */
1142 a = f_ptr->x_attr[F_LIT_DARK];
1143 c = f_ptr->x_char[F_LIT_DARK];
1146 /* Not glowing correctly */
1147 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
1149 /* Use a darkened colour/tile */
1150 a = f_ptr->x_attr[F_LIT_DARK];
1151 c = f_ptr->x_char[F_LIT_DARK];
1160 /* Unsafe cave grid -- idea borrowed from Unangband */
1161 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1163 /* Access feature */
1164 f_ptr = &f_info[feat];
1166 /* Normal attr/char */
1167 a = f_ptr->x_attr[F_LIT_STANDARD];
1168 c = f_ptr->x_char[F_LIT_STANDARD];
1172 if (feat_priority == -1) feat_priority = f_ptr->priority;
1174 /* Save the terrain info for the transparency effects */
1182 /* Hack -- rare random hallucination, except on outer dungeon walls */
1188 image_random(ap, cp);
1193 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1196 o_ptr = &o_list[this_o_idx];
1198 /* Acquire next object */
1199 next_o_idx = o_ptr->next_o_idx;
1201 /* Memorized objects */
1202 if (o_ptr->marked & OM_FOUND)
1204 if (display_autopick)
1208 match_autopick = is_autopick(o_ptr);
1209 if(match_autopick == -1)
1212 act = autopick_list[match_autopick].action;
1214 if ((act & DO_DISPLAY) && (act & display_autopick))
1216 autopick_obj = o_ptr;
1220 match_autopick = -1;
1225 (*cp) = object_char(o_ptr);
1228 (*ap) = object_attr(o_ptr);
1232 /* Hack -- hallucination */
1233 if (p_ptr->image) image_object(ap, cp);
1240 /* Handle monsters */
1241 if (c_ptr->m_idx && display_autopick == 0 )
1243 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1245 /* Visible monster */
1248 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1256 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1257 * flags are always unseen.
1259 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1265 /* Hallucinatory monster */
1266 image_monster(ap, cp);
1271 /* Monster attr/char */
1275 /* Normal monsters */
1276 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1277 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1279 /* Desired monster attr/char */
1285 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1286 * flags are always unseen.
1288 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1295 /*** Monster's attr ***/
1296 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1301 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1303 /* Multi-hued attr */
1304 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1305 else switch (randint1(7))
1307 case 1: *ap = TERM_RED; break;
1308 case 2: *ap = TERM_L_RED; break;
1309 case 3: *ap = TERM_WHITE; break;
1310 case 4: *ap = TERM_L_GREEN; break;
1311 case 5: *ap = TERM_BLUE; break;
1312 case 6: *ap = TERM_L_DARK; break;
1313 case 7: *ap = TERM_GREEN; break;
1316 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1318 /* Use semi-random attr (usually mimics' colors vary) */
1319 *ap = c_ptr->m_idx % 15 + 1;
1327 /*** Monster's char ***/
1328 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1333 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1337 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1338 *cp = tmp_r_ptr->x_char;
1339 *ap = tmp_r_ptr->x_attr;
1343 *cp = (one_in_(25) ?
1344 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1345 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1358 /* Handle "player" */
1359 if (player_bold(y, x))
1361 monster_race *r_ptr = &r_info[0];
1363 /* Get the "player" attr */
1364 *ap = r_ptr->x_attr;
1366 /* Get the "player" char */
1367 *cp = r_ptr->x_char;
1375 * Calculate panel colum of a location in the map
1377 static int panel_col_of(int col)
1379 col -= panel_col_min;
1380 if (use_bigtile) col *= 2;
1386 * Moves the cursor to a given MAP (y,x) location
1388 void move_cursor_relative(int row, int col)
1390 /* Real co-ords convert to screen positions */
1391 row -= panel_row_prt;
1394 Term_gotoxy(panel_col_of(col), row);
1400 * Place an attr/char pair at the given map coordinate, if legal.
1402 void print_rel(char c, byte a, TERM_LEN y, TERM_LEN x)
1404 /* Only do "legal" locations */
1405 if (panel_contains(y, x))
1407 /* Hack -- fake monochrome */
1410 if (world_monster) a = TERM_DARK;
1411 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1412 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1415 /* Draw the char using the attr */
1416 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1425 * Memorize interesting viewable object/features in the given grid
1427 * This function should only be called on "legal" grids.
1429 * This function will memorize the object and/or feature in the given
1430 * grid, if they are (1) viewable and (2) interesting. Note that all
1431 * objects are interesting, all terrain features except floors (and
1432 * invisible traps) are interesting, and floors (and invisible traps)
1433 * are interesting sometimes (depending on various options involving
1434 * the illumination of floor grids).
1436 * The automatic memorization of all objects and non-floor terrain
1437 * features as soon as they are displayed allows incredible amounts
1438 * of optimization in various places, especially "map_info()".
1440 * Note that the memorization of objects is completely separate from
1441 * the memorization of terrain features, preventing annoying floor
1442 * memorization when a detected object is picked up from a dark floor,
1443 * and object memorization when an object is dropped into a floor grid
1444 * which is memorized but out-of-sight.
1446 * This function should be called every time the "memorization" of
1447 * a grid (or the object in a grid) is called into question, such
1448 * as when an object is created in a grid, when a terrain feature
1449 * "changes" from "floor" to "non-floor", when any grid becomes
1450 * "illuminated" or "viewable", and when a "floor" grid becomes
1453 * Note the relatively efficient use of this function by the various
1454 * "update_view()" and "update_lite()" calls, to allow objects and
1455 * terrain features to be memorized (and drawn) whenever they become
1456 * viewable or illuminated in any way, but not when they "maintain"
1457 * or "lose" their previous viewability or illumination.
1459 * Note the butchered "internal" version of "player_can_see_bold()",
1460 * optimized primarily for the most common cases, that is, for the
1461 * non-marked floor grids.
1463 void note_spot(POSITION y, POSITION x)
1465 cave_type *c_ptr = &cave[y][x];
1466 OBJECT_IDX this_o_idx, next_o_idx = 0;
1468 /* Blind players see nothing */
1469 if (p_ptr->blind) return;
1471 /* Analyze non-torch-lit grids */
1472 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1474 /* Require line of sight to the grid */
1475 if (!(c_ptr->info & (CAVE_VIEW))) return;
1477 /* Require "perma-lite" of the grid */
1478 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1481 if (!p_ptr->see_nocto) return;
1486 /* Hack -- memorize objects */
1487 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1489 object_type *o_ptr = &o_list[this_o_idx];
1491 /* Acquire next object */
1492 next_o_idx = o_ptr->next_o_idx;
1494 /* Memorize objects */
1495 o_ptr->marked |= OM_FOUND;
1499 /* Hack -- memorize grids */
1500 if (!(c_ptr->info & (CAVE_MARK)))
1502 /* Feature code (applying "mimic" field) */
1503 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
1505 /* Memorize some "boring" grids */
1506 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1508 /* Option -- memorize all torch-lit floors */
1509 if (view_torch_grids &&
1510 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1513 c_ptr->info |= (CAVE_MARK);
1516 /* Option -- memorize all perma-lit floors */
1517 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1520 c_ptr->info |= (CAVE_MARK);
1524 /* Memorize normal grids */
1525 else if (have_flag(f_ptr->flags, FF_LOS))
1528 c_ptr->info |= (CAVE_MARK);
1531 /* Memorize torch-lit walls */
1532 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1535 c_ptr->info |= (CAVE_MARK);
1538 /* Memorize walls seen by noctovision of Ninja */
1539 else if (p_ptr->see_nocto)
1542 c_ptr->info |= (CAVE_MARK);
1545 /* Memorize certain non-torch-lit wall grids */
1546 else if (check_local_illumination(y, x))
1549 c_ptr->info |= (CAVE_MARK);
1553 /* Memorize terrain of the grid */
1554 c_ptr->info |= (CAVE_KNOWN);
1558 void display_dungeon(void)
1567 for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
1569 for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
1571 if (in_bounds2(y, x))
1574 /* Examine the grid */
1575 map_info(y, x, &a, &c, &ta, &tc);
1577 /* Hack -- fake monochrome */
1580 if (world_monster) a = TERM_DARK;
1581 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1582 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1585 /* Hack -- Queue it */
1586 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1590 /* Clear out-of-bound tiles */
1592 /* Access darkness */
1593 feature_type *f_ptr = &f_info[feat_none];
1596 a = f_ptr->x_attr[F_LIT_STANDARD];
1599 c = f_ptr->x_char[F_LIT_STANDARD];
1601 /* Hack -- Queue it */
1602 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1610 * Redraw (on the screen) a given MAP location
1612 * This function should only be called on "legal" grids
1614 void lite_spot(POSITION y, POSITION x)
1616 /* Redraw if on screen */
1617 if (panel_contains(y, x) && in_bounds2(y, x))
1625 /* Examine the grid */
1626 map_info(y, x, &a, &c, &ta, &tc);
1628 /* Hack -- fake monochrome */
1631 if (world_monster) a = TERM_DARK;
1632 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1633 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1636 /* Hack -- Queue it */
1637 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1639 /* Update sub-windows */
1640 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1646 * Prints the map of the dungeon
1648 * Note that, for efficiency, we contain an "optimized" version
1649 * of both "lite_spot()" and "print_rel()", and that we use the
1650 * "lite_spot()" function to display the player grid, if needed.
