4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: low level dungeon routines -BEN- */
18 * Support for Adam Bolt's tileset, lighting and transparency effects
19 * by Robert Ruehlmann (rr9@angband.org)
22 static byte display_autopick;
23 static int match_autopick;
24 static object_type *autopick_obj;
25 static int feat_priority;
28 * Distance between two points via Newton-Raphson technique
30 int distance (int y1, int x1, int y2, int x2)
32 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
33 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
35 /* Squared distance */
36 int target = (dy * dy) + (dx * dx);
38 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
39 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
44 if (!dy || !dx) return d;
48 /* Approximate error */
49 err = (target - d * d) / (2 * d);
51 /* No error - we are done */
63 * Return TRUE if the given feature is a trap
65 bool is_trap(int feat)
67 return have_flag(f_info[feat].flags, FF_TRAP);
72 * Return TRUE if the given grid is a known trap
74 bool is_known_trap(cave_type *c_ptr)
76 if (!c_ptr->mimic && !have_flag(f_flags_grid(c_ptr), FF_SECRET) &&
77 is_trap(c_ptr->feat)) return TRUE;
84 * Return TRUE if the given grid is a closed door
86 bool is_closed_door(int feat)
88 feature_type *f_ptr = &f_info[feat];
90 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
91 !have_flag(f_ptr->flags, FF_MOVE);
96 * Return TRUE if the given grid is a hidden closed door
98 bool is_hidden_door(cave_type *c_ptr)
100 if ((c_ptr->mimic || have_flag(f_flags_grid(c_ptr), FF_SECRET)) &&
101 is_closed_door(c_ptr->feat))
109 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
110 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
112 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
114 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
115 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
116 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
118 * We assume that the "mathematical corner" of a non-floor tile does not
119 * block line of sight.
121 * Because this function uses (short) ints for all calculations, overflow may
122 * occur if dx and dy exceed 90.
124 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
125 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
126 * we can use integer arithmetic.
128 * We travel from start to finish along the longer axis, starting at the border
129 * between the first and second tiles, where the y offset = .5 * slope, taking
130 * into account the scale factor. See below.
132 * Also note that this function and the "move towards target" code do NOT
133 * share the same properties. Thus, you can see someone, target them, and
134 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
135 * by clever choice of target locations, you can sometimes throw a "curve".
137 * Note that "line of sight" is not "reflexive" in all cases.
139 * Use the "projectable()" routine to test "spell/missile line of sight".
141 * Use the "update_view()" function to determine player line-of-sight.
143 bool los(int y1, int x1, int y2, int x2)
163 /* Slope, or 1/Slope, of LOS */
167 /* Extract the offset */
171 /* Extract the absolute offset */
176 /* Handle adjacent (or identical) grids */
177 if ((ax < 2) && (ay < 2)) return TRUE;
180 /* Paranoia -- require "safe" origin */
181 /* if (!in_bounds(y1, x1)) return FALSE; */
182 /* if (!in_bounds(y2, x2)) return FALSE; */
185 /* Directly South/North */
188 /* South -- check for walls */
191 for (ty = y1 + 1; ty < y2; ty++)
193 if (!cave_los_bold(ty, x1)) return FALSE;
197 /* North -- check for walls */
200 for (ty = y1 - 1; ty > y2; ty--)
202 if (!cave_los_bold(ty, x1)) return FALSE;
210 /* Directly East/West */
213 /* East -- check for walls */
216 for (tx = x1 + 1; tx < x2; tx++)
218 if (!cave_los_bold(y1, tx)) return FALSE;
222 /* West -- check for walls */
225 for (tx = x1 - 1; tx > x2; tx--)
227 if (!cave_los_bold(y1, tx)) return FALSE;
236 /* Extract some signs */
237 sx = (dx < 0) ? -1 : 1;
238 sy = (dy < 0) ? -1 : 1;
241 /* Vertical "knights" */
246 if (cave_los_bold(y1 + sy, x1)) return TRUE;
250 /* Horizontal "knights" */
255 if (cave_los_bold(y1, x1 + sx)) return TRUE;
260 /* Calculate scale factor div 2 */
263 /* Calculate scale factor */
267 /* Travel horizontally */
270 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
276 /* Consider the special case where slope == 1. */
287 /* Note (below) the case (qy == f2), where */
288 /* the LOS exactly meets the corner of a tile. */
291 if (!cave_los_bold(ty, tx)) return FALSE;
302 if (!cave_los_bold(ty, tx)) return FALSE;
315 /* Travel vertically */
318 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
334 /* Note (below) the case (qx == f2), where */
335 /* the LOS exactly meets the corner of a tile. */
338 if (!cave_los_bold(ty, tx)) return FALSE;
349 if (!cave_los_bold(ty, tx)) return FALSE;
372 * Check for "local" illumination
374 static bool check_local_illumination(int y, int x)
376 /* Hack -- move towards player */
377 int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
378 int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
380 /* Check for "local" illumination */
381 return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
386 * Update "local" illumination
388 void update_local_illumination(int y, int x)
392 if (!in_bounds(y, x)) return;
394 if ((y != py) && (x != px))
396 yy = (y < py) ? (y - 1) : (y + 1);
397 xx = (x < px) ? (x - 1) : (x + 1);
399 if (player_has_los_bold(yy, xx))
401 /* Update the monster */
402 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
404 /* Notice and redraw */
409 else if (x != px) /* y == py */
411 xx = (x < px) ? (x - 1) : (x + 1);
413 for (i = -1; i <= 1; i++)
416 if (!player_has_los_bold(yy, xx)) continue;
418 /* Update the monster */
419 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
421 /* Notice and redraw */
426 else if (y != py) /* x == px */
428 yy = (y < py) ? (y - 1) : (y + 1);
430 for (i = -1; i <= 1; i++)
433 if (!player_has_los_bold(yy, xx)) continue;
435 /* Update the monster */
436 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
438 /* Notice and redraw */
443 else /* Player's grid */
445 for (i = 0; i < 8; i++)
449 if (!player_has_los_bold(yy, xx)) continue;
451 /* Update the monster */
452 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
454 /* Notice and redraw */
463 * Can the player "see" the given grid in detail?
465 * He must have vision, illumination, and line of sight.
467 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
468 * So, given "CAVE_LITE", we know that the grid is "fully visible".
470 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
471 * that a wall is visible from any direction. That would be odd. Except
472 * under wizard light, which might make sense. Thus, for walls, we require
473 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
474 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
475 * in line of sight of the player.
477 * This extra check is expensive, but it provides a more "correct" semantics.
479 * Note that we should not run this check on walls which are "outer walls" of
480 * the dungeon, or we will induce a memory fault, but actually verifying all
481 * of the locations would be extremely expensive.
483 * Thus, to speed up the function, we assume that all "perma-walls" which are
484 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
485 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
486 * and the player has more important things on his mind when he is attacking a
487 * monster vault. It is annoying, but an extremely important optimization.
489 * Note that "glowing walls" are only considered to be "illuminated" if the
490 * grid which is next to the wall in the direction of the player is also a
491 * "glowing" grid. This prevents the player from being able to "see" the
492 * walls of illuminated rooms from a corridor outside the room.
494 bool player_can_see_bold(int y, int x)
498 /* Blind players see nothing */
499 if (p_ptr->blind) return FALSE;
501 /* Access the cave grid */
504 /* Note that "torch-lite" yields "illumination" */
505 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
507 /* Require line of sight to the grid */
508 if (!player_has_los_bold(y, x)) return FALSE;
510 /* Noctovision of Ninja */
511 if (p_ptr->see_nocto) return TRUE;
513 /* Require "perma-lite" of the grid */
514 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
516 /* Feature code (applying "mimic" field) */
517 /* Floors are simple */
518 if (feat_supports_los(get_feat_mimic(c_ptr))) return TRUE;
520 /* Check for "local" illumination */
521 return check_local_illumination(y, x);
527 * Returns true if the player's grid is dark
531 return (!player_can_see_bold(py, px));
538 * Determine if a given location may be "destroyed"
540 * Used by destruction spells, and for placing stairs, etc.
542 bool cave_valid_bold(int y, int x)
544 cave_type *c_ptr = &cave[y][x];
546 s16b this_o_idx, next_o_idx = 0;
549 /* Forbid perma-grids */
550 if (cave_perma_grid(c_ptr)) return (FALSE);
553 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
558 o_ptr = &o_list[this_o_idx];
560 /* Acquire next object */
561 next_o_idx = o_ptr->next_o_idx;
563 /* Forbid artifact grids */
564 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
575 * Determine if a given location may be "destroyed"
577 * Used by destruction spells, and for placing stairs, etc.
579 bool cave_valid_grid(cave_type *c_ptr)
581 s16b this_o_idx, next_o_idx = 0;
584 /* Forbid perma-grids */
585 if (cave_perma_grid(c_ptr)) return (FALSE);
588 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
593 o_ptr = &o_list[this_o_idx];
595 /* Acquire next object */
596 next_o_idx = o_ptr->next_o_idx;
598 /* Forbid artifact grids */
599 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
610 * Hack -- Legal monster codes
612 static char image_monster_hack[] = \
613 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
616 * Hack -- Legal object codes
618 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
621 * Mega-Hack -- Hallucinatory monster
623 static void image_monster(byte *ap, char *cp)
625 /* Random symbol from set above */
628 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
637 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
638 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
647 * Mega-Hack -- Hallucinatory object
649 static void image_object(byte *ap, char *cp)
653 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
660 int n = sizeof(image_object_hack) - 1;
662 *cp = image_object_hack[randint0(n)];
672 * Hack -- Random hallucination
674 static void image_random(byte *ap, char *cp)
676 /* Normally, assume monsters */
677 if (randint0(100) < 75)
679 image_monster(ap, cp);
682 /* Otherwise, assume objects */
685 image_object(ap, cp);
690 * This array lists the effects of "brightness" on various "base" colours.