1658 s16b xmin, xmax, ymin, ymax;
1662 Term_get_size(&wid, &hgt);
1664 /* Remove map offset */
1668 /* Access the cursor state */
1669 (void)Term_get_cursor(&v);
1671 /* Hide the cursor */
1672 (void)Term_set_cursor(0);
1675 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1676 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1677 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1678 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1680 /* Bottom section of screen */
1681 for (y = 1; y <= ymin - panel_row_prt; y++)
1683 /* Erase the section */
1684 Term_erase(COL_MAP, y, wid);
1687 /* Top section of screen */
1688 for (y = ymax - panel_row_prt; y <= hgt; y++)
1690 /* Erase the section */
1691 Term_erase(COL_MAP, y, wid);
1695 for (y = ymin; y <= ymax; y++)
1697 /* Scan the columns of row "y" */
1698 for (x = xmin; x <= xmax; x++)
1706 /* Determine what is there */
1707 map_info(y, x, &a, &c, &ta, &tc);
1709 /* Hack -- fake monochrome */
1712 if (world_monster) a = TERM_DARK;
1713 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1714 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1717 /* Efficiency -- Redraw that grid of the map */
1718 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1722 /* Display player */
1723 lite_spot(p_ptr->y, p_ptr->x);
1725 /* Restore the cursor */
1726 (void)Term_set_cursor(v);
1732 * print project path
1734 void prt_path(POSITION y, POSITION x)
1739 byte_hack default_color = TERM_SLATE;
1741 if (!display_path) return;
1742 if (-1 == project_length)
1745 /* Get projection path */
1746 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH|PROJECT_THRU);
1748 p_ptr->redraw |= (PR_MAP);
1754 for (i = 0; i < path_n; i++)
1756 int ny = GRID_Y(path_g[i]);
1757 int nx = GRID_X(path_g[i]);
1758 cave_type *c_ptr = &cave[ny][nx];
1760 if (panel_contains(ny, nx))
1762 TERM_COLOR a = default_color;
1768 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1770 /* Determine what is there */
1771 map_info(ny, nx, &a, &c, &ta, &tc);
1773 if (!is_ascii_graphics(a))
1775 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1777 else if (a == default_color)
1783 if (world_monster) a = TERM_DARK;
1784 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1785 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1790 /* Hack -- Queue it */
1791 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1795 if ((c_ptr->info & CAVE_MARK) && !cave_have_flag_grid(c_ptr, FF_PROJECT)) break;
1798 if (nx == x && ny == y) default_color = TERM_L_DARK;
1803 static cptr simplify_list[][2] =
1810 {"^Amulet of ", "\""},
1811 {"^Scroll of ", "?"},
1812 {"^Scroll titled ", "?"},
1813 {"^Wand of " , "-"},
1815 {"^Staff of " , "_"},
1816 {"^Potion of ", "!"},
1828 static void display_shortened_item_name(object_type *o_ptr, int y)
1835 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1836 attr = tval_to_attr[o_ptr->tval % 128];
1841 strcpy(buf, _("何か奇妙な物", "something strange"));
1844 for (c = buf; *c; c++)
1847 for (i = 0; simplify_list[i][1]; i++)
1849 cptr org_w = simplify_list[i][0];
1859 if (!strncmp(c, org_w, strlen(org_w)))
1862 cptr tmp = simplify_list[i][1];
1865 tmp = c + strlen(org_w);
1881 if(len + 2 > 12) break;
1888 if(len + 1 > 12) break;
1894 Term_putstr(0, y, 12, attr, buf);
1898 * Display a "small-scale" map of the dungeon in the active Term
1900 void display_map(int *cy, int *cx)
1917 /* Save lighting effects */
1918 bool old_view_special_lite = view_special_lite;
1919 bool old_view_granite_lite = view_granite_lite;
1921 int hgt, wid, yrat, xrat;
1923 int **match_autopick_yx;
1924 object_type ***object_autopick_yx;
1926 Term_get_size(&wid, &hgt);
1929 if (use_bigtile) wid /= 2;
1931 yrat = (cur_hgt + hgt - 1) / hgt;
1932 xrat = (cur_wid + wid - 1) / wid;
1934 /* Disable lighting effects */
1935 view_special_lite = FALSE;
1936 view_granite_lite = FALSE;
1938 /* Allocate the maps */
1939 C_MAKE(ma, (hgt + 2), TERM_COLOR *);
1940 C_MAKE(mc, (hgt + 2), char_ptr);
1941 C_MAKE(mp, (hgt + 2), byte_ptr);
1942 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1943 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1945 /* Allocate and wipe each line map */
1946 for (y = 0; y < (hgt + 2); y++)
1948 /* Allocate one row each array */
1949 C_MAKE(ma[y], (wid + 2), TERM_COLOR);
1950 C_MAKE(mc[y], (wid + 2), char);
1951 C_MAKE(mp[y], (wid + 2), byte);
1952 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1953 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1955 for (x = 0; x < wid + 2; ++x)
1957 match_autopick_yx[y][x] = -1;
1958 object_autopick_yx[y][x] = NULL;
1961 ma[y][x] = TERM_WHITE;
1969 /* Allocate the maps */
1970 C_MAKE(bigma, (cur_hgt + 2), TERM_COLOR *);
1971 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1972 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1974 /* Allocate and wipe each line map */
1975 for (y = 0; y < (cur_hgt + 2); y++)
1977 /* Allocate one row each array */
1978 C_MAKE(bigma[y], (cur_wid + 2), TERM_COLOR);
1979 C_MAKE(bigmc[y], (cur_wid + 2), char);
1980 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1982 for (x = 0; x < cur_wid + 2; ++x)
1985 bigma[y][x] = TERM_WHITE;
1993 /* Fill in the map */
1994 for (i = 0; i < cur_wid; ++i)
1996 for (j = 0; j < cur_hgt; ++j)
2005 /* Extract the current attr/char at that map location */
2006 map_info(j, i, &ta, &tc, &ta, &tc);
2008 /* Extract the priority */
2009 tp = (byte_hack)feat_priority;
2011 if(match_autopick!=-1
2012 && (match_autopick_yx[y][x] == -1
2013 || match_autopick_yx[y][x] > match_autopick))
2015 match_autopick_yx[y][x] = match_autopick;
2016 object_autopick_yx[y][x] = autopick_obj;
2020 /* Save the char, attr and priority */
2021 bigmc[j+1][i+1] = tc;
2022 bigma[j+1][i+1] = ta;
2023 bigmp[j+1][i+1] = tp;
2027 for (j = 0; j < cur_hgt; ++j)
2029 for (i = 0; i < cur_wid; ++i)
2034 tc = bigmc[j+1][i+1];
2035 ta = bigma[j+1][i+1];
2036 tp = bigmp[j+1][i+1];
2038 /* rare feature has more priority */
2044 for (t = 0; t < 8; t++)
2046 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2047 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2057 /* Save the char, attr and priority */
2070 /* Draw the corners */
2071 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2073 /* Draw the horizontal edges */
2074 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2076 /* Draw the vertical edges */
2077 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2080 /* Display each map line in order */
2081 for (y = 0; y < hgt + 2; ++y)
2083 /* Start a new line */
2084 Term_gotoxy(COL_MAP, y);
2086 /* Display the line */
2087 for (x = 0; x < wid + 2; ++x)
2092 /* Hack -- fake monochrome */
2095 if (world_monster) ta = TERM_DARK;
2096 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2097 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2100 /* Add the character */
2101 Term_add_bigch(ta, tc);
2106 for (y = 1; y < hgt + 1; ++y)
2108 match_autopick = -1;
2109 for (x = 1; x <= wid; x++){
2110 if (match_autopick_yx[y][x] != -1 &&
2111 (match_autopick > match_autopick_yx[y][x] ||
2112 match_autopick == -1)){
2113 match_autopick = match_autopick_yx[y][x];
2114 autopick_obj = object_autopick_yx[y][x];
2118 /* Clear old display */
2119 Term_putstr(0, y, 12, 0, " ");
2121 if (match_autopick != -1)
2123 display_shortened_item_name(autopick_obj, y);
2126 char buf[13] = "\0";
2127 strncpy(buf,autopick_list[match_autopick].name,12);
2135 /* Player location */
2136 (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
2138 (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
2140 (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
2142 /* Restore lighting effects */
2143 view_special_lite = old_view_special_lite;
2144 view_granite_lite = old_view_granite_lite;
2146 /* Free each line map */
2147 for (y = 0; y < (hgt + 2); y++)
2149 /* Free one row each array */
2150 C_KILL(ma[y], (wid + 2), TERM_COLOR);
2151 C_KILL(mc[y], (wid + 2), char);
2152 C_KILL(mp[y], (wid + 2), byte);
2153 C_KILL(match_autopick_yx[y], (wid + 2), int);
2154 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
2157 /* Free each line map */
2158 C_KILL(ma, (hgt + 2), TERM_COLOR *);
2159 C_KILL(mc, (hgt + 2), char_ptr);
2160 C_KILL(mp, (hgt + 2), byte_ptr);
2161 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
2162 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
2164 /* Free each line map */
2165 for (y = 0; y < (cur_hgt + 2); y++)
2167 /* Free one row each array */
2168 C_KILL(bigma[y], (cur_wid + 2), TERM_COLOR);
2169 C_KILL(bigmc[y], (cur_wid + 2), char);
2170 C_KILL(bigmp[y], (cur_wid + 2), byte);
2173 /* Free each line map */
2174 C_KILL(bigma, (cur_hgt + 2), TERM_COLOR *);
2175 C_KILL(bigmc, (cur_hgt + 2), char_ptr);
2176 C_KILL(bigmp, (cur_hgt + 2), byte_ptr);
2181 * Display a "small-scale" map of the dungeon for the player
2183 * Currently, the "player" is displayed on the map.
2185 void do_cmd_view_map(void)
2190 /* Save the screen */
2194 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
2198 /* Clear the screen */
2201 display_autopick = 0;
2203 /* Display the map */
2204 display_map(&cy, &cx);
2207 if(max_autopick && !p_ptr->wild_mode)
2209 display_autopick = ITEM_DISPLAY;
2216 int wid, hgt, row_message;
2218 Term_get_size(&wid, &hgt);
2219 row_message = hgt - 1;
2221 put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
2222 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
2224 /* Hilite the player */
2225 move_cursor(cy, cx);
2230 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2232 flag = DONT_AUTOPICK;
2234 flag = DO_AUTODESTROY;
2236 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2242 if (~display_autopick & flag)
2243 display_autopick |= flag;
2245 display_autopick &= ~flag;
2246 /* Display the map */
2247 display_map(&cy, &cx);
2250 display_autopick = 0;
2255 put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
2256 /* Hilite the player */
2257 move_cursor(cy, cx);
2262 /* Restore the screen */
2271 * Some comments on the cave grid flags. -BEN-
2274 * One of the major bottlenecks in previous versions of Angband was in
2275 * the calculation of "line of sight" from the player to various grids,
2276 * such as monsters. This was such a nasty bottleneck that a lot of
2277 * silly things were done to reduce the dependancy on "line of sight",
2278 * for example, you could not "see" any grids in a lit room until you
2279 * actually entered the room, and there were all kinds of bizarre grid
2280 * flags to enable this behavior. This is also why the "call light"
2281 * spells always lit an entire room.
2283 * The code below provides functions to calculate the "field of view"
2284 * for the player, which, once calculated, provides extremely fast
2285 * calculation of "line of sight from the player", and to calculate
2286 * the "field of torch lite", which, again, once calculated, provides
2287 * extremely fast calculation of "which grids are lit by the player's
2288 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2289 * "GRID_LITE", as appropriate, these functions maintain an array for
2290 * each of these two flags, each array containing the locations of all
2291 * of the grids marked with the appropriate flag, which can be used to
2292 * very quickly scan through all of the grids in a given set.
2294 * To allow more "semantically valid" field of view semantics, whenever
2295 * the field of view (or the set of torch lit grids) changes, all of the
2296 * grids in the field of view (or the set of torch lit grids) are "drawn"
2297 * so that changes in the world will become apparent as soon as possible.
2298 * This has been optimized so that only grids which actually "change" are
2299 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2300 * of the grids which are entering or leaving the relevent set of grids.
2302 * These new methods are so efficient that the old nasty code was removed.
2304 * Note that there is no reason to "update" the "viewable space" unless
2305 * the player "moves", or walls/doors are created/destroyed, and there
2306 * is no reason to "update" the "torch lit grids" unless the field of
2307 * view changes, or the "light radius" changes. This means that when
2308 * the player is resting, or digging, or doing anything that does not
2309 * involve movement or changing the state of the dungeon, there is no
2310 * need to update the "view" or the "lite" regions, which is nice.
2312 * Note that the calls to the nasty "los()" function have been reduced
2313 * to a bare minimum by the use of the new "field of view" calculations.
2315 * I wouldn't be surprised if slight modifications to the "update_view()"
2316 * function would allow us to determine "reverse line-of-sight" as well
2317 * as "normal line-of-sight", which would allow monsters to use a more
2318 * "correct" calculation to determine if they can "see" the player. For
2319 * now, monsters simply "cheat" somewhat and assume that if the player
2320 * has "line of sight" to the monster, then the monster can "pretend"
2321 * that it has "line of sight" to the player.
2324 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2325 * grid and maintains an array of all "CAVE_LITE" grids.
2327 * This set of grids is the complete set of all grids which are lit by
2328 * the players light source, which allows the "player_can_see_bold()"
2329 * function to work very quickly.
2331 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2332 * fact, the player (unless blind) can always "see" all grids which are
2333 * marked as "CAVE_LITE", unless they are "off screen".
2336 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2337 * grid and maintains an array of all "CAVE_VIEW" grids.
2339 * This set of grids is the complete set of all grids within line of sight
2340 * of the player, allowing the "player_has_los_bold()" macro to work very
2344 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2345 * temporary internal flag to mark those grids which are not only in view,
2346 * but which are also "easily" in line of sight of the player. This flag
2347 * is always cleared when we are done.
2350 * The current "update_lite()" and "update_view()" algorithms use the
2351 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2352 * to keep track of which grids were previously marked as "CAVE_LITE" or
2353 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2355 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2356 * for various other purposes, such as spreading lite or darkness during
2357 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2360 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2361 * in some way permanently lit. However, for the player to "see" anything
2362 * in the grid, as determined by "player_can_see()", the player must not be
2363 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2364 * grids, even if marked as "perma lit", are only illuminated if they touch
2365 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2368 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2369 * that even if the player cannot "see" the grid, he "knows" the terrain in
2370 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2371 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2372 * or when one of the "memorize floor grids" options induces memorization.
2374 * Objects are "memorized" in a different way, using a special "marked" flag
2375 * on the object itself, which is set when an object is observed or detected.
2378 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2379 * and should be illuminated by "lite room" and "darkness" spells.
2382 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2383 * and should be unavailable for "teleportation" destinations.
2386 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2387 * which is observed, and the "view_torch_grids" allows the player to memorize
2388 * every torch-lit grid. The player will always memorize important walls,
2389 * doors, stairs, and other terrain features, as well as any "detected" grids.
2391 * Note that the new "update_view()" method allows, among other things, a room
2392 * to be "partially" seen as the player approaches it, with a growing cone of
2393 * floor appearing as the player gets closer to the door. Also, by not turning
2394 * on the "memorize perma-lit grids" option, the player will only "see" those
2395 * floor grids which are actually in line of sight.
2397 * And my favorite "plus" is that you can now use a special option to draw the
2398 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2399 * grids dimly), providing a "pretty" effect as the player runs around, and
2400 * to efficiently display the "torch lite" in a special color.
2403 * Some comments on the "update_view()" algorithm...
2405 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2406 * and only has to call "los()" on the borderline cases. The major axes/diags
2407 * even terminate early when they hit walls. I need to find a quick way
2408 * to "terminate" the other scans.
2410 * Note that in the worst case (a big empty area with say 5% scattered walls),
2411 * each of the 1500 or so nearby grids is checked once, most of them getting
2412 * an "instant" rating, and only a small portion requiring a call to "los()".
2414 * The only time that the algorithm appears to be "noticeably" too slow is
2415 * when running, and this is usually only important in town, since the town
2416 * provides about the worst scenario possible, with large open regions and
2417 * a few scattered obstructions. There is a special "efficiency" option to
2418 * allow the player to reduce his field of view in town, if needed.
2420 * In the "best" case (say, a normal stretch of corridor), the algorithm
2421 * makes one check for each viewable grid, and makes no calls to "los()".
2422 * So running in corridors is very fast, and if a lot of monsters are
2423 * nearby, it is much faster than the old methods.
2425 * Note that resting, most normal commands, and several forms of running,
2426 * plus all commands executed near large groups of monsters, are strictly
2427 * more efficient with "update_view()" that with the old "compute los() on
2428 * demand" method, primarily because once the "field of view" has been
2429 * calculated, it does not have to be recalculated until the player moves
2430 * (or a wall or door is created or destroyed).
2432 * Note that we no longer have to do as many "los()" checks, since once the
2433 * "view" region has been built, very few things cause it to be "changed"
2434 * (player movement, and the opening/closing of doors, changes in wall status).
2435 * Note that door/wall changes are only relevant when the door/wall itself is
2436 * in the "view" region.
2438 * The algorithm seems to only call "los()" from zero to ten times, usually
2439 * only when coming down a corridor into a room, or standing in a room, just
2440 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2441 * we will be reducing the calls to "los()".
2443 * I am thinking in terms of an algorithm that "walks" from the central point
2444 * out to the maximal "distance", at each point, determining the "view" code
2445 * (above). For each grid not on a major axis or diagonal, the "view" code
2446 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2447 * (the one along the nearest diagonal, and the one next to that one, see
2448 * "update_view_aux()"...).
2450 * We "memorize" the viewable space array, so that at the cost of under 3000
2451 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2452 * each grid actually in the "viewable space". And for another 3000 bytes,
2453 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2454 * are also used by other routines, thus reducing the cost to almost nothing.
2456 * A similar thing is done for "forget_lite()" in which case the savings are
2457 * much less, but save us from doing bizarre maintenance checking.
2459 * In the worst "normal" case (in the middle of the town), the reachable space
2460 * actually reaches to more than half of the largest possible "circle" of view,
2461 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2462 * where all the walls have been removed), the reachable space actually reaches
2463 * the theoretical maximum size of just under 1500 grids.
2465 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2466 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2467 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2468 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2469 * entire possible space (including initialization) in one step per grid. If
2470 * we do the "clearing" as a separate step (and use an array of "view" grids),
2471 * then the clearing will take as many steps as grids that were viewed, and the
2472 * algorithm will be able to "stop" scanning at various points.
2473 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2484 * Actually erase the entire "lite" array, redrawing every grid
2486 void forget_lite(void)
2490 /* None to forget */
2491 if (!lite_n) return;
2493 /* Clear them all */
2494 for (i = 0; i < lite_n; i++)
2499 /* Forget "LITE" flag */
2500 cave[y][x].info &= ~(CAVE_LITE);
2502 /* lite_spot(y, x); Perhaps don't need? */
2511 * For delayed visual update
2513 #define cave_note_and_redraw_later(C,Y,X) \
2515 (C)->info |= CAVE_NOTE; \
2516 cave_redraw_later((C), (Y), (X)); \
2521 * For delayed visual update
2523 #define cave_redraw_later(C,Y,X) \
2525 if (!((C)->info & CAVE_REDRAW)) \
2527 (C)->info |= CAVE_REDRAW; \
2528 redraw_y[redraw_n] = (Y); \
2529 redraw_x[redraw_n++] = (X); \
2535 * This macro allows us to efficiently add a grid to the "lite" array,
2536 * note that we are never called for illegal grids, or for grids which
2537 * have already been placed into the "lite" array, and we are never
2538 * called when the "lite" array is full.
2540 #define cave_lite_hack(Y,X) \
2542 if (!(cave[Y][X].info & (CAVE_LITE))) \
2544 cave[Y][X].info |= (CAVE_LITE); \
2545 lite_y[lite_n] = (Y); \
2546 lite_x[lite_n++] = (X); \
2552 * Update the set of grids "illuminated" by the player's lite.
2554 * This routine needs to use the results of "update_view()"
2556 * Note that "blindness" does NOT affect "torch lite". Be careful!
2558 * We optimize most lites (all non-artifact lites) by using "obvious"
2559 * facts about the results of "small" lite radius, and we attempt to
2560 * list the "nearby" grids before the more "distant" ones in the
2561 * array of torch-lit grids.
2563 * We assume that "radius zero" lite is in fact no lite at all.