692 * This is used to do dynamic lighting effects in ascii :-)
693 * At the moment, only the various "floor" tiles are affected.
695 * The layout of the array is [x][0] = light and [x][1] = dark.
698 byte lighting_colours[16][2] =
701 {TERM_L_DARK, TERM_DARK},
704 {TERM_YELLOW, TERM_SLATE},
707 {TERM_WHITE, TERM_L_DARK},
710 {TERM_L_UMBER, TERM_UMBER},
713 {TERM_RED, TERM_RED},
716 {TERM_L_GREEN, TERM_GREEN},
719 {TERM_BLUE, TERM_BLUE},
722 {TERM_L_UMBER, TERM_RED},
725 {TERM_SLATE, TERM_L_DARK},
728 {TERM_WHITE, TERM_SLATE},
731 {TERM_L_RED, TERM_BLUE},
734 {TERM_YELLOW, TERM_ORANGE},
737 {TERM_L_RED, TERM_L_RED},
740 {TERM_L_GREEN, TERM_GREEN},
743 {TERM_L_BLUE, TERM_L_BLUE},
746 {TERM_L_UMBER, TERM_UMBER}
751 * Mega-Hack -- Partial code of map_info() for darkened grids
752 * Note: Each variable is declared in map_info().
753 * This macro modifies "feat", "f_ptr", "c" and "a".
755 #define darkened_grid_hack() \
757 if (have_flag(f_ptr->flags, FF_LOS)) \
759 /* Unsafe cave grid -- idea borrowed from Unangband */ \
760 if (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) \
761 feat = FEAT_UNDETECTED; \
765 /* Access darkness */ \
766 f_ptr = &f_info[feat]; \
768 /* Char and attr of darkness */ \
769 c = f_ptr->x_char[F_LIT_STANDARD]; \
770 a = f_ptr->x_attr[F_LIT_STANDARD]; \
772 else if (view_granite_lite && view_yellow_lite) \
774 /* Use a darkly darkened colour/tile */ \
775 a = f_ptr->x_attr[F_LIT_DARKDARK]; \
776 c = f_ptr->x_char[F_LIT_DARKDARK]; \
781 /* Is this grid "darkened" by monster? */
782 #define darkened_grid(C) \
783 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
784 !p_ptr->see_nocto && !p_ptr->blind)
788 * Extract the attr/char to display at the given (legal) map location
790 * Basically, we "paint" the chosen attr/char in several passes, starting
791 * with any known "terrain features" (defaulting to darkness), then adding
792 * any known "objects", and finally, adding any known "monsters". This
793 * is not the fastest method but since most of the calls to this function
794 * are made for grids with no monsters or objects, it is fast enough.
796 * Note that this function, if used on the grid containing the "player",
797 * will return the attr/char of the grid underneath the player, and not
798 * the actual player attr/char itself, allowing a lot of optimization
799 * in various "display" functions.
801 * Note that the "zero" entry in the feature/object/monster arrays are
802 * used to provide "special" attr/char codes, with "monster zero" being
803 * used for the player attr/char, "object zero" being used for the "stack"
804 * attr/char, and "feature zero" being used for the "nothing" attr/char,
805 * though this function makes use of only "feature zero".
807 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
808 * which means their color changes, and "ATTR_CLEAR", which means they take
809 * the color of whatever is under them, and "CHAR_CLEAR", which means that
810 * they take the symbol of whatever is under them. Technically, the flag
811 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
812 * examined, but this flag is currently ignored.
814 * Currently, we do nothing with multi-hued objects, because there are
815 * not any. If there were, they would have to set "shimmer_objects"
816 * when they were created, and then new "shimmer" code in "dungeon.c"
817 * would have to be created handle the "shimmer" effect, and the code
818 * in "cave.c" would have to be updated to create the shimmer effect.
820 * Note the effects of hallucination. Objects always appear as random
821 * "objects", monsters as random "monsters", and normal grids occasionally
822 * appear as random "monsters" or "objects", but note that these random
823 * "monsters" and "objects" are really just "colored ascii symbols".
825 * Note that "floors" and "invisible traps" (and "zero" features) are
826 * drawn as "floors" using a special check for optimization purposes,
827 * and these are the only features which get drawn using the special
828 * lighting effects activated by "view_special_lite".
830 * Note the use of the "mimic" field in the "terrain feature" processing,
831 * which allows any feature to "pretend" to be another feature. This is
832 * used to "hide" secret doors, and to make all "doors" appear the same,
833 * and all "walls" appear the same, and "hidden" treasure stay hidden.
834 * It is possible to use this field to make a feature "look" like a floor,
835 * but the "special lighting effects" for floors will not be used.
837 * Note the use of the new "terrain feature" information. Note that the
838 * assumption that all interesting "objects" and "terrain features" are
839 * memorized allows extremely optimized processing below. Note the use
840 * of separate flags on objects to mark them as memorized allows a grid
841 * to have memorized "terrain" without granting knowledge of any object
842 * which may appear in that grid.
844 * Note the efficient code used to determine if a "floor" grid is
845 * "memorized" or "viewable" by the player, where the test for the
846 * grid being "viewable" is based on the facts that (1) the grid
847 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
848 * line of sight, and (3) the player must not be blind, and uses the
849 * assumption that all torch-lit grids are in line of sight.
851 * Note that floors (and invisible traps) are the only grids which are
852 * not memorized when seen, so only these grids need to check to see if
853 * the grid is "viewable" to the player (if it is not memorized). Since
854 * most non-memorized grids are in fact walls, this induces *massive*
855 * efficiency, at the cost of *forcing* the memorization of non-floor
856 * grids when they are first seen. Note that "invisible traps" are
857 * always treated exactly like "floors", which prevents "cheating".
859 * Note the "special lighting effects" which can be activated for floor
860 * grids using the "view_special_lite" option (for "white" floor grids),
861 * causing certain grids to be displayed using special colors. If the
862 * player is "blind", we will use "dark gray", else if the grid is lit
863 * by the torch, and the "view_yellow_lite" option is set, we will use
864 * "yellow", else if the grid is "dark", we will use "dark gray", else
865 * if the grid is not "viewable", and the "view_bright_lite" option is
866 * set, and the we will use "slate" (gray). We will use "white" for all
867 * other cases, in particular, for illuminated viewable floor grids.
869 * Note the "special lighting effects" which can be activated for wall
870 * grids using the "view_granite_lite" option (for "white" wall grids),
871 * causing certain grids to be displayed using special colors. If the
872 * player is "blind", we will use "dark gray", else if the grid is lit
873 * by the torch, and the "view_yellow_lite" option is set, we will use
874 * "yellow", else if the "view_bright_lite" option is set, and the grid
875 * is not "viewable", or is "dark", or is glowing, but not when viewed
876 * from the player's current location, we will use "slate" (gray). We
877 * will use "white" for all other cases, in particular, for correctly
878 * illuminated viewable wall grids.
880 * Note that, when "view_granite_lite" is set, we use an inline version
881 * of the "player_can_see_bold()" function to check the "viewability" of
882 * grids when the "view_bright_lite" option is set, and we do NOT use
883 * any special colors for "dark" wall grids, since this would allow the
884 * player to notice the walls of illuminated rooms from a hallway that
885 * happened to run beside the room. The alternative, by the way, would
886 * be to prevent the generation of hallways next to rooms, but this
887 * would still allow problems when digging towards a room.
889 * Note that bizarre things must be done when the "attr" and/or "char"
890 * codes have the "high-bit" set, since these values are used to encode
891 * various "special" pictures in some versions, and certain situations,
892 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
893 * to be "scrambled" in various ways.
895 * Note that eventually we may use the "&" symbol for embedded treasure,
896 * and use the "*" symbol to indicate multiple objects, though this will
897 * have to wait for Angband 2.8.0 or later. Note that currently, this
898 * is not important, since only one object or terrain feature is allowed
899 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
901 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
902 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
903 * then a whole lot of code should be changed... XXX XXX
905 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
908 cave_type *c_ptr = &cave[y][x];
910 s16b this_o_idx, next_o_idx = 0;
912 /* Feature code (applying "mimic" field) */
913 s16b feat = get_feat_mimic(c_ptr);
916 feature_type *f_ptr = &f_info[feat];
921 /* Boring grids (floors, etc) */
922 if (!have_flag(f_ptr->flags, FF_REMEMBER))
925 * Handle Memorized or visible floor
927 * No visual when blinded.
928 * (to prevent strange effects on darkness breath)
930 * - Can see grids with CAVE_MARK.
931 * - Can see grids with CAVE_LITE or CAVE_MNLT.
932 * (Such grids also have CAVE_VIEW)
933 * - Can see grids with CAVE_VIEW unless darkened by monsters.