2565 * Torch Lantern Artifacts
2575 void update_lite(void)
2577 int i, x, y, min_x, max_x, min_y, max_y;
2578 int p = p_ptr->cur_lite;
2581 /*** Special case ***/
2584 /* Hack -- Player has no lite */
2587 /* Forget the old lite */
2588 /* forget_lite(); Perhaps don't need? */
2590 /* Add it to later visual update */
2591 cave_redraw_later(&cave[p_ptr->y][p_ptr->x], p_ptr->y, p_ptr->x);
2595 /*** Save the old "lite" grids for later ***/
2597 /* Clear them all */
2598 for (i = 0; i < lite_n; i++)
2603 /* Mark the grid as not "lite" */
2604 cave[y][x].info &= ~(CAVE_LITE);
2606 /* Mark the grid as "seen" */
2607 cave[y][x].info |= (CAVE_TEMP);
2609 /* Add it to the "seen" set */
2619 /*** Collect the new "lite" grids ***/
2621 /* Radius 1 -- torch radius */
2625 cave_lite_hack(p_ptr->y, p_ptr->x);
2628 cave_lite_hack(p_ptr->y+1, p_ptr->x);
2629 cave_lite_hack(p_ptr->y-1, p_ptr->x);
2630 cave_lite_hack(p_ptr->y, p_ptr->x+1);
2631 cave_lite_hack(p_ptr->y, p_ptr->x-1);
2633 /* Diagonal grids */
2634 cave_lite_hack(p_ptr->y+1, p_ptr->x+1);
2635 cave_lite_hack(p_ptr->y+1, p_ptr->x-1);
2636 cave_lite_hack(p_ptr->y-1, p_ptr->x+1);
2637 cave_lite_hack(p_ptr->y-1, p_ptr->x-1);
2640 /* Radius 2 -- lantern radius */
2643 /* South of the player */
2644 if (cave_los_bold(p_ptr->y + 1, p_ptr->x))
2646 cave_lite_hack(p_ptr->y+2, p_ptr->x);
2647 cave_lite_hack(p_ptr->y+2, p_ptr->x+1);
2648 cave_lite_hack(p_ptr->y+2, p_ptr->x-1);
2651 /* North of the player */
2652 if (cave_los_bold(p_ptr->y - 1, p_ptr->x))
2654 cave_lite_hack(p_ptr->y-2, p_ptr->x);
2655 cave_lite_hack(p_ptr->y-2, p_ptr->x+1);
2656 cave_lite_hack(p_ptr->y-2, p_ptr->x-1);
2659 /* East of the player */
2660 if (cave_los_bold(p_ptr->y, p_ptr->x + 1))
2662 cave_lite_hack(p_ptr->y, p_ptr->x+2);
2663 cave_lite_hack(p_ptr->y+1, p_ptr->x+2);
2664 cave_lite_hack(p_ptr->y-1, p_ptr->x+2);
2667 /* West of the player */
2668 if (cave_los_bold(p_ptr->y, p_ptr->x - 1))
2670 cave_lite_hack(p_ptr->y, p_ptr->x-2);
2671 cave_lite_hack(p_ptr->y+1, p_ptr->x-2);
2672 cave_lite_hack(p_ptr->y-1, p_ptr->x-2);
2676 /* Radius 3+ -- artifact radius */
2681 /* Paranoia -- see "LITE_MAX" */
2684 /* South-East of the player */
2685 if (cave_los_bold(p_ptr->y + 1, p_ptr->x + 1))
2687 cave_lite_hack(p_ptr->y+2, p_ptr->x+2);
2690 /* South-West of the player */
2691 if (cave_los_bold(p_ptr->y + 1, p_ptr->x - 1))
2693 cave_lite_hack(p_ptr->y+2, p_ptr->x-2);
2696 /* North-East of the player */
2697 if (cave_los_bold(p_ptr->y - 1, p_ptr->x + 1))
2699 cave_lite_hack(p_ptr->y-2, p_ptr->x+2);
2702 /* North-West of the player */
2703 if (cave_los_bold(p_ptr->y - 1, p_ptr->x - 1))
2705 cave_lite_hack(p_ptr->y-2, p_ptr->x-2);
2709 min_y = p_ptr->y - p;
2710 if (min_y < 0) min_y = 0;
2713 max_y = p_ptr->y + p;
2714 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2717 min_x = p_ptr->x - p;
2718 if (min_x < 0) min_x = 0;
2721 max_x = p_ptr->x + p;
2722 if (max_x > cur_wid-1) max_x = cur_wid-1;
2724 /* Scan the maximal box */
2725 for (y = min_y; y <= max_y; y++)
2727 for (x = min_x; x <= max_x; x++)
2729 int dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
2730 int dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
2732 /* Skip the "central" grids (above) */
2733 if ((dy <= 2) && (dx <= 2)) continue;
2735 /* Hack -- approximate the distance */
2736 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2738 /* Skip distant grids */
2739 if (d > p) continue;
2741 /* Viewable, nearby, grids get "torch lit" */
2742 if (cave[y][x].info & CAVE_VIEW)
2744 /* This grid is "torch lit" */
2745 cave_lite_hack(y, x);
2752 /*** Complete the algorithm ***/
2754 /* Draw the new grids */
2755 for (i = 0; i < lite_n; i++)
2760 c_ptr = &cave[y][x];
2762 /* Update fresh grids */
2763 if (c_ptr->info & (CAVE_TEMP)) continue;
2765 /* Add it to later visual update */
2766 cave_note_and_redraw_later(c_ptr, y, x);
2769 /* Clear them all */
2770 for (i = 0; i < temp_n; i++)
2775 c_ptr = &cave[y][x];
2777 /* No longer in the array */
2778 c_ptr->info &= ~(CAVE_TEMP);
2780 /* Update stale grids */
2781 if (c_ptr->info & (CAVE_LITE)) continue;
2783 /* Add it to later visual update */
2784 cave_redraw_later(c_ptr, y, x);
2790 /* Mega-Hack -- Visual update later */
2791 p_ptr->update |= (PU_DELAY_VIS);
2795 static bool mon_invis;
2796 static POSITION mon_fy, mon_fx;
2799 * Add a square to the changes array
2801 static void mon_lite_hack(POSITION y, POSITION x)
2807 /* We trust this grid is in bounds */
2808 /* if (!in_bounds2(y, x)) return; */
2810 c_ptr = &cave[y][x];
2812 /* Want a unlit square in view of the player */
2813 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2815 if (!cave_los_grid(c_ptr))
2817 /* Hack -- Prevent monster lite leakage in walls */
2819 /* Horizontal walls between player and a monster */
2820 if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
2822 dpf = p_ptr->y - mon_fy;
2824 midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
2826 /* Only first wall viewed from mid-x is lit */
2829 if (!cave_los_bold(y, x + 1)) return;
2831 else if (x > midpoint)
2833 if (!cave_los_bold(y, x - 1)) return;
2836 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2837 else if (mon_invis) return;
2840 /* Vertical walls between player and a monster */
2841 if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
2843 dpf = p_ptr->x - mon_fx;
2845 midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
2847 /* Only first wall viewed from mid-y is lit */
2850 if (!cave_los_bold(y + 1, x)) return;
2852 else if (y > midpoint)
2854 if (!cave_los_bold(y - 1, x)) return;
2857 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2858 else if (mon_invis) return;
2862 /* We trust temp_n does not exceed TEMP_MAX */
2865 if (!(c_ptr->info & CAVE_MNDK))
2867 /* Save this square */
2876 /* No longer dark */
2877 c_ptr->info &= ~(CAVE_MNDK);
2881 c_ptr->info |= CAVE_MNLT;
2886 * Add a square to the changes array
2888 static void mon_dark_hack(POSITION y, POSITION x)
2891 int midpoint, dpf, d;
2893 /* We trust this grid is in bounds */
2894 /* if (!in_bounds2(y, x)) return; */
2896 c_ptr = &cave[y][x];
2898 /* Want a unlit and undarkened square in view of the player */
2899 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2901 if (!cave_los_grid(c_ptr) && !cave_have_flag_grid(c_ptr, FF_PROJECT))
2903 /* Hack -- Prevent monster dark lite leakage in walls */
2905 /* Horizontal walls between player and a monster */
2906 if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
2908 dpf = p_ptr->y - mon_fy;
2910 midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
2912 /* Only first wall viewed from mid-x is lit */
2915 if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
2917 else if (x > midpoint)
2919 if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
2922 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2923 else if (mon_invis) return;
2926 /* Vertical walls between player and a monster */
2927 if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
2929 dpf = p_ptr->x - mon_fx;
2931 midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
2933 /* Only first wall viewed from mid-y is lit */
2936 if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
2938 else if (y > midpoint)
2940 if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
2943 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2944 else if (mon_invis) return;
2948 /* We trust temp_n does not exceed TEMP_MAX */
2950 /* Save this square */
2956 c_ptr->info |= CAVE_MNDK;
2961 * Update squares illuminated or darkened by monsters.
2963 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2964 * denote squares illuminated by monsters.
2966 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2967 * updating. Only squares in view of the player, whos state
2968 * changes are drawn via lite_spot().
2970 void update_mon_lite(void)
2976 void (*add_mon_lite)(POSITION, POSITION);
2981 /* Non-Ninja player in the darkness */
2982 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2983 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
2985 /* Clear all monster lit squares */
2986 for (i = 0; i < mon_lite_n; i++)
2989 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
2991 /* Set temp or xtra flag */
2992 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
2994 /* Clear monster illumination flag */
2995 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
2998 /* Empty temp list of new squares to lite up */
3001 /* If a monster stops time, don't process */
3004 monster_type *m_ptr;
3005 monster_race *r_ptr;
3007 /* Loop through monsters, adding newly lit squares to changes list */
3008 for (i = 1; i < m_max; i++)
3011 r_ptr = &r_info[m_ptr->r_idx];
3013 /* Skip dead monsters */
3014 if (!m_ptr->r_idx) continue;
3016 /* Is it too far away? */
3017 if (m_ptr->cdis > dis_lim) continue;
3019 /* Get lite radius */
3022 /* Note the radii are cumulative */
3023 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3024 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3025 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
3026 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
3028 /* Exit if has no light */
3032 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;
3033 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3034 add_mon_lite = mon_lite_hack;
3039 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && !is_daytime()))) continue;
3040 add_mon_lite = mon_dark_hack;
3041 f_flag = FF_PROJECT;
3042 rad = -rad; /* Use absolute value */
3045 /* Access the location */
3049 /* Is the monster visible? */
3050 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
3052 /* The square it is on */
3053 add_mon_lite(mon_fy, mon_fx);
3055 /* Adjacent squares */
3056 add_mon_lite(mon_fy + 1, mon_fx);
3057 add_mon_lite(mon_fy - 1, mon_fx);
3058 add_mon_lite(mon_fy, mon_fx + 1);
3059 add_mon_lite(mon_fy, mon_fx - 1);
3060 add_mon_lite(mon_fy + 1, mon_fx + 1);
3061 add_mon_lite(mon_fy + 1, mon_fx - 1);
3062 add_mon_lite(mon_fy - 1, mon_fx + 1);
3063 add_mon_lite(mon_fy - 1, mon_fx - 1);
3068 /* South of the monster */
3069 if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
3071 add_mon_lite(mon_fy + 2, mon_fx + 1);
3072 add_mon_lite(mon_fy + 2, mon_fx);
3073 add_mon_lite(mon_fy + 2, mon_fx - 1);
3075 c_ptr = &cave[mon_fy + 2][mon_fx];
3078 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3080 add_mon_lite(mon_fy + 3, mon_fx + 1);
3081 add_mon_lite(mon_fy + 3, mon_fx);
3082 add_mon_lite(mon_fy + 3, mon_fx - 1);
3086 /* North of the monster */
3087 if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
3089 add_mon_lite(mon_fy - 2, mon_fx + 1);
3090 add_mon_lite(mon_fy - 2, mon_fx);
3091 add_mon_lite(mon_fy - 2, mon_fx - 1);
3093 c_ptr = &cave[mon_fy - 2][mon_fx];
3096 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3098 add_mon_lite(mon_fy - 3, mon_fx + 1);
3099 add_mon_lite(mon_fy - 3, mon_fx);
3100 add_mon_lite(mon_fy - 3, mon_fx - 1);
3104 /* East of the monster */
3105 if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
3107 add_mon_lite(mon_fy + 1, mon_fx + 2);
3108 add_mon_lite(mon_fy, mon_fx + 2);
3109 add_mon_lite(mon_fy - 1, mon_fx + 2);
3111 c_ptr = &cave[mon_fy][mon_fx + 2];
3114 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3116 add_mon_lite(mon_fy + 1, mon_fx + 3);
3117 add_mon_lite(mon_fy, mon_fx + 3);
3118 add_mon_lite(mon_fy - 1, mon_fx + 3);
3122 /* West of the monster */
3123 if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
3125 add_mon_lite(mon_fy + 1, mon_fx - 2);
3126 add_mon_lite(mon_fy, mon_fx - 2);
3127 add_mon_lite(mon_fy - 1, mon_fx - 2);
3129 c_ptr = &cave[mon_fy][mon_fx - 2];
3132 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3134 add_mon_lite(mon_fy + 1, mon_fx - 3);
3135 add_mon_lite(mon_fy, mon_fx - 3);
3136 add_mon_lite(mon_fy - 1, mon_fx - 3);
3144 /* South-East of the monster */
3145 if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
3147 add_mon_lite(mon_fy + 2, mon_fx + 2);
3150 /* South-West of the monster */
3151 if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
3153 add_mon_lite(mon_fy + 2, mon_fx - 2);
3156 /* North-East of the monster */
3157 if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
3159 add_mon_lite(mon_fy - 2, mon_fx + 2);
3162 /* North-West of the monster */
3163 if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
3165 add_mon_lite(mon_fy - 2, mon_fx - 2);
3171 /* Save end of list of new squares */
3175 * Look at old set flags to see if there are any changes.
3177 for (i = 0; i < mon_lite_n; i++)
3182 /* We trust this grid is in bounds */
3185 c_ptr = &cave[fy][fx];
3187 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3189 /* It it no longer lit? */
3190 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3192 /* It is now unlit */
3193 /* Add it to later visual update */
3194 cave_note_and_redraw_later(c_ptr, fy, fx);
3197 else /* Pervious darkened */
3199 /* It it no longer darken? */
3200 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3202 /* It is now undarken */
3203 /* Add it to later visual update */
3204 cave_note_and_redraw_later(c_ptr, fy, fx);
3208 /* Add to end of temp array */
3209 temp_x[temp_n] = fx;
3210 temp_y[temp_n] = fy;
3214 /* Clear the lite array */
3217 /* Copy the temp array into the lit array lighting the new squares. */
3218 for (i = 0; i < end_temp; i++)
3223 /* We trust this grid is in bounds */
3226 c_ptr = &cave[fy][fx];
3228 if (c_ptr->info & CAVE_MNLT) /* Lit */
3230 /* The is the square newly lit and visible? */
3231 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3234 /* Add it to later visual update */
3235 cave_note_and_redraw_later(c_ptr, fy, fx);
3240 /* The is the square newly darkened and visible? */
3241 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3243 /* It is now darkened */
3244 /* Add it to later visual update */
3245 cave_note_and_redraw_later(c_ptr, fy, fx);
3249 /* Save in the monster lit or darkened array */
3250 mon_lite_x[mon_lite_n] = fx;
3251 mon_lite_y[mon_lite_n] = fy;
3255 /* Clear the temp flag for the old lit or darken grids */
3256 for (i = end_temp; i < temp_n; i++)
3258 /* We trust this grid is in bounds */
3260 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3263 /* Finished with temp_n */
3266 /* Mega-Hack -- Visual update later */
3267 p_ptr->update |= (PU_DELAY_VIS);
3269 p_ptr->monlite = (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT) ? TRUE : FALSE;
3271 if (p_ptr->special_defense & NINJA_S_STEALTH)
3273 if (p_ptr->old_monlite != p_ptr->monlite)
3277 msg_print(_("影の覆いが薄れた気がする。", "Your mantle of shadow become thin."));
3281 msg_print(_("影の覆いが濃くなった!", "Your mantle of shadow restored its original darkness."));
3285 p_ptr->old_monlite = p_ptr->monlite;
3288 void clear_mon_lite(void)
3293 /* Clear all monster lit squares */
3294 for (i = 0; i < mon_lite_n; i++)
3297 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3299 /* Clear monster illumination flag */
3300 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3303 /* Empty the array */
3310 * Clear the viewable space
3312 void forget_view(void)
3318 /* None to forget */
3319 if (!view_n) return;
3321 /* Clear them all */
3322 for (i = 0; i < view_n; i++)
3324 POSITION y = view_y[i];
3325 POSITION x = view_x[i];
3326 c_ptr = &cave[y][x];
3328 /* Forget that the grid is viewable */
3329 c_ptr->info &= ~(CAVE_VIEW);
3331 /* if (!panel_contains(y, x)) continue; */
3333 /* Update the screen */
3334 /* lite_spot(y, x); Perhaps don't need? */
3344 * This macro allows us to efficiently add a grid to the "view" array,
3345 * note that we are never called for illegal grids, or for grids which
3346 * have already been placed into the "view" array, and we are never
3347 * called when the "view" array is full.
3349 #define cave_view_hack(C,Y,X) \
3351 if (!((C)->info & (CAVE_VIEW))){\
3352 (C)->info |= (CAVE_VIEW); \
3353 view_y[view_n] = (Y); \
3354 view_x[view_n] = (X); \
3361 * Helper function for "update_view()" below
3363 * We are checking the "viewability" of grid (y,x) by the player.
3365 * This function assumes that (y,x) is legal (i.e. on the map).
3367 * Grid (y1,x1) is on the "diagonal" between (p_ptr->y,p_ptr->x) and (y,x)
3368 * Grid (y2,x2) is "adjacent", also between (p_ptr->y,p_ptr->x) and (y,x).
3370 * Note that we are using the "CAVE_XTRA" field for marking grids as
3371 * "easily viewable". This bit is cleared at the end of "update_view()".
3373 * This function adds (y,x) to the "viewable set" if necessary.
3375 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3377 static bool update_view_aux(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
3379 bool f1, f2, v1, v2, z1, z2, wall;
3383 cave_type *g1_c_ptr;
3384 cave_type *g2_c_ptr;
3386 /* Access the grids */
3387 g1_c_ptr = &cave[y1][x1];
3388 g2_c_ptr = &cave[y2][x2];
3391 /* Check for walls */
3392 f1 = (cave_los_grid(g1_c_ptr));
3393 f2 = (cave_los_grid(g2_c_ptr));
3395 /* Totally blocked by physical walls */
3396 if (!f1 && !f2) return (TRUE);
3399 /* Check for visibility */
3400 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3401 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3403 /* Totally blocked by "unviewable neighbors" */
3404 if (!v1 && !v2) return (TRUE);
3406 c_ptr = &cave[y][x];
3409 /* Check for walls */
3410 wall = (!cave_los_grid(c_ptr));
3413 /* Check the "ease" of visibility */
3414 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3415 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3417 /* Hack -- "easy" plus "easy" yields "easy" */
3420 c_ptr->info |= (CAVE_XTRA);
3422 cave_view_hack(c_ptr, y, x);
3427 /* Hack -- primary "easy" yields "viewed" */
3430 cave_view_hack(c_ptr, y, x);
3435 /* Hack -- "view" plus "view" yields "view" */
3438 /* c_ptr->info |= (CAVE_XTRA); */
3440 cave_view_hack(c_ptr, y, x);
3446 /* Mega-Hack -- the "los()" function works poorly on walls */
3449 cave_view_hack(c_ptr, y, x);
3455 /* Hack -- check line of sight */
3456 if (los(p_ptr->y, p_ptr->x, y, x))
3458 cave_view_hack(c_ptr, y, x);
3464 /* Assume no line of sight. */
3471 * Calculate the viewable space
3473 * 1: Process the player
3474 * 1a: The player is always (easily) viewable
3475 * 2: Process the diagonals
3476 * 2a: The diagonals are (easily) viewable up to the first wall
3477 * 2b: But never go more than 2/3 of the "full" distance
3478 * 3: Process the main axes
3479 * 3a: The main axes are (easily) viewable up to the first wall
3480 * 3b: But never go more than the "full" distance
3481 * 4: Process sequential "strips" in each of the eight octants
3482 * 4a: Each strip runs along the previous strip
3483 * 4b: The main axes are "previous" to the first strip
3484 * 4c: Process both "sides" of each "direction" of each strip
3485 * 4c1: Each side aborts as soon as possible
3486 * 4c2: Each side tells the next strip how far it has to check
3488 * Note that the octant processing involves some pretty interesting
3489 * observations involving when a grid might possibly be viewable from
3490 * a given grid, and on the order in which the strips are processed.
3492 * Note the use of the mathematical facts shown below, which derive
3493 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3494 * hypotenuse of a right triangle is primarily determined by the length
3495 * of the longest side, when one side is small, and is strictly less
3496 * than one-and-a-half times as long as the longest side when both of
3497 * the sides are large.
3499 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3500 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3502 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3504 * These observations are important because the calculation of the actual
3505 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3506 * while for small values (up to about 20 or so), the approximations above
3507 * are correct to within an error of at most one grid or so.
3509 * Observe the use of "full" and "over" in the code below, and the use of
3510 * the specialized calculation involving "limit", all of which derive from
3511 * the observations given above. Basically, we note that the "circle" of
3512 * view is completely contained in an "octagon" whose bounds are easy to
3513 * determine, and that only a few steps are needed to derive the actual
3514 * bounds of the circle given the bounds of the octagon.
3516 * Note that by skipping all the grids in the corners of the octagon, we
3517 * place an upper limit on the number of grids in the field of view, given
3518 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3519 * view, only about 1475 of these are in the "octagon" of view, and even
3520 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3521 * entries to completely contain the actual field of view.
3523 * Note also the care taken to prevent "running off the map". The use of
3524 * explicit checks on the "validity" of the "diagonal", and the fact that
3525 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3526 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3527 * of multiple checks on the validity of grids.
3529 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3530 * "ws","wn" variables. They work like this: While travelling down the
3531 * south-bound strip just to the east of the main south axis, as soon as
3532 * we get to a grid which does not "transmit" viewing, if all of the strips
3533 * preceding us (in this case, just the main axis) had terminated at or before
3534 * the same point, then we can stop, and reset the "max distance" to ourself.
3535 * So, each strip (named by major axis plus offset, thus "se" in this case)
3536 * maintains a "blockage" variable, initialized during the main axis step,
3537 * and checks it whenever a blockage is observed. After processing each
3538 * strip as far as the previous strip told us to process, the next strip is
3539 * told not to go farther than the current strip's farthest viewable grid,
3540 * unless open space is still available. This uses the "k" variable.
3542 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3543 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3544 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3545 * chunk of code which adds the given location to the "view" array if it
3546 * is not already there, using both the actual location and a pointer to
3547 * the cave grid. See above.