936 ((c_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
937 ((c_ptr->info & CAVE_VIEW) && (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
940 c = f_ptr->x_char[F_LIT_STANDARD];
943 a = f_ptr->x_attr[F_LIT_STANDARD];
945 if (p_ptr->wild_mode)
947 /* Special lighting effects */
949 if (view_special_lite && p_ptr->blind)
951 /* Use a darkly darkened colour/tile */
952 a = f_ptr->x_attr[F_LIT_DARKDARK];
953 c = f_ptr->x_char[F_LIT_DARKDARK];
957 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
958 else if (darkened_grid(c_ptr))
960 darkened_grid_hack();
963 /* Special lighting effects */
964 else if (view_special_lite)
969 /* Use a darkly darkened colour/tile */
970 a = f_ptr->x_attr[F_LIT_DARKDARK];
971 c = f_ptr->x_char[F_LIT_DARKDARK];
974 /* Handle "torch-lit" grids */
975 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
978 if (view_yellow_lite)
980 /* Use a brightly lit colour/tile */
981 a = f_ptr->x_attr[F_LIT_LITE];
982 c = f_ptr->x_char[F_LIT_LITE];
986 /* Handle "dark" grids */
987 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
989 /* Use a darkly darkened colour/tile */
990 a = f_ptr->x_attr[F_LIT_DARKDARK];
991 c = f_ptr->x_char[F_LIT_DARKDARK];
994 /* Handle "out-of-sight" grids */
995 else if (!(c_ptr->info & CAVE_VIEW))
998 if (view_bright_lite)
1000 /* Use a darkened colour/tile */
1001 a = f_ptr->x_attr[F_LIT_DARK];
1002 c = f_ptr->x_char[F_LIT_DARK];
1011 /* Unsafe cave grid -- idea borrowed from Unangband */
1012 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1013 feat = FEAT_UNDETECTED;
1017 /* Access darkness */
1018 f_ptr = &f_info[feat];
1021 a = f_ptr->x_attr[F_LIT_STANDARD];
1024 c = f_ptr->x_char[F_LIT_STANDARD];
1028 /* Interesting grids (non-floors) */
1031 /* Memorized grids */
1032 if (c_ptr->info & CAVE_MARK)
1035 c = f_ptr->x_char[F_LIT_STANDARD];
1038 a = f_ptr->x_attr[F_LIT_STANDARD];
1040 if (p_ptr->wild_mode)
1042 /* Special lighting effects */
1043 /* Handle "blind" */
1044 if (view_granite_lite && p_ptr->blind)
1046 /* Use a darkened colour/tile */
1047 a = f_ptr->x_attr[F_LIT_DARK];
1048 c = f_ptr->x_char[F_LIT_DARK];
1052 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
1053 else if (darkened_grid(c_ptr))
1055 darkened_grid_hack();
1058 /* Special lighting effects */
1059 else if (view_granite_lite)
1061 /* Handle "blind" */
1064 /* Use a darkened colour/tile */
1065 a = f_ptr->x_attr[F_LIT_DARK];
1066 c = f_ptr->x_char[F_LIT_DARK];
1069 /* Handle "torch-lit" grids */
1070 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1073 if (view_yellow_lite)
1075 /* Use a brightly lit colour/tile */
1076 a = f_ptr->x_attr[F_LIT_LITE];
1077 c = f_ptr->x_char[F_LIT_LITE];
1081 /* Handle "view_bright_lite" */
1082 else if (view_bright_lite)
1085 if (!(c_ptr->info & CAVE_VIEW))
1087 /* Use a darkened colour/tile */
1088 a = f_ptr->x_attr[F_LIT_DARK];
1089 c = f_ptr->x_char[F_LIT_DARK];
1093 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1095 /* Use a darkened colour/tile */
1096 a = f_ptr->x_attr[F_LIT_DARK];
1097 c = f_ptr->x_char[F_LIT_DARK];
1100 /* Not glowing correctly */
1101 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
1103 /* Use a darkened colour/tile */
1104 a = f_ptr->x_attr[F_LIT_DARK];
1105 c = f_ptr->x_char[F_LIT_DARK];
1114 /* Unsafe cave grid -- idea borrowed from Unangband */
1115 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1116 feat = FEAT_UNDETECTED;
1120 /* Access feature */
1121 f_ptr = &f_info[feat];
1124 a = f_ptr->x_attr[F_LIT_STANDARD];
1127 c = f_ptr->x_char[F_LIT_STANDARD];
1131 if (feat_priority == -1) feat_priority = f_ptr->priority;
1133 /* Save the terrain info for the transparency effects */
1141 /* Hack -- rare random hallucination, except on outer dungeon walls */
1147 image_random(ap, cp);
1152 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1156 /* Acquire object */
1157 o_ptr = &o_list[this_o_idx];
1159 /* Acquire next object */
1160 next_o_idx = o_ptr->next_o_idx;
1162 /* Memorized objects */
1165 if (display_autopick)
1169 match_autopick = is_autopick(o_ptr);
1170 if(match_autopick == -1)
1173 act = autopick_list[match_autopick].action;
1175 if ((act & DO_DISPLAY) && (act & display_autopick))
1177 autopick_obj = o_ptr;
1181 match_autopick = -1;
1186 (*cp) = object_char(o_ptr);
1189 (*ap) = object_attr(o_ptr);
1193 /* Hack -- hallucination */
1194 if (p_ptr->image) image_object(ap, cp);
1202 /* Handle monsters */
1203 if (c_ptr->m_idx && display_autopick == 0 )
1205 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1207 /* Visible monster */
1210 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1218 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1219 * flags are always unseen.
1221 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1227 /* Hallucinatory monster */
1228 image_monster(ap, cp);
1233 /* Monster attr/char */
1237 /* Normal monsters */
1238 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1239 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1241 /* Desired monster attr/char */
1247 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1248 * flags are always unseen.
1250 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1257 /*** Monster's attr ***/
1258 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1263 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1265 /* Multi-hued attr */
1266 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1267 else switch (randint1(7))
1269 case 1: *ap = TERM_RED; break;
1270 case 2: *ap = TERM_L_RED; break;
1271 case 3: *ap = TERM_WHITE; break;
1272 case 4: *ap = TERM_L_GREEN; break;
1273 case 5: *ap = TERM_BLUE; break;
1274 case 6: *ap = TERM_L_DARK; break;
1275 case 7: *ap = TERM_GREEN; break;
1278 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1280 /* Use semi-random attr (usually mimics' colors vary) */
1281 *ap = c_ptr->m_idx % 15 + 1;
1289 /*** Monster's char ***/
1290 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1295 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1299 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1300 *cp = tmp_r_ptr->x_char;
1301 *ap = tmp_r_ptr->x_attr;
1305 *cp = (one_in_(25) ?
1306 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1307 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1320 /* Handle "player" */
1321 if (player_bold(y, x))
1323 monster_race *r_ptr = &r_info[0];
1325 /* Get the "player" attr */
1326 *ap = r_ptr->x_attr;
1328 /* Get the "player" char */
1329 *cp = r_ptr->x_char;
1337 * Calculate panel colum of a location in the map
1339 static int panel_col_of(int col)
1341 col -= panel_col_min;
1342 if (use_bigtile) col *= 2;
1348 * Moves the cursor to a given MAP (y,x) location
1350 void move_cursor_relative(int row, int col)
1352 /* Real co-ords convert to screen positions */
1353 row -= panel_row_prt;
1356 Term_gotoxy(panel_col_of(col), row);
1362 * Place an attr/char pair at the given map coordinate, if legal.
1364 void print_rel(char c, byte a, int y, int x)
1366 /* Only do "legal" locations */
1367 if (panel_contains(y, x))
1369 /* Hack -- fake monochrome */
1372 if (world_monster) a = TERM_DARK;
1373 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1374 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1377 /* Draw the char using the attr */
1378 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1387 * Memorize interesting viewable object/features in the given grid
1389 * This function should only be called on "legal" grids.
1391 * This function will memorize the object and/or feature in the given
1392 * grid, if they are (1) viewable and (2) interesting. Note that all
1393 * objects are interesting, all terrain features except floors (and
1394 * invisible traps) are interesting, and floors (and invisible traps)
1395 * are interesting sometimes (depending on various options involving
1396 * the illumination of floor grids).
1398 * The automatic memorization of all objects and non-floor terrain
1399 * features as soon as they are displayed allows incredible amounts
1400 * of optimization in various places, especially "map_info()".
1402 * Note that the memorization of objects is completely separate from
1403 * the memorization of terrain features, preventing annoying floor
1404 * memorization when a detected object is picked up from a dark floor,
1405 * and object memorization when an object is dropped into a floor grid
1406 * which is memorized but out-of-sight.
1408 * This function should be called every time the "memorization" of
1409 * a grid (or the object in a grid) is called into question, such
1410 * as when an object is created in a grid, when a terrain feature
1411 * "changes" from "floor" to "non-floor", when any grid becomes
1412 * "illuminated" or "viewable", and when a "floor" grid becomes
1415 * Note the relatively efficient use of this function by the various
1416 * "update_view()" and "update_lite()" calls, to allow objects and
1417 * terrain features to be memorized (and drawn) whenever they become
1418 * viewable or illuminated in any way, but not when they "maintain"
1419 * or "lose" their previous viewability or illumination.
1421 * Note the butchered "internal" version of "player_can_see_bold()",
1422 * optimized primarily for the most common cases, that is, for the
1423 * non-marked floor grids.
1425 void note_spot(int y, int x)
1427 cave_type *c_ptr = &cave[y][x];
1429 s16b this_o_idx, next_o_idx = 0;
1432 /* Blind players see nothing */
1433 if (p_ptr->blind) return;
1435 /* Analyze non-torch-lit grids */
1436 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1438 /* Require line of sight to the grid */
1439 if (!(c_ptr->info & (CAVE_VIEW))) return;
1441 /* Require "perma-lite" of the grid */
1442 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1445 if (!p_ptr->see_nocto) return;
1450 /* Hack -- memorize objects */
1451 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1453 object_type *o_ptr = &o_list[this_o_idx];
1455 /* Acquire next object */
1456 next_o_idx = o_ptr->next_o_idx;
1458 /* Memorize objects */
1459 o_ptr->marked |= OM_FOUND;
1463 /* Hack -- memorize grids */
1464 if (!(c_ptr->info & (CAVE_MARK)))
1466 /* Feature code (applying "mimic" field) */
1467 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
1469 /* Memorize some "boring" grids */
1470 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1472 /* Option -- memorize all torch-lit floors */
1473 if (view_torch_grids &&
1474 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1477 c_ptr->info |= (CAVE_MARK);
1480 /* Option -- memorize all perma-lit floors */
1481 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1484 c_ptr->info |= (CAVE_MARK);
1488 /* Memorize normal grids */
1489 else if (have_flag(f_ptr->flags, FF_LOS))
1492 c_ptr->info |= (CAVE_MARK);
1495 /* Memorize torch-lit walls */
1496 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1499 c_ptr->info |= (CAVE_MARK);
1502 /* Memorize walls seen by noctovision of Ninja */
1503 else if (p_ptr->see_nocto)
1506 c_ptr->info |= (CAVE_MARK);
1509 /* Memorize certain non-torch-lit wall grids */
1510 else if (check_local_illumination(y, x))
1513 c_ptr->info |= (CAVE_MARK);
1519 void display_dungeon(void)
1528 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1530 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1532 if (in_bounds2(y, x))
1535 /* Examine the grid */
1536 map_info(y, x, &a, &c, &ta, &tc);
1538 /* Hack -- fake monochrome */
1541 if (world_monster) a = TERM_DARK;
1542 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1543 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1546 /* Hack -- Queue it */
1547 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1551 /* Clear out-of-bound tiles */
1553 /* Access darkness */
1554 feature_type *f_ptr = &f_info[FEAT_NONE];
1557 a = f_ptr->x_attr[F_LIT_STANDARD];
1560 c = f_ptr->x_char[F_LIT_STANDARD];
1562 /* Hack -- Queue it */
1563 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1571 * Redraw (on the screen) a given MAP location
1573 * This function should only be called on "legal" grids
1575 void lite_spot(int y, int x)
1577 /* Redraw if on screen */
1578 if (panel_contains(y, x) && in_bounds2(y, x))
1586 /* Examine the grid */
1587 map_info(y, x, &a, &c, &ta, &tc);
1589 /* Hack -- fake monochrome */
1592 if (world_monster) a = TERM_DARK;
1593 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1594 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1597 /* Hack -- Queue it */
1598 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1600 /* Update sub-windows */
1601 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1607 * Prints the map of the dungeon
1609 * Note that, for efficiency, we contain an "optimized" version
1610 * of both "lite_spot()" and "print_rel()", and that we use the
1611 * "lite_spot()" function to display the player grid, if needed.
1619 s16b xmin, xmax, ymin, ymax;
1624 Term_get_size(&wid, &hgt);
1626 /* Remove map offset */
1630 /* Access the cursor state */
1631 (void)Term_get_cursor(&v);
1633 /* Hide the cursor */
1634 (void)Term_set_cursor(0);
1637 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1638 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1639 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1640 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1642 /* Bottom section of screen */
1643 for (y = 1; y <= ymin - panel_row_prt; y++)
1645 /* Erase the section */
1646 Term_erase(COL_MAP, y, wid);
1649 /* Top section of screen */
1650 for (y = ymax - panel_row_prt; y <= hgt; y++)
1652 /* Erase the section */
1653 Term_erase(COL_MAP, y, wid);
1657 for (y = ymin; y <= ymax; y++)
1659 /* Scan the columns of row "y" */
1660 for (x = xmin; x <= xmax; x++)
1668 /* Determine what is there */
1669 map_info(y, x, &a, &c, &ta, &tc);
1671 /* Hack -- fake monochrome */
1674 if (world_monster) a = TERM_DARK;
1675 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1676 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1679 /* Efficiency -- Redraw that grid of the map */
1680 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1684 /* Display player */
1687 /* Restore the cursor */
1688 (void)Term_set_cursor(v);
1694 * print project path
1696 void prt_path(int y, int x)
1701 int default_color = TERM_SLATE;
1703 if (!display_path) return;
1704 if (-1 == project_length)
1707 /* Get projection path */
1708 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1711 p_ptr->redraw |= (PR_MAP);
1717 for (i = 0; i < path_n; i++)
1719 int ny = GRID_Y(path_g[i]);
1720 int nx = GRID_X(path_g[i]);
1721 cave_type *c_ptr = &cave[ny][nx];
1723 if (panel_contains(ny, nx))
1725 byte a = default_color;
1731 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1733 /* Determine what is there */
1734 map_info(ny, nx, &a, &c, &ta, &tc);
1736 if (!is_ascii_graphics(a))
1738 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1740 else if (a == default_color)
1746 if (world_monster) a = TERM_DARK;
1747 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1748 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1753 /* Hack -- Queue it */
1754 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1758 if ((c_ptr->info & CAVE_MARK) && !have_flag(f_flags_grid(c_ptr), FF_PROJECT)) break;
1761 if (nx == x && ny == y) default_color = TERM_L_DARK;
1766 static cptr simplify_list[][2] =
1773 {"^Amulet of ", "\""},
1774 {"^Scroll of ", "?"},
1775 {"^Scroll titled ", "?"},
1776 {"^Wand of " , "-"},
1778 {"^Staff of " , "_"},
1779 {"^Potion of ", "!"},
1791 static void display_shortened_item_name(object_type *o_ptr, int y)
1798 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1799 attr = tval_to_attr[o_ptr->tval % 128];
1805 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
1807 strcpy(buf, "something strange");
1811 for (c = buf; *c; c++)
1814 for (i = 0; simplify_list[i][1]; i++)
1816 cptr org_w = simplify_list[i][0];
1826 if (!strncmp(c, org_w, strlen(org_w)))
1829 cptr tmp = simplify_list[i][1];
1832 tmp = c + strlen(org_w);
1842 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
1848 if(len + 2 > 12) break;
1855 if(len + 1 > 12) break;
1861 Term_putstr(0, y, 12, attr, buf);
1865 * Display a "small-scale" map of the dungeon in the active Term
1867 void display_map(int *cy, int *cx)
1884 /* Save lighting effects */
1885 bool old_view_special_lite = view_special_lite;
1886 bool old_view_granite_lite = view_granite_lite;
1888 int hgt, wid, yrat, xrat;
1890 int **match_autopick_yx;
1891 object_type ***object_autopick_yx;
1894 Term_get_size(&wid, &hgt);
1897 if (use_bigtile) wid /= 2;
1899 yrat = (cur_hgt + hgt - 1) / hgt;
1900 xrat = (cur_wid + wid - 1) / wid;
1902 /* Disable lighting effects */
1903 view_special_lite = FALSE;
1904 view_granite_lite = FALSE;
1906 /* Allocate the maps */
1907 C_MAKE(ma, (hgt + 2), byte_ptr);
1908 C_MAKE(mc, (hgt + 2), char_ptr);
1909 C_MAKE(mp, (hgt + 2), byte_ptr);
1910 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1911 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1913 /* Allocate and wipe each line map */
1914 for (y = 0; y < (hgt + 2); y++)
1916 /* Allocate one row each array */
1917 C_MAKE(ma[y], (wid + 2), byte);
1918 C_MAKE(mc[y], (wid + 2), char);
1919 C_MAKE(mp[y], (wid + 2), byte);
1920 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1921 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1923 for (x = 0; x < wid + 2; ++x)
1925 match_autopick_yx[y][x] = -1;
1926 object_autopick_yx[y][x] = NULL;
1929 ma[y][x] = TERM_WHITE;
1937 /* Allocate the maps */
1938 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1939 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1940 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1942 /* Allocate and wipe each line map */
1943 for (y = 0; y < (cur_hgt + 2); y++)
1945 /* Allocate one row each array */
1946 C_MAKE(bigma[y], (cur_wid + 2), byte);
1947 C_MAKE(bigmc[y], (cur_wid + 2), char);
1948 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1950 for (x = 0; x < cur_wid + 2; ++x)
1953 bigma[y][x] = TERM_WHITE;
1961 /* Fill in the map */
1962 for (i = 0; i < cur_wid; ++i)
1964 for (j = 0; j < cur_hgt; ++j)
1974 /* Extract the current attr/char at that map location */
1975 map_info(j, i, &ta, &tc, &ta, &tc);
1977 /* Extract the priority */
1980 if(match_autopick!=-1
1981 && (match_autopick_yx[y][x] == -1
1982 || match_autopick_yx[y][x] > match_autopick))
1984 match_autopick_yx[y][x] = match_autopick;
1985 object_autopick_yx[y][x] = autopick_obj;
1989 /* Save the char, attr and priority */
1990 bigmc[j+1][i+1] = tc;
1991 bigma[j+1][i+1] = ta;
1992 bigmp[j+1][i+1] = tp;
1996 for (j = 0; j < cur_hgt; ++j)
1998 for (i = 0; i < cur_wid; ++i)
2004 tc = bigmc[j+1][i+1];
2005 ta = bigma[j+1][i+1];
2006 tp = bigmp[j+1][i+1];
2008 /* rare feature has more priority */
2014 for (t = 0; t < 8; t++)
2016 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2017 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2027 /* Save the char, attr and priority */
2040 /* Draw the corners */
2041 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2043 /* Draw the horizontal edges */
2044 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2046 /* Draw the vertical edges */
2047 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2050 /* Display each map line in order */
2051 for (y = 0; y < hgt + 2; ++y)
2053 /* Start a new line */
2054 Term_gotoxy(COL_MAP, y);
2056 /* Display the line */
2057 for (x = 0; x < wid + 2; ++x)
2062 /* Hack -- fake monochrome */
2065 if (world_monster) ta = TERM_DARK;
2066 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2067 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2070 /* Add the character */
2071 Term_add_bigch(ta, tc);
2076 for (y = 1; y < hgt + 1; ++y)
2078 match_autopick = -1;
2079 for (x = 1; x <= wid; x++){
2080 if (match_autopick_yx[y][x] != -1 &&
2081 (match_autopick > match_autopick_yx[y][x] ||
2082 match_autopick == -1)){
2083 match_autopick = match_autopick_yx[y][x];
2084 autopick_obj = object_autopick_yx[y][x];