3549 * By the way, the purpose of this code is to reduce the dependancy on the
3550 * "los()" function which is slow, and, in some cases, not very accurate.
3552 * It is very possible that I am the only person who fully understands this
3553 * function, and for that I am truly sorry, but efficiency was very important
3554 * and the "simple" version of this function was just not fast enough. I am
3555 * more than willing to replace this function with a simpler one, if it is
3556 * equally efficient, and especially willing if the new function happens to
3557 * derive "reverse-line-of-sight" at the same time, since currently monsters
3558 * just use an optimized hack of "you see me, so I see you", and then use the
3559 * actual "projectable()" function to check spell attacks.
3561 void update_view(void)
3566 int se, sw, ne, nw, es, en, ws, wn;
3570 POSITION y_max = cur_hgt - 1;
3571 POSITION x_max = cur_wid - 1;
3575 /*** Initialize ***/
3578 if (view_reduce_view && !dun_level)
3580 /* Full radius (10) */
3581 full = MAX_SIGHT / 2;
3583 /* Octagon factor (15) */
3584 over = MAX_SIGHT * 3 / 4;
3590 /* Full radius (20) */
3593 /* Octagon factor (30) */
3594 over = MAX_SIGHT * 3 / 2;
3598 /*** Step 0 -- Begin ***/
3600 /* Save the old "view" grids for later */
3601 for (n = 0; n < view_n; n++)
3605 c_ptr = &cave[y][x];
3607 /* Mark the grid as not in "view" */
3608 c_ptr->info &= ~(CAVE_VIEW);
3610 /* Mark the grid as "seen" */
3611 c_ptr->info |= (CAVE_TEMP);
3613 /* Add it to the "seen" set */
3619 /* Start over with the "view" array */
3622 /*** Step 1 -- adjacent grids ***/
3624 /* Now start on the player */
3627 c_ptr = &cave[y][x];
3629 /* Assume the player grid is easily viewable */
3630 c_ptr->info |= (CAVE_XTRA);
3632 /* Assume the player grid is viewable */
3633 cave_view_hack(c_ptr, y, x);
3636 /*** Step 2 -- Major Diagonals ***/
3641 /* Scan south-east */
3642 for (d = 1; d <= z; d++)
3644 c_ptr = &cave[y+d][x+d];
3645 c_ptr->info |= (CAVE_XTRA);
3646 cave_view_hack(c_ptr, y+d, x+d);
3647 if (!cave_los_grid(c_ptr)) break;
3650 /* Scan south-west */
3651 for (d = 1; d <= z; d++)
3653 c_ptr = &cave[y+d][x-d];
3654 c_ptr->info |= (CAVE_XTRA);
3655 cave_view_hack(c_ptr, y+d, x-d);
3656 if (!cave_los_grid(c_ptr)) break;
3659 /* Scan north-east */
3660 for (d = 1; d <= z; d++)
3662 c_ptr = &cave[y-d][x+d];
3663 c_ptr->info |= (CAVE_XTRA);
3664 cave_view_hack(c_ptr, y-d, x+d);
3665 if (!cave_los_grid(c_ptr)) break;
3668 /* Scan north-west */
3669 for (d = 1; d <= z; d++)
3671 c_ptr = &cave[y-d][x-d];
3672 c_ptr->info |= (CAVE_XTRA);
3673 cave_view_hack(c_ptr, y-d, x-d);
3674 if (!cave_los_grid(c_ptr)) break;
3678 /*** Step 3 -- major axes ***/
3681 for (d = 1; d <= full; d++)
3683 c_ptr = &cave[y+d][x];
3684 c_ptr->info |= (CAVE_XTRA);
3685 cave_view_hack(c_ptr, y+d, x);
3686 if (!cave_los_grid(c_ptr)) break;
3689 /* Initialize the "south strips" */
3693 for (d = 1; d <= full; d++)
3695 c_ptr = &cave[y-d][x];
3696 c_ptr->info |= (CAVE_XTRA);
3697 cave_view_hack(c_ptr, y-d, x);
3698 if (!cave_los_grid(c_ptr)) break;
3701 /* Initialize the "north strips" */
3705 for (d = 1; d <= full; d++)
3707 c_ptr = &cave[y][x+d];
3708 c_ptr->info |= (CAVE_XTRA);
3709 cave_view_hack(c_ptr, y, x+d);
3710 if (!cave_los_grid(c_ptr)) break;
3713 /* Initialize the "east strips" */
3717 for (d = 1; d <= full; d++)
3719 c_ptr = &cave[y][x-d];
3720 c_ptr->info |= (CAVE_XTRA);
3721 cave_view_hack(c_ptr, y, x-d);
3722 if (!cave_los_grid(c_ptr)) break;
3725 /* Initialize the "west strips" */
3729 /*** Step 4 -- Divide each "octant" into "strips" ***/
3731 /* Now check each "diagonal" (in parallel) */
3732 for (n = 1; n <= over / 2; n++)
3734 int ypn, ymn, xpn, xmn;
3737 /* Acquire the "bounds" of the maximal circle */
3739 if (z > full - n) z = full - n;
3740 while ((z + n + (n>>1)) > full) z--;
3743 /* Access the four diagonal grids */
3753 /* Maximum distance */
3754 m = MIN(z, y_max - ypn);
3757 if ((xpn <= x_max) && (n < se))
3760 for (k = n, d = 1; d <= m; d++)
3762 /* Check grid "d" in strip "n", notice "blockage" */
3763 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3765 if (n + d >= se) break;
3768 /* Track most distant "non-blockage" */
3775 /* Limit the next strip */
3780 if ((xmn >= 0) && (n < sw))
3783 for (k = n, d = 1; d <= m; d++)
3785 /* Check grid "d" in strip "n", notice "blockage" */
3786 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3788 if (n + d >= sw) break;
3791 /* Track most distant "non-blockage" */
3798 /* Limit the next strip */
3807 /* Maximum distance */
3811 if ((xpn <= x_max) && (n < ne))
3814 for (k = n, d = 1; d <= m; d++)
3816 /* Check grid "d" in strip "n", notice "blockage" */
3817 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3819 if (n + d >= ne) break;
3822 /* Track most distant "non-blockage" */
3829 /* Limit the next strip */
3834 if ((xmn >= 0) && (n < nw))
3837 for (k = n, d = 1; d <= m; d++)
3839 /* Check grid "d" in strip "n", notice "blockage" */
3840 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3842 if (n + d >= nw) break;
3845 /* Track most distant "non-blockage" */
3852 /* Limit the next strip */
3861 /* Maximum distance */
3862 m = MIN(z, x_max - xpn);
3865 if ((ypn <= x_max) && (n < es))
3868 for (k = n, d = 1; d <= m; d++)
3870 /* Check grid "d" in strip "n", notice "blockage" */
3871 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3873 if (n + d >= es) break;
3876 /* Track most distant "non-blockage" */
3883 /* Limit the next strip */
3888 if ((ymn >= 0) && (n < en))
3891 for (k = n, d = 1; d <= m; d++)
3893 /* Check grid "d" in strip "n", notice "blockage" */
3894 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3896 if (n + d >= en) break;
3899 /* Track most distant "non-blockage" */
3906 /* Limit the next strip */
3915 /* Maximum distance */
3919 if ((ypn <= y_max) && (n < ws))
3922 for (k = n, d = 1; d <= m; d++)
3924 /* Check grid "d" in strip "n", notice "blockage" */
3925 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3927 if (n + d >= ws) break;
3930 /* Track most distant "non-blockage" */
3937 /* Limit the next strip */
3942 if ((ymn >= 0) && (n < wn))
3945 for (k = n, d = 1; d <= m; d++)
3947 /* Check grid "d" in strip "n", notice "blockage" */
3948 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3950 if (n + d >= wn) break;
3953 /* Track most distant "non-blockage" */
3960 /* Limit the next strip */
3967 /*** Step 5 -- Complete the algorithm ***/
3969 /* Update all the new grids */
3970 for (n = 0; n < view_n; n++)
3974 c_ptr = &cave[y][x];
3976 /* Clear the "CAVE_XTRA" flag */
3977 c_ptr->info &= ~(CAVE_XTRA);
3979 /* Update only newly viewed grids */
3980 if (c_ptr->info & (CAVE_TEMP)) continue;
3982 /* Add it to later visual update */
3983 cave_note_and_redraw_later(c_ptr, y, x);
3986 /* Wipe the old grids, update as needed */
3987 for (n = 0; n < temp_n; n++)
3991 c_ptr = &cave[y][x];
3993 /* No longer in the array */
3994 c_ptr->info &= ~(CAVE_TEMP);
3996 /* Update only non-viewable grids */
3997 if (c_ptr->info & (CAVE_VIEW)) continue;
3999 /* Add it to later visual update */
4000 cave_redraw_later(c_ptr, y, x);
4006 /* Mega-Hack -- Visual update later */
4007 p_ptr->update |= (PU_DELAY_VIS);
4012 * Mega-Hack -- Delayed visual update
4013 * Only used if update_view(), update_lite() or update_mon_lite() was called
4015 void delayed_visual_update(void)
4020 /* Update needed grids */
4021 for (i = 0; i < redraw_n; i++)
4025 c_ptr = &cave[y][x];
4027 /* Update only needed grids (prevent multiple updating) */
4028 if (!(c_ptr->info & CAVE_REDRAW)) continue;
4030 /* If required, note */
4031 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
4035 /* Hack -- Visual update of monster on this grid */
4036 if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
4038 /* No longer in the array */
4039 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
4048 * Hack -- forget the "flow" information
4050 void forget_flow(void)
4054 /* Check the entire dungeon */
4055 for (y = 0; y < cur_hgt; y++)
4057 for (x = 0; x < cur_wid; x++)
4059 /* Forget the old data */
4060 cave[y][x].dist = 0;
4061 cave[y][x].cost = 0;
4062 cave[y][x].when = 0;
4069 * Hack - speed up the update_flow algorithm by only doing
4070 * it everytime the player moves out of LOS of the last
4073 static POSITION flow_x = 0;
4074 static POSITION flow_y = 0;
4079 * Hack -- fill in the "cost" field of every grid that the player
4080 * can "reach" with the number of steps needed to reach that grid.
4081 * This also yields the "distance" of the player from every grid.
4083 * In addition, mark the "when" of the grids that can reach
4084 * the player with the incremented value of "flow_n".
4086 * Hack -- use the "seen" array as a "circular queue".
4088 * We do not need a priority queue because the cost from grid
4089 * to grid is always "one" and we process them in order.