2088 /* Clear old display */
2089 Term_putstr(0, y, 12, 0, " ");
2091 if (match_autopick != -1)
2093 display_shortened_item_name(autopick_obj, y);
2096 char buf[13] = "\0";
2097 strncpy(buf,autopick_list[match_autopick].name,12);
2105 /* Player location */
2106 (*cy) = py / yrat + 1 + ROW_MAP;
2108 (*cx) = px / xrat + 1 + COL_MAP;
2110 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2112 /* Restore lighting effects */
2113 view_special_lite = old_view_special_lite;
2114 view_granite_lite = old_view_granite_lite;
2116 /* Free each line map */
2117 for (y = 0; y < (hgt + 2); y++)
2119 /* Free one row each array */
2120 C_FREE(ma[y], (wid + 2), byte);
2121 C_FREE(mc[y], (wid + 2), char);
2122 C_FREE(mp[y], (wid + 2), byte);
2123 C_FREE(match_autopick_yx[y], (wid + 2), int);
2124 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2127 /* Free each line map */
2128 C_FREE(ma, (hgt + 2), byte_ptr);
2129 C_FREE(mc, (hgt + 2), char_ptr);
2130 C_FREE(mp, (hgt + 2), byte_ptr);
2131 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2132 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2134 /* Free each line map */
2135 for (y = 0; y < (cur_hgt + 2); y++)
2137 /* Free one row each array */
2138 C_FREE(bigma[y], (cur_wid + 2), byte);
2139 C_FREE(bigmc[y], (cur_wid + 2), char);
2140 C_FREE(bigmp[y], (cur_wid + 2), byte);
2143 /* Free each line map */
2144 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2145 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2146 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2151 * Display a "small-scale" map of the dungeon for the player
2153 * Currently, the "player" is displayed on the map. XXX XXX XXX
2155 void do_cmd_view_map(void)
2160 /* Save the screen */
2165 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2167 prt("Please wait...", 0, 0);
2173 /* Clear the screen */
2176 display_autopick = 0;
2178 /* Display the map */
2179 display_map(&cy, &cx);
2182 if(max_autopick && !p_ptr->wild_mode)
2184 display_autopick = ITEM_DISPLAY;
2191 int wid, hgt, row_message;
2193 Term_get_size(&wid, &hgt);
2194 row_message = hgt - 1;
2197 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2199 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2202 /* Hilite the player */
2203 move_cursor(cy, cx);
2208 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2210 flag = DONT_AUTOPICK;
2212 flag = DO_AUTODESTROY;
2214 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2220 if (~display_autopick & flag)
2221 display_autopick |= flag;
2223 display_autopick &= ~flag;
2224 /* Display the map */
2225 display_map(&cy, &cx);
2228 display_autopick = 0;
2234 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2236 put_str("Hit any key to continue", 23, 30);
2237 #endif /* Hilite the player */
2238 move_cursor(cy, cx);
2243 /* Restore the screen */
2252 * Some comments on the cave grid flags. -BEN-
2255 * One of the major bottlenecks in previous versions of Angband was in
2256 * the calculation of "line of sight" from the player to various grids,
2257 * such as monsters. This was such a nasty bottleneck that a lot of
2258 * silly things were done to reduce the dependancy on "line of sight",
2259 * for example, you could not "see" any grids in a lit room until you
2260 * actually entered the room, and there were all kinds of bizarre grid
2261 * flags to enable this behavior. This is also why the "call light"
2262 * spells always lit an entire room.
2264 * The code below provides functions to calculate the "field of view"
2265 * for the player, which, once calculated, provides extremely fast
2266 * calculation of "line of sight from the player", and to calculate
2267 * the "field of torch lite", which, again, once calculated, provides
2268 * extremely fast calculation of "which grids are lit by the player's
2269 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2270 * "GRID_LITE", as appropriate, these functions maintain an array for
2271 * each of these two flags, each array containing the locations of all
2272 * of the grids marked with the appropriate flag, which can be used to
2273 * very quickly scan through all of the grids in a given set.
2275 * To allow more "semantically valid" field of view semantics, whenever
2276 * the field of view (or the set of torch lit grids) changes, all of the
2277 * grids in the field of view (or the set of torch lit grids) are "drawn"
2278 * so that changes in the world will become apparent as soon as possible.
2279 * This has been optimized so that only grids which actually "change" are
2280 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2281 * of the grids which are entering or leaving the relevent set of grids.
2283 * These new methods are so efficient that the old nasty code was removed.
2285 * Note that there is no reason to "update" the "viewable space" unless
2286 * the player "moves", or walls/doors are created/destroyed, and there
2287 * is no reason to "update" the "torch lit grids" unless the field of
2288 * view changes, or the "light radius" changes. This means that when
2289 * the player is resting, or digging, or doing anything that does not
2290 * involve movement or changing the state of the dungeon, there is no
2291 * need to update the "view" or the "lite" regions, which is nice.
2293 * Note that the calls to the nasty "los()" function have been reduced
2294 * to a bare minimum by the use of the new "field of view" calculations.
2296 * I wouldn't be surprised if slight modifications to the "update_view()"
2297 * function would allow us to determine "reverse line-of-sight" as well
2298 * as "normal line-of-sight", which would allow monsters to use a more
2299 * "correct" calculation to determine if they can "see" the player. For
2300 * now, monsters simply "cheat" somewhat and assume that if the player
2301 * has "line of sight" to the monster, then the monster can "pretend"
2302 * that it has "line of sight" to the player.
2305 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2306 * grid and maintains an array of all "CAVE_LITE" grids.
2308 * This set of grids is the complete set of all grids which are lit by
2309 * the players light source, which allows the "player_can_see_bold()"
2310 * function to work very quickly.
2312 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2313 * fact, the player (unless blind) can always "see" all grids which are
2314 * marked as "CAVE_LITE", unless they are "off screen".
2317 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2318 * grid and maintains an array of all "CAVE_VIEW" grids.
2320 * This set of grids is the complete set of all grids within line of sight
2321 * of the player, allowing the "player_has_los_bold()" macro to work very
2325 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2326 * temporary internal flag to mark those grids which are not only in view,
2327 * but which are also "easily" in line of sight of the player. This flag
2328 * is always cleared when we are done.
2331 * The current "update_lite()" and "update_view()" algorithms use the
2332 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2333 * to keep track of which grids were previously marked as "CAVE_LITE" or
2334 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2336 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2337 * for various other purposes, such as spreading lite or darkness during
2338 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2341 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2342 * in some way permanently lit. However, for the player to "see" anything
2343 * in the grid, as determined by "player_can_see()", the player must not be
2344 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2345 * grids, even if marked as "perma lit", are only illuminated if they touch
2346 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2349 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2350 * that even if the player cannot "see" the grid, he "knows" the terrain in
2351 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2352 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2353 * or when one of the "memorize floor grids" options induces memorization.
2355 * Objects are "memorized" in a different way, using a special "marked" flag
2356 * on the object itself, which is set when an object is observed or detected.
2359 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2360 * and should be illuminated by "lite room" and "darkness" spells.
2363 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2364 * and should be unavailable for "teleportation" destinations.
2367 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2368 * which is observed, and the "view_torch_grids" allows the player to memorize
2369 * every torch-lit grid. The player will always memorize important walls,
2370 * doors, stairs, and other terrain features, as well as any "detected" grids.
2372 * Note that the new "update_view()" method allows, among other things, a room
2373 * to be "partially" seen as the player approaches it, with a growing cone of
2374 * floor appearing as the player gets closer to the door. Also, by not turning
2375 * on the "memorize perma-lit grids" option, the player will only "see" those
2376 * floor grids which are actually in line of sight.
2378 * And my favorite "plus" is that you can now use a special option to draw the
2379 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2380 * grids dimly), providing a "pretty" effect as the player runs around, and
2381 * to efficiently display the "torch lite" in a special color.
2384 * Some comments on the "update_view()" algorithm...
2386 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2387 * and only has to call "los()" on the borderline cases. The major axes/diags
2388 * even terminate early when they hit walls. I need to find a quick way
2389 * to "terminate" the other scans.
2391 * Note that in the worst case (a big empty area with say 5% scattered walls),
2392 * each of the 1500 or so nearby grids is checked once, most of them getting
2393 * an "instant" rating, and only a small portion requiring a call to "los()".
2395 * The only time that the algorithm appears to be "noticeably" too slow is
2396 * when running, and this is usually only important in town, since the town
2397 * provides about the worst scenario possible, with large open regions and
2398 * a few scattered obstructions. There is a special "efficiency" option to
2399 * allow the player to reduce his field of view in town, if needed.
2401 * In the "best" case (say, a normal stretch of corridor), the algorithm
2402 * makes one check for each viewable grid, and makes no calls to "los()".
2403 * So running in corridors is very fast, and if a lot of monsters are
2404 * nearby, it is much faster than the old methods.
2406 * Note that resting, most normal commands, and several forms of running,
2407 * plus all commands executed near large groups of monsters, are strictly
2408 * more efficient with "update_view()" that with the old "compute los() on
2409 * demand" method, primarily because once the "field of view" has been
2410 * calculated, it does not have to be recalculated until the player moves
2411 * (or a wall or door is created or destroyed).
2413 * Note that we no longer have to do as many "los()" checks, since once the
2414 * "view" region has been built, very few things cause it to be "changed"
2415 * (player movement, and the opening/closing of doors, changes in wall status).
2416 * Note that door/wall changes are only relevant when the door/wall itself is
2417 * in the "view" region.
2419 * The algorithm seems to only call "los()" from zero to ten times, usually
2420 * only when coming down a corridor into a room, or standing in a room, just
2421 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2422 * we will be reducing the calls to "los()".
2424 * I am thinking in terms of an algorithm that "walks" from the central point
2425 * out to the maximal "distance", at each point, determining the "view" code
2426 * (above). For each grid not on a major axis or diagonal, the "view" code
2427 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2428 * (the one along the nearest diagonal, and the one next to that one, see
2429 * "update_view_aux()"...).
2431 * We "memorize" the viewable space array, so that at the cost of under 3000
2432 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2433 * each grid actually in the "viewable space". And for another 3000 bytes,
2434 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2435 * are also used by other routines, thus reducing the cost to almost nothing.
2437 * A similar thing is done for "forget_lite()" in which case the savings are
2438 * much less, but save us from doing bizarre maintenance checking.
2440 * In the worst "normal" case (in the middle of the town), the reachable space
2441 * actually reaches to more than half of the largest possible "circle" of view,
2442 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2443 * where all the walls have been removed), the reachable space actually reaches
2444 * the theoretical maximum size of just under 1500 grids.
2446 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2447 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2448 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2449 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2450 * entire possible space (including initialization) in one step per grid. If
2451 * we do the "clearing" as a separate step (and use an array of "view" grids),
2452 * then the clearing will take as many steps as grids that were viewed, and the
2453 * algorithm will be able to "stop" scanning at various points.
2454 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2465 * Actually erase the entire "lite" array, redrawing every grid
2467 void forget_lite(void)
2471 /* None to forget */
2472 if (!lite_n) return;
2474 /* Clear them all */
2475 for (i = 0; i < lite_n; i++)
2480 /* Forget "LITE" flag */
2481 cave[y][x].info &= ~(CAVE_LITE);
2484 /* lite_spot(y, x); Perhaps don't need? */
2493 * For delayed visual update
2495 #define cave_note_and_redraw_later(C,Y,X) \
2497 (C)->info |= CAVE_NOTE; \
2498 cave_redraw_later((C), (Y), (X)); \
2503 * For delayed visual update
2505 #define cave_redraw_later(C,Y,X) \
2507 if (!((C)->info & CAVE_REDRAW)) \
2509 (C)->info |= CAVE_REDRAW; \
2510 redraw_y[redraw_n] = (Y); \
2511 redraw_x[redraw_n++] = (X); \
2519 * This macro allows us to efficiently add a grid to the "lite" array,
2520 * note that we are never called for illegal grids, or for grids which
2521 * have already been placed into the "lite" array, and we are never
2522 * called when the "lite" array is full.
2524 #define cave_lite_hack(Y,X) \
2526 if (!(cave[Y][X].info & (CAVE_LITE))) \
2528 cave[Y][X].info |= (CAVE_LITE); \
2529 lite_y[lite_n] = (Y); \
2530 lite_x[lite_n++] = (X); \
2536 * Update the set of grids "illuminated" by the player's lite.
2538 * This routine needs to use the results of "update_view()"
2540 * Note that "blindness" does NOT affect "torch lite". Be careful!
2542 * We optimize most lites (all non-artifact lites) by using "obvious"
2543 * facts about the results of "small" lite radius, and we attempt to
2544 * list the "nearby" grids before the more "distant" ones in the
2545 * array of torch-lit grids.
2547 * We assume that "radius zero" lite is in fact no lite at all.
2549 * Torch Lantern Artifacts
2559 void update_lite(void)
2561 int i, x, y, min_x, max_x, min_y, max_y;
2562 int p = p_ptr->cur_lite;
2565 /*** Special case ***/
2568 /* Hack -- Player has no lite */
2571 /* Forget the old lite */
2572 /* forget_lite(); Perhaps don't need? */
2574 /* Add it to later visual update */
2575 cave_redraw_later(&cave[py][px], py, px);
2579 /*** Save the old "lite" grids for later ***/
2581 /* Clear them all */
2582 for (i = 0; i < lite_n; i++)
2587 /* Mark the grid as not "lite" */
2588 cave[y][x].info &= ~(CAVE_LITE);
2590 /* Mark the grid as "seen" */
2591 cave[y][x].info |= (CAVE_TEMP);
2593 /* Add it to the "seen" set */
2603 /*** Collect the new "lite" grids ***/
2605 /* Radius 1 -- torch radius */
2609 cave_lite_hack(py, px);
2612 cave_lite_hack(py+1, px);
2613 cave_lite_hack(py-1, px);
2614 cave_lite_hack(py, px+1);
2615 cave_lite_hack(py, px-1);
2617 /* Diagonal grids */
2618 cave_lite_hack(py+1, px+1);
2619 cave_lite_hack(py+1, px-1);
2620 cave_lite_hack(py-1, px+1);
2621 cave_lite_hack(py-1, px-1);
2624 /* Radius 2 -- lantern radius */
2627 /* South of the player */
2628 if (cave_los_bold(py + 1, px))
2630 cave_lite_hack(py+2, px);
2631 cave_lite_hack(py+2, px+1);
2632 cave_lite_hack(py+2, px-1);
2635 /* North of the player */
2636 if (cave_los_bold(py - 1, px))
2638 cave_lite_hack(py-2, px);
2639 cave_lite_hack(py-2, px+1);
2640 cave_lite_hack(py-2, px-1);
2643 /* East of the player */
2644 if (cave_los_bold(py, px + 1))
2646 cave_lite_hack(py, px+2);
2647 cave_lite_hack(py+1, px+2);
2648 cave_lite_hack(py-1, px+2);
2651 /* West of the player */
2652 if (cave_los_bold(py, px - 1))
2654 cave_lite_hack(py, px-2);
2655 cave_lite_hack(py+1, px-2);
2656 cave_lite_hack(py-1, px-2);
2660 /* Radius 3+ -- artifact radius */
2665 /* Paranoia -- see "LITE_MAX" */
2668 /* South-East of the player */
2669 if (cave_los_bold(py + 1, px + 1))
2671 cave_lite_hack(py+2, px+2);
2674 /* South-West of the player */
2675 if (cave_los_bold(py + 1, px - 1))
2677 cave_lite_hack(py+2, px-2);
2680 /* North-East of the player */
2681 if (cave_los_bold(py - 1, px + 1))
2683 cave_lite_hack(py-2, px+2);
2686 /* North-West of the player */
2687 if (cave_los_bold(py - 1, px - 1))
2689 cave_lite_hack(py-2, px-2);
2694 if (min_y < 0) min_y = 0;
2698 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2702 if (min_x < 0) min_x = 0;
2706 if (max_x > cur_wid-1) max_x = cur_wid-1;
2708 /* Scan the maximal box */
2709 for (y = min_y; y <= max_y; y++)
2711 for (x = min_x; x <= max_x; x++)
2713 int dy = (py > y) ? (py - y) : (y - py);
2714 int dx = (px > x) ? (px - x) : (x - px);
2716 /* Skip the "central" grids (above) */
2717 if ((dy <= 2) && (dx <= 2)) continue;
2719 /* Hack -- approximate the distance */
2720 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2722 /* Skip distant grids */
2723 if (d > p) continue;
2725 /* Viewable, nearby, grids get "torch lit" */
2726 if (player_has_los_bold(y, x))
2728 /* This grid is "torch lit" */
2729 cave_lite_hack(y, x);
2736 /*** Complete the algorithm ***/
2738 /* Draw the new grids */
2739 for (i = 0; i < lite_n; i++)
2744 c_ptr = &cave[y][x];
2746 /* Update fresh grids */
2747 if (c_ptr->info & (CAVE_TEMP)) continue;
2749 /* Add it to later visual update */
2750 cave_note_and_redraw_later(c_ptr, y, x);
2753 /* Clear them all */
2754 for (i = 0; i < temp_n; i++)
2759 c_ptr = &cave[y][x];
2761 /* No longer in the array */
2762 c_ptr->info &= ~(CAVE_TEMP);
2764 /* Update stale grids */
2765 if (c_ptr->info & (CAVE_LITE)) continue;
2767 /* Add it to later visual update */
2768 cave_redraw_later(c_ptr, y, x);
2774 /* Mega-Hack -- Visual update later */
2775 p_ptr->update |= (PU_DELAY_VIS);
2779 static bool mon_invis;
2780 static s16b mon_fy, mon_fx;
2783 * Add a square to the changes array
2785 static void mon_lite_hack(int y, int x)
2788 int midpoint, dpf, d;
2790 /* We trust this grid is in bounds */
2791 /* if (!in_bounds2(y, x)) return; */
2793 c_ptr = &cave[y][x];
2795 /* Want a unlit square in view of the player */
2796 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2798 if (!cave_los_grid(c_ptr))
2800 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2801 if (mon_invis) return;
2803 /* Hack -- Prevent monster lite leakage in walls */
2805 /* Horizontal walls between player and a monster */
2806 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2810 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2812 /* Only first wall viewed from mid-x is lit */
2815 if (!cave_los_bold(y, x + 1)) return;
2817 else if (x > midpoint)
2819 if (!cave_los_bold(y, x - 1)) return;
2823 /* Vertical walls between player and a monster */
2824 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2828 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2830 /* Only first wall viewed from mid-y is lit */
2833 if (!cave_los_bold(y + 1, x)) return;
2835 else if (y > midpoint)
2837 if (!cave_los_bold(y - 1, x)) return;
2842 /* We trust temp_n does not exceed TEMP_MAX */
2845 if (!(c_ptr->info & CAVE_MNDK))
2847 /* Save this square */
2856 /* No longer dark */
2857 c_ptr->info &= ~(CAVE_MNDK);
2861 c_ptr->info |= CAVE_MNLT;
2866 * Add a square to the changes array
2868 static void mon_dark_hack(int y, int x)
2871 int midpoint, dpf, d;
2873 /* We trust this grid is in bounds */
2874 /* if (!in_bounds2(y, x)) return; */
2876 c_ptr = &cave[y][x];
2878 /* Want a unlit and undarkened square in view of the player */
2879 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2881 if (!cave_los_grid(c_ptr))
2883 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2884 if (mon_invis) return;
2886 /* Hack -- Prevent monster dark lite leakage in walls */
2888 /* Horizontal walls between player and a monster */
2889 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2893 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2895 /* Only first wall viewed from mid-x is lit */
2898 if (!cave_los_bold(y, x + 1)) return;
2900 else if (x > midpoint)
2902 if (!cave_los_bold(y, x - 1)) return;
2906 /* Vertical walls between player and a monster */
2907 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2911 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2913 /* Only first wall viewed from mid-y is lit */
2916 if (!cave_los_bold(y + 1, x)) return;
2918 else if (y > midpoint)
2920 if (!cave_los_bold(y - 1, x)) return;
2925 /* We trust temp_n does not exceed TEMP_MAX */
2927 /* Save this square */
2933 c_ptr->info |= CAVE_MNDK;
2938 * Update squares illuminated or darkened by monsters.