4091 void update_flow(void)
4097 /* Paranoia -- make sure the array is empty */
4100 /* The last way-point is on the map */
4101 if (running && in_bounds(flow_y, flow_x))
4103 /* The way point is in sight - do not update. (Speedup) */
4104 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4107 /* Erase all of the current flow information */
4108 for (y = 0; y < cur_hgt; y++)
4110 for (x = 0; x < cur_wid; x++)
4112 cave[y][x].cost = 0;
4113 cave[y][x].dist = 0;
4117 /* Save player position */
4121 /* Add the player's grid to the queue */
4122 temp_y[0] = p_ptr->y;
4123 temp_x[0] = p_ptr->x;
4125 /* Now process the queue */
4126 while (flow_head != flow_tail)
4130 /* Extract the next entry */
4131 ty = temp_y[flow_tail];
4132 tx = temp_x[flow_tail];
4134 /* Forget that entry */
4135 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4137 /* Add the "children" */
4138 for (d = 0; d < 8; d++)
4140 int old_head = flow_head;
4141 byte_hack m = cave[ty][tx].cost + 1;
4142 byte_hack n = cave[ty][tx].dist + 1;
4145 /* Child location */
4146 y = ty + ddy_ddd[d];
4147 x = tx + ddx_ddd[d];
4149 /* Ignore player's grid */
4150 if (player_bold(y, x)) continue;
4152 c_ptr = &cave[y][x];
4154 if (is_closed_door(c_ptr->feat)) m += 3;
4156 /* Ignore "pre-stamped" entries */
4157 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4159 /* Ignore "walls" and "rubble" */
4160 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4162 /* Save the flow cost */
4163 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4164 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4166 /* Hack -- limit flow depth */
4167 if (n == MONSTER_FLOW_DEPTH) continue;
4169 /* Enqueue that entry */
4170 temp_y[flow_head] = y;
4171 temp_x[flow_head] = x;
4173 /* Advance the queue */
4174 if (++flow_head == TEMP_MAX) flow_head = 0;
4176 /* Hack -- notice overflow by forgetting new entry */
4177 if (flow_head == flow_tail) flow_head = old_head;
4183 static int scent_when = 0;
4186 * Characters leave scent trails for perceptive monsters to track.
4188 * Smell is rather more limited than sound. Many creatures cannot use
4189 * it at all, it doesn't extend very far outwards from the character's
4190 * current position, and monsters can use it to home in the character,
4191 * but not to run away from him.
4193 * Smell is valued according to age. When a character takes his turn,
4194 * scent is aged by one, and new scent of the current age is laid down.
4195 * Speedy characters leave more scent, true, but it also ages faster,
4196 * which makes it harder to hunt them down.
4198 * Whenever the age count loops, most of the scent trail is erased and
4199 * the age of the remainder is recalculated.
4201 void update_smell(void)
4206 /* Create a table that controls the spread of scent */
4207 const int scent_adjust[5][5] =
4216 /* Loop the age and adjust scent values when necessary */
4217 if (++scent_when == 254)
4219 /* Scan the entire dungeon */
4220 for (y = 0; y < cur_hgt; y++)
4222 for (x = 0; x < cur_wid; x++)
4224 int w = cave[y][x].when;
4225 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4234 /* Lay down new scent */
4235 for (i = 0; i < 5; i++)
4237 for (j = 0; j < 5; j++)
4241 /* Translate table to map grids */
4242 y = i + p_ptr->y - 2;
4243 x = j + p_ptr->x - 2;
4246 if (!in_bounds(y, x)) continue;
4248 c_ptr = &cave[y][x];
4250 /* Walls, water, and lava cannot hold scent. */
4251 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4253 /* Grid must not be blocked by walls from the character */
4254 if (!player_has_los_bold(y, x)) continue;
4256 /* Note grids that are too far away */
4257 if (scent_adjust[i][j] == -1) continue;
4259 /* Mark the grid with new scent */
4260 c_ptr->when = scent_when + scent_adjust[i][j];
4267 * Hack -- map the current panel (plus some) ala "magic mapping"
4269 void map_area(POSITION range)
4275 feature_type *f_ptr;
4277 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4279 /* Scan that area */
4280 for (y = 1; y < cur_hgt - 1; y++)
4282 for (x = 1; x < cur_wid - 1; x++)
4284 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
4286 c_ptr = &cave[y][x];
4288 /* Memorize terrain of the grid */
4289 c_ptr->info |= (CAVE_KNOWN);
4291 /* Feature code (applying "mimic" field) */
4292 feat = get_feat_mimic(c_ptr);
4293 f_ptr = &f_info[feat];
4295 /* All non-walls are "checked" */
4296 if (!have_flag(f_ptr->flags, FF_WALL))
4298 /* Memorize normal features */
4299 if (have_flag(f_ptr->flags, FF_REMEMBER))
4301 /* Memorize the object */
4302 c_ptr->info |= (CAVE_MARK);
4305 /* Memorize known walls */
4306 for (i = 0; i < 8; i++)
4308 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4310 /* Feature code (applying "mimic" field) */
4311 feat = get_feat_mimic(c_ptr);
4312 f_ptr = &f_info[feat];
4314 /* Memorize walls (etc) */
4315 if (have_flag(f_ptr->flags, FF_REMEMBER))
4317 /* Memorize the walls */
4318 c_ptr->info |= (CAVE_MARK);
4325 p_ptr->redraw |= (PR_MAP);
4327 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4333 * Light up the dungeon using "clairvoyance"
4335 * This function "illuminates" every grid in the dungeon, memorizes all
4336 * "objects", memorizes all grids as with magic mapping, and, under the
4337 * standard option settings (view_perma_grids but not view_torch_grids)
4338 * memorizes all floor grids too.
4340 * Note that if "view_perma_grids" is not set, we do not memorize floor
4341 * grids, since this would defeat the purpose of "view_perma_grids", not
4342 * that anyone seems to play without this option.
4344 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4345 * since this would prevent the use of "view_torch_grids" as a method to
4346 * keep track of what grids have been observed directly.
4348 void wiz_lite(bool ninja)
4353 feature_type *f_ptr;
4355 /* Memorize objects */
4356 for (i = 1; i < o_max; i++)
4358 object_type *o_ptr = &o_list[i];
4360 /* Skip dead objects */
4361 if (!o_ptr->k_idx) continue;
4363 /* Skip held objects */
4364 if (o_ptr->held_m_idx) continue;
4367 o_ptr->marked |= OM_FOUND;
4370 /* Scan all normal grids */
4371 for (y = 1; y < cur_hgt - 1; y++)
4373 /* Scan all normal grids */
4374 for (x = 1; x < cur_wid - 1; x++)
4376 cave_type *c_ptr = &cave[y][x];
4378 /* Memorize terrain of the grid */
4379 c_ptr->info |= (CAVE_KNOWN);
4381 /* Feature code (applying "mimic" field) */
4382 feat = get_feat_mimic(c_ptr);
4383 f_ptr = &f_info[feat];
4385 /* Process all non-walls */
4386 if (!have_flag(f_ptr->flags, FF_WALL))
4388 /* Scan all neighbors */
4389 for (i = 0; i < 9; i++)
4391 POSITION yy = y + ddy_ddd[i];
4392 POSITION xx = x + ddx_ddd[i];
4395 c_ptr = &cave[yy][xx];
4397 /* Feature code (applying "mimic" field) */
4398 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4400 /* Perma-lite the grid */
4401 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4403 c_ptr->info |= (CAVE_GLOW);
4406 /* Memorize normal features */
4407 if (have_flag(f_ptr->flags, FF_REMEMBER))
4409 /* Memorize the grid */
4410 c_ptr->info |= (CAVE_MARK);
4413 /* Perma-lit grids (newly and previously) */
4414 else if (c_ptr->info & CAVE_GLOW)
4416 /* Normally, memorize floors (see above) */
4417 if (view_perma_grids && !view_torch_grids)
4419 /* Memorize the grid */
4420 c_ptr->info |= (CAVE_MARK);
4428 p_ptr->update |= (PU_MONSTERS);
4429 p_ptr->redraw |= (PR_MAP);
4430 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4432 if (p_ptr->special_defense & NINJA_S_STEALTH)
4434 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
4440 * Forget the dungeon map (ala "Thinking of Maud...").
4447 /* Forget every grid */
4448 for (y = 1; y < cur_hgt - 1; y++)
4450 for (x = 1; x < cur_wid - 1; x++)
4452 cave_type *c_ptr = &cave[y][x];
4454 /* Process the grid */
4455 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT | CAVE_KNOWN);
4456 c_ptr->info |= (CAVE_UNSAFE);
4460 /* Forget every grid on horizontal edge */
4461 for (x = 0; x < cur_wid; x++)
4463 cave[0][x].info &= ~(CAVE_MARK);
4464 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4467 /* Forget every grid on vertical edge */
4468 for (y = 1; y < (cur_hgt - 1); y++)
4470 cave[y][0].info &= ~(CAVE_MARK);
4471 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4474 /* Forget all objects */
4475 for (i = 1; i < o_max; i++)
4477 object_type *o_ptr = &o_list[i];
4479 /* Skip dead objects */
4480 if (!o_ptr->k_idx) continue;
4482 /* Skip held objects */
4483 if (o_ptr->held_m_idx) continue;
4485 /* Forget the object */
4486 o_ptr->marked &= OM_TOUCHED;
4489 /* Forget travel route when we have forgotten map */
4490 forget_travel_flow();
4492 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4493 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4494 p_ptr->update |= (PU_MONSTERS);
4495 p_ptr->redraw |= (PR_MAP);
4496 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4500 * Change the "feat" flag for a grid, and notice/redraw the grid
4502 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
4504 cave_type *c_ptr = &cave[y][x];
4505 feature_type *f_ptr = &f_info[feat];
4506 bool old_los, old_mirror;
4508 if (!character_dungeon)
4510 /* Clear mimic type */
4513 /* Change the feature */
4516 /* Hack -- glow the GLOW terrain */
4517 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4522 for (i = 0; i < 9; i++)
4524 yy = y + ddy_ddd[i];
4525 xx = x + ddx_ddd[i];
4526 if (!in_bounds2(yy, xx)) continue;
4527 cave[yy][xx].info |= CAVE_GLOW;
4534 old_los = cave_have_flag_bold(y, x, FF_LOS);
4535 old_mirror = is_mirror_grid(c_ptr);
4537 /* Clear mimic type */
4540 /* Change the feature */
4543 /* Remove flag for mirror/glyph */
4544 c_ptr->info &= ~(CAVE_OBJECT);
4546 if (old_mirror && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
4548 c_ptr->info &= ~(CAVE_GLOW);
4549 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4551 update_local_illumination(y, x);
4554 /* Check for change to boring grid */
4555 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4556 if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
4562 /* Check if los has changed */
4563 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
4566 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
4568 update_local_illumination(y, x);
4570 #endif /* COMPLEX_WALL_ILLUMINATION */
4572 /* Update the visuals */
4573 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
4576 /* Hack -- glow the GLOW terrain */
4577 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4583 for (i = 0; i < 9; i++)
4585 yy = y + ddy_ddd[i];
4586 xx = x + ddx_ddd[i];
4587 if (!in_bounds2(yy, xx)) continue;
4588 cc_ptr = &cave[yy][xx];
4589 cc_ptr->info |= CAVE_GLOW;
4591 if (player_has_los_grid(cc_ptr))
4593 if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
4600 update_local_illumination(yy, xx);
4603 if (p_ptr->special_defense & NINJA_S_STEALTH)
4605 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
4611 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
4613 feature_type *f_ptr = &f_info[newfeat];
4615 if (have_flag(f_ptr->flags, FF_CONVERT))
4617 switch (f_ptr->subtype)
4619 case CONVERT_TYPE_FLOOR:
4620 return floor_type[randint0(100)];
4621 case CONVERT_TYPE_WALL:
4622 return fill_type[randint0(100)];
4623 case CONVERT_TYPE_INNER:
4624 return feat_wall_inner;
4625 case CONVERT_TYPE_OUTER:
4626 return feat_wall_outer;
4627 case CONVERT_TYPE_SOLID:
4628 return feat_wall_solid;
4629 case CONVERT_TYPE_STREAM1:
4630 return d_info[dungeon_type].stream1;
4631 case CONVERT_TYPE_STREAM2:
4632 return d_info[dungeon_type].stream2;
4637 else return newfeat;
4642 * Take a feature, determine what that feature becomes
4643 * through applying the given action.