2940 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2941 * denote squares illuminated by monsters.
2943 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2944 * updating. Only squares in view of the player, whos state
2945 * changes are drawn via lite_spot().
2947 void update_mon_lite(void)
2953 void (*add_mon_lite)(int, int);
2957 /* Non-Ninja player in the darkness */
2958 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2959 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
2961 /* Clear all monster lit squares */
2962 for (i = 0; i < mon_lite_n; i++)
2965 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
2967 /* Set temp or xtra flag */
2968 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
2970 /* Clear monster illumination flag */
2971 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
2974 /* Empty temp list of new squares to lite up */
2977 /* Loop through monsters, adding newly lit squares to changes list */
2978 for (i = 1; i < m_max; i++)
2980 monster_type *m_ptr = &m_list[i];
2981 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2983 /* Skip dead monsters */
2984 if (!m_ptr->r_idx) continue;
2986 /* Is it too far away? */
2987 if (m_ptr->cdis > dis_lim) continue;
2989 /* If a monster stops time, break */
2990 if (world_monster) break;
2992 /* Get lite radius */
2995 /* Note the radii are cumulative */
2996 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
2997 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
2998 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
2999 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
3001 /* Exit if has no light */
3005 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3006 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3007 add_mon_lite = mon_lite_hack;
3011 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
3012 add_mon_lite = mon_dark_hack;
3013 rad = -rad; /* Use absolute value */
3016 /* Access the location */
3020 /* Is the monster visible? */
3021 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
3023 /* The square it is on */
3024 add_mon_lite(mon_fy, mon_fx);
3026 /* Adjacent squares */
3027 add_mon_lite(mon_fy + 1, mon_fx);
3028 add_mon_lite(mon_fy - 1, mon_fx);
3029 add_mon_lite(mon_fy, mon_fx + 1);
3030 add_mon_lite(mon_fy, mon_fx - 1);
3031 add_mon_lite(mon_fy + 1, mon_fx + 1);
3032 add_mon_lite(mon_fy + 1, mon_fx - 1);
3033 add_mon_lite(mon_fy - 1, mon_fx + 1);
3034 add_mon_lite(mon_fy - 1, mon_fx - 1);
3039 /* South of the monster */
3040 if (cave_los_bold(mon_fy + 1, mon_fx))
3042 add_mon_lite(mon_fy + 2, mon_fx + 1);
3043 add_mon_lite(mon_fy + 2, mon_fx);
3044 add_mon_lite(mon_fy + 2, mon_fx - 1);
3046 c_ptr = &cave[mon_fy + 2][mon_fx];
3049 if ((rad == 3) && cave_los_grid(c_ptr))
3051 add_mon_lite(mon_fy + 3, mon_fx + 1);
3052 add_mon_lite(mon_fy + 3, mon_fx);
3053 add_mon_lite(mon_fy + 3, mon_fx - 1);
3057 /* North of the monster */
3058 if (cave_los_bold(mon_fy - 1, mon_fx))
3060 add_mon_lite(mon_fy - 2, mon_fx + 1);
3061 add_mon_lite(mon_fy - 2, mon_fx);
3062 add_mon_lite(mon_fy - 2, mon_fx - 1);
3064 c_ptr = &cave[mon_fy - 2][mon_fx];
3067 if ((rad == 3) && cave_los_grid(c_ptr))
3069 add_mon_lite(mon_fy - 3, mon_fx + 1);
3070 add_mon_lite(mon_fy - 3, mon_fx);
3071 add_mon_lite(mon_fy - 3, mon_fx - 1);
3075 /* East of the monster */
3076 if (cave_los_bold(mon_fy, mon_fx + 1))
3078 add_mon_lite(mon_fy + 1, mon_fx + 2);
3079 add_mon_lite(mon_fy, mon_fx + 2);
3080 add_mon_lite(mon_fy - 1, mon_fx + 2);
3082 c_ptr = &cave[mon_fy][mon_fx + 2];
3085 if ((rad == 3) && cave_los_grid(c_ptr))
3087 add_mon_lite(mon_fy + 1, mon_fx + 3);
3088 add_mon_lite(mon_fy, mon_fx + 3);
3089 add_mon_lite(mon_fy - 1, mon_fx + 3);
3093 /* West of the monster */
3094 if (cave_los_bold(mon_fy, mon_fx - 1))
3096 add_mon_lite(mon_fy + 1, mon_fx - 2);
3097 add_mon_lite(mon_fy, mon_fx - 2);
3098 add_mon_lite(mon_fy - 1, mon_fx - 2);
3100 c_ptr = &cave[mon_fy][mon_fx - 2];
3103 if ((rad == 3) && cave_los_grid(c_ptr))
3105 add_mon_lite(mon_fy + 1, mon_fx - 3);
3106 add_mon_lite(mon_fy, mon_fx - 3);
3107 add_mon_lite(mon_fy - 1, mon_fx - 3);
3115 /* South-East of the monster */
3116 if (cave_los_bold(mon_fy + 1, mon_fx + 1))
3118 add_mon_lite(mon_fy + 2, mon_fx + 2);
3121 /* South-West of the monster */
3122 if (cave_los_bold(mon_fy + 1, mon_fx - 1))
3124 add_mon_lite(mon_fy + 2, mon_fx - 2);
3127 /* North-East of the monster */
3128 if (cave_los_bold(mon_fy - 1, mon_fx + 1))
3130 add_mon_lite(mon_fy - 2, mon_fx + 2);
3133 /* North-West of the monster */
3134 if (cave_los_bold(mon_fy - 1, mon_fx - 1))
3136 add_mon_lite(mon_fy - 2, mon_fx - 2);
3141 /* Save end of list of new squares */
3145 * Look at old set flags to see if there are any changes.
3147 for (i = 0; i < mon_lite_n; i++)
3152 /* We trust this grid is in bounds */
3155 c_ptr = &cave[fy][fx];
3157 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3159 /* It it no longer lit? */
3160 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3162 /* It is now unlit */
3163 /* Add it to later visual update */
3164 cave_note_and_redraw_later(c_ptr, fy, fx);
3167 else /* Pervious darkened */
3169 /* It it no longer darken? */
3170 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3172 /* It is now undarken */
3173 /* Add it to later visual update */
3174 cave_note_and_redraw_later(c_ptr, fy, fx);
3178 /* Add to end of temp array */
3179 temp_x[temp_n] = (byte)fx;
3180 temp_y[temp_n] = (byte)fy;
3184 /* Clear the lite array */
3187 /* Copy the temp array into the lit array lighting the new squares. */
3188 for (i = 0; i < end_temp; i++)
3193 /* We trust this grid is in bounds */
3196 c_ptr = &cave[fy][fx];
3198 if (c_ptr->info & CAVE_MNLT) /* Lit */
3200 /* The is the square newly lit and visible? */
3201 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3204 /* Add it to later visual update */
3205 cave_note_and_redraw_later(c_ptr, fy, fx);
3210 /* The is the square newly darkened and visible? */
3211 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3213 /* It is now darkened */
3214 /* Add it to later visual update */
3215 cave_note_and_redraw_later(c_ptr, fy, fx);
3219 /* Save in the monster lit or darkened array */
3220 mon_lite_x[mon_lite_n] = fx;
3221 mon_lite_y[mon_lite_n] = fy;
3225 /* Clear the temp flag for the old lit or darken grids */
3226 for (i = end_temp; i < temp_n; i++)
3228 /* We trust this grid is in bounds */
3230 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3233 /* Finished with temp_n */
3236 /* Mega-Hack -- Visual update later */
3237 p_ptr->update |= (PU_DELAY_VIS);
3239 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3241 if (p_ptr->special_defense & NINJA_S_STEALTH)
3243 if (p_ptr->old_monlite != p_ptr->monlite)
3248 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3250 msg_print("Your mantle of shadow become thin.");
3256 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3258 msg_print("Your mantle of shadow restored its original darkness.");
3263 p_ptr->old_monlite = p_ptr->monlite;
3266 void clear_mon_lite(void)
3271 /* Clear all monster lit squares */
3272 for (i = 0; i < mon_lite_n; i++)
3275 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3277 /* Clear monster illumination flag */
3278 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3281 /* Empty the array */
3288 * Clear the viewable space
3290 void forget_view(void)
3296 /* None to forget */
3297 if (!view_n) return;
3299 /* Clear them all */
3300 for (i = 0; i < view_n; i++)
3305 /* Access the grid */
3306 c_ptr = &cave[y][x];
3308 /* Forget that the grid is viewable */
3309 c_ptr->info &= ~(CAVE_VIEW);
3311 if (!panel_contains(y, x)) continue;
3313 /* Update the screen */
3314 /* lite_spot(y, x); Perhaps don't need? */
3324 * This macro allows us to efficiently add a grid to the "view" array,
3325 * note that we are never called for illegal grids, or for grids which
3326 * have already been placed into the "view" array, and we are never
3327 * called when the "view" array is full.