4645 FEAT_IDX feat_state(FEAT_IDX feat, int action)
4647 feature_type *f_ptr = &f_info[feat];
4650 /* Get the new feature */
4651 for (i = 0; i < MAX_FEAT_STATES; i++)
4653 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
4656 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4658 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
4662 * Takes a location and action and changes the feature at that
4663 * location through applying the given action.
4665 void cave_alter_feat(POSITION y, POSITION x, int action)
4667 /* Set old feature */
4668 IDX oldfeat = cave[y][x].feat;
4670 /* Get the new feat */
4671 IDX newfeat = feat_state(oldfeat, action);
4674 if (newfeat == oldfeat) return;
4676 /* Set the new feature */
4677 cave_set_feat(y, x, newfeat);
4679 if (!(feature_action_flags[action] & FAF_NO_DROP))
4681 feature_type *old_f_ptr = &f_info[oldfeat];
4682 feature_type *f_ptr = &f_info[newfeat];
4686 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4688 /* Place some gold */
4694 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4697 place_object(y, x, 0L);
4701 if (found && character_dungeon && player_can_see_bold(y, x))
4703 msg_print(_("何かを発見した!", "You have found something!"));
4707 if (feature_action_flags[action] & FAF_CRASH_GLASS)
4709 feature_type *old_f_ptr = &f_info[oldfeat];
4711 if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
4713 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(dun_level, 100) / 4, GF_SHARDS,
4714 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4720 /* Remove a mirror */
4721 void remove_mirror(POSITION y, POSITION x)
4723 cave_type *c_ptr = &cave[y][x];
4725 /* Remove the mirror */
4726 c_ptr->info &= ~(CAVE_OBJECT);
4729 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4731 c_ptr->info &= ~(CAVE_GLOW);
4732 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4733 if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
4735 update_local_illumination(y, x);
4745 * Return TRUE if there is a mirror on the grid.
4747 bool is_mirror_grid(cave_type *c_ptr)
4749 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4757 * Return TRUE if there is a mirror on the grid.
4759 bool is_glyph_grid(cave_type *c_ptr)
4761 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4769 * Return TRUE if there is a mirror on the grid.
4771 bool is_explosive_rune_grid(cave_type *c_ptr)
4773 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4781 * Calculate "incremental motion". Used by project() and shoot().
4782 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4784 void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
4786 POSITION dy, dx, dist, shift;
4788 /* Extract the distance travelled */
4789 dy = (*y < y1) ? y1 - *y : *y - y1;
4790 dx = (*x < x1) ? x1 - *x : *x - x1;
4792 /* Number of steps */
4793 dist = (dy > dx) ? dy : dx;
4795 /* We are calculating the next location */
4799 /* Calculate the total distance along each axis */
4800 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4801 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4803 /* Paranoia -- Hack -- no motion */
4804 if (!dy && !dx) return;
4807 /* Move mostly vertically */
4810 /* Extract a shift factor */
4811 shift = (dist * dx + (dy - 1) / 2) / dy;
4813 /* Sometimes move along the minor axis */
4814 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4816 /* Always move along major axis */
4817 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4820 /* Move mostly horizontally */
4823 /* Extract a shift factor */
4824 shift = (dist * dy + (dx - 1) / 2) / dx;
4826 /* Sometimes move along the minor axis */
4827 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4829 /* Always move along major axis */
4830 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4837 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4838 * at the final destination, assuming no monster gets in the way.
4840 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4842 bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
4849 /* Check the projection path */
4850 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4852 /* Identical grid */
4853 if (!grid_n) return TRUE;
4856 y = GRID_Y(grid_g[grid_n - 1]);
4857 x = GRID_X(grid_g[grid_n - 1]);
4859 /* May not end in an unrequested grid */
4860 if ((y != y2) || (x != x2)) return (FALSE);
4868 * Standard "find me a location" function
4870 * Obtains a legal location within the given distance of the initial
4871 * location, and with "los()" from the source to destination location.
4873 * This function is often called from inside a loop which searches for
4874 * locations while increasing the "d" distance.
4876 * Currently the "m" parameter is unused.
4878 void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
4882 /* Pick a location */
4885 /* Pick a new location */
4886 ny = rand_spread(y, d);
4887 nx = rand_spread(x, d);
4889 /* Ignore annoying locations */
4890 if (!in_bounds(ny, nx)) continue;
4892 /* Ignore "excessively distant" locations */
4893 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4895 if (mode & PROJECT_LOS)
4897 if(los(y, x, ny, nx)) break;
4901 if(projectable(y, x, ny, nx)) break;
4906 /* Save the location */
4915 * Track a new monster
4917 void health_track(MONSTER_IDX m_idx)
4919 /* Mount monster is already tracked */
4920 if (m_idx && m_idx == p_ptr->riding) return;
4922 /* Track a new guy */
4923 p_ptr->health_who = m_idx;
4925 /* Redraw (later) */
4926 p_ptr->redraw |= (PR_HEALTH);
4932 * Hack -- track the given monster race
4934 void monster_race_track(MONRACE_IDX r_idx)
4936 /* Save this monster ID */
4937 p_ptr->monster_race_idx = r_idx;
4939 p_ptr->window |= (PW_MONSTER);
4945 * Hack -- track the given object kind
4947 void object_kind_track(KIND_OBJECT_IDX k_idx)
4949 /* Save this monster ID */
4950 p_ptr->object_kind_idx = k_idx;
4952 p_ptr->window |= (PW_OBJECT);
4958 * Something has happened to disturb the player.
4960 * The first arg indicates a major disturbance, which affects search.
4962 * The second arg is currently unused, but could induce output flush.
4964 * All disturbance cancels repeated commands, resting, and running.
4966 void disturb(bool stop_search, bool stop_travel)
4970 stop_travel = stop_travel;
4973 /* Cancel auto-commands */
4974 /* command_new = 0; */
4976 /* Cancel repeated commands */
4982 /* Redraw the state (later) */
4983 p_ptr->redraw |= (PR_STATE);
4986 /* Cancel Resting */
4987 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4990 set_action(ACTION_NONE);
4993 /* Cancel running */
4999 /* Check for new panel if appropriate */
5000 if (center_player && !center_running) verify_panel();
5002 /* Calculate torch radius */
5003 p_ptr->update |= (PU_TORCH);
5005 /* Update monster flow */
5006 p_ptr->update |= (PU_FLOW);
5015 /* Check for new panel if appropriate */
5016 if (center_player && !center_running) verify_panel();
5018 /* Calculate torch radius */
5019 p_ptr->update |= (PU_TORCH);
5023 /* Flush the input if requested */
5024 if (flush_disturb) flush();
5029 * Glow deep lava and building entrances in the floor
5031 void glow_deep_lava_and_bldg(void)
5033 POSITION y, x, yy, xx;
5037 /* Not in the darkness dungeon */
5038 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
5040 for (y = 0; y < cur_hgt; y++)
5042 for (x = 0; x < cur_wid; x++)
5044 c_ptr = &cave[y][x];
5046 /* Feature code (applying "mimic" field) */
5048 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
5050 for (i = 0; i < 9; i++)
5052 yy = y + ddy_ddd[i];
5053 xx = x + ddx_ddd[i];
5054 if (!in_bounds2(yy, xx)) continue;
5055 cave[yy][xx].info |= CAVE_GLOW;
5061 /* Update the view and lite */
5062 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5064 p_ptr->redraw |= (PR_MAP);
5068 * @brief 指定されたマスがモンスターのテレポート可能先かどうかを判定する。
5069 * @param m_idx モンスターID
5073 * @return テレポート先として妥当ならばtrue
5075 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
5077 monster_type *m_ptr = &m_list[m_idx];
5078 cave_type *c_ptr = &cave[y][x];
5079 feature_type *f_ptr = &f_info[c_ptr->feat];
5081 /* Require "teleportable" space */
5082 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
5084 if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE;
5085 if (player_bold(y, x)) return FALSE;
5087 /* Hack -- no teleport onto glyph of warding */
5088 if (is_glyph_grid(c_ptr)) return FALSE;
5089 if (is_explosive_rune_grid(c_ptr)) return FALSE;
5091 if (!(mode & TELEPORT_PASSIVE))
5093 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
5100 * @brief 指定されたマスにプレイヤーがテレポート可能かどうかを判定する。
5104 * @return テレポート先として妥当ならばtrue
5106 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
5108 cave_type *c_ptr = &cave[y][x];
5109 feature_type *f_ptr = &f_info[c_ptr->feat];
5111 /* Require "teleportable" space */
5112 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
5114 /* No magical teleporting into vaults and such */
5115 if (!(mode & TELEPORT_NONMAGICAL) && (c_ptr->info & CAVE_ICKY)) return FALSE;
5117 if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE;
5119 /* don't teleport on a trap. */
5120 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
5122 if (!(mode & TELEPORT_PASSIVE))
5124 if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
5126 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
5128 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
5131 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
5133 /* Always forbid deep lava */
5134 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
5136 /* Forbid shallow lava when the player don't have levitation */
5137 if (!p_ptr->levitation) return FALSE;