3329 #define cave_view_hack(C,Y,X) \
3331 if (!((C)->info & (CAVE_VIEW))){\
3332 (C)->info |= (CAVE_VIEW); \
3333 view_y[view_n] = (Y); \
3334 view_x[view_n] = (X); \
3341 * Helper function for "update_view()" below
3343 * We are checking the "viewability" of grid (y,x) by the player.
3345 * This function assumes that (y,x) is legal (i.e. on the map).
3347 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3348 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3350 * Note that we are using the "CAVE_XTRA" field for marking grids as
3351 * "easily viewable". This bit is cleared at the end of "update_view()".
3353 * This function adds (y,x) to the "viewable set" if necessary.
3355 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3357 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3359 bool f1, f2, v1, v2, z1, z2, wall;
3363 cave_type *g1_c_ptr;
3364 cave_type *g2_c_ptr;
3366 /* Access the grids */
3367 g1_c_ptr = &cave[y1][x1];
3368 g2_c_ptr = &cave[y2][x2];
3371 /* Check for walls */
3372 f1 = (cave_los_grid(g1_c_ptr));
3373 f2 = (cave_los_grid(g2_c_ptr));
3375 /* Totally blocked by physical walls */
3376 if (!f1 && !f2) return (TRUE);
3379 /* Check for visibility */
3380 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3381 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3383 /* Totally blocked by "unviewable neighbors" */
3384 if (!v1 && !v2) return (TRUE);
3387 /* Access the grid */
3388 c_ptr = &cave[y][x];
3391 /* Check for walls */
3392 wall = (!cave_los_grid(c_ptr));
3395 /* Check the "ease" of visibility */
3396 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3397 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3399 /* Hack -- "easy" plus "easy" yields "easy" */
3402 c_ptr->info |= (CAVE_XTRA);
3404 cave_view_hack(c_ptr, y, x);
3409 /* Hack -- primary "easy" yields "viewed" */
3412 cave_view_hack(c_ptr, y, x);
3417 /* Hack -- "view" plus "view" yields "view" */
3420 /* c_ptr->info |= (CAVE_XTRA); */
3422 cave_view_hack(c_ptr, y, x);
3428 /* Mega-Hack -- the "los()" function works poorly on walls */
3431 cave_view_hack(c_ptr, y, x);
3437 /* Hack -- check line of sight */
3438 if (los(py, px, y, x))
3440 cave_view_hack(c_ptr, y, x);
3446 /* Assume no line of sight. */
3453 * Calculate the viewable space
3455 * 1: Process the player
3456 * 1a: The player is always (easily) viewable
3457 * 2: Process the diagonals
3458 * 2a: The diagonals are (easily) viewable up to the first wall
3459 * 2b: But never go more than 2/3 of the "full" distance
3460 * 3: Process the main axes
3461 * 3a: The main axes are (easily) viewable up to the first wall
3462 * 3b: But never go more than the "full" distance
3463 * 4: Process sequential "strips" in each of the eight octants
3464 * 4a: Each strip runs along the previous strip
3465 * 4b: The main axes are "previous" to the first strip
3466 * 4c: Process both "sides" of each "direction" of each strip
3467 * 4c1: Each side aborts as soon as possible
3468 * 4c2: Each side tells the next strip how far it has to check
3470 * Note that the octant processing involves some pretty interesting
3471 * observations involving when a grid might possibly be viewable from
3472 * a given grid, and on the order in which the strips are processed.
3474 * Note the use of the mathematical facts shown below, which derive
3475 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3476 * hypotenuse of a right triangle is primarily determined by the length
3477 * of the longest side, when one side is small, and is strictly less
3478 * than one-and-a-half times as long as the longest side when both of
3479 * the sides are large.
3481 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3482 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3484 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3486 * These observations are important because the calculation of the actual
3487 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3488 * while for small values (up to about 20 or so), the approximations above
3489 * are correct to within an error of at most one grid or so.
3491 * Observe the use of "full" and "over" in the code below, and the use of
3492 * the specialized calculation involving "limit", all of which derive from
3493 * the observations given above. Basically, we note that the "circle" of
3494 * view is completely contained in an "octagon" whose bounds are easy to
3495 * determine, and that only a few steps are needed to derive the actual
3496 * bounds of the circle given the bounds of the octagon.
3498 * Note that by skipping all the grids in the corners of the octagon, we
3499 * place an upper limit on the number of grids in the field of view, given
3500 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3501 * view, only about 1475 of these are in the "octagon" of view, and even
3502 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3503 * entries to completely contain the actual field of view.
3505 * Note also the care taken to prevent "running off the map". The use of
3506 * explicit checks on the "validity" of the "diagonal", and the fact that
3507 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3508 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3509 * of multiple checks on the validity of grids.
3511 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3512 * "ws","wn" variables. They work like this: While travelling down the
3513 * south-bound strip just to the east of the main south axis, as soon as
3514 * we get to a grid which does not "transmit" viewing, if all of the strips
3515 * preceding us (in this case, just the main axis) had terminated at or before
3516 * the same point, then we can stop, and reset the "max distance" to ourself.
3517 * So, each strip (named by major axis plus offset, thus "se" in this case)
3518 * maintains a "blockage" variable, initialized during the main axis step,
3519 * and checks it whenever a blockage is observed. After processing each
3520 * strip as far as the previous strip told us to process, the next strip is
3521 * told not to go farther than the current strip's farthest viewable grid,
3522 * unless open space is still available. This uses the "k" variable.
3524 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3525 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3526 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3527 * chunk of code which adds the given location to the "view" array if it
3528 * is not already there, using both the actual location and a pointer to
3529 * the cave grid. See above.
3531 * By the way, the purpose of this code is to reduce the dependancy on the
3532 * "los()" function which is slow, and, in some cases, not very accurate.
3534 * It is very possible that I am the only person who fully understands this
3535 * function, and for that I am truly sorry, but efficiency was very important
3536 * and the "simple" version of this function was just not fast enough. I am
3537 * more than willing to replace this function with a simpler one, if it is
3538 * equally efficient, and especially willing if the new function happens to
3539 * derive "reverse-line-of-sight" at the same time, since currently monsters
3540 * just use an optimized hack of "you see me, so I see you", and then use the
3541 * actual "projectable()" function to check spell attacks.
3543 void update_view(void)
3545 int n, m, d, k, y, x, z;
3547 int se, sw, ne, nw, es, en, ws, wn;
3551 int y_max = cur_hgt - 1;
3552 int x_max = cur_wid - 1;
3556 /*** Initialize ***/
3559 if (view_reduce_view && !dun_level)
3561 /* Full radius (10) */
3562 full = MAX_SIGHT / 2;
3564 /* Octagon factor (15) */
3565 over = MAX_SIGHT * 3 / 4;
3571 /* Full radius (20) */
3574 /* Octagon factor (30) */
3575 over = MAX_SIGHT * 3 / 2;
3579 /*** Step 0 -- Begin ***/
3581 /* Save the old "view" grids for later */
3582 for (n = 0; n < view_n; n++)
3587 /* Access the grid */
3588 c_ptr = &cave[y][x];
3590 /* Mark the grid as not in "view" */
3591 c_ptr->info &= ~(CAVE_VIEW);
3593 /* Mark the grid as "seen" */
3594 c_ptr->info |= (CAVE_TEMP);
3596 /* Add it to the "seen" set */
3602 /* Start over with the "view" array */
3605 /*** Step 1 -- adjacent grids ***/
3607 /* Now start on the player */
3611 /* Access the grid */
3612 c_ptr = &cave[y][x];
3614 /* Assume the player grid is easily viewable */
3615 c_ptr->info |= (CAVE_XTRA);
3617 /* Assume the player grid is viewable */
3618 cave_view_hack(c_ptr, y, x);
3621 /*** Step 2 -- Major Diagonals ***/
3626 /* Scan south-east */
3627 for (d = 1; d <= z; d++)
3629 c_ptr = &cave[y+d][x+d];
3630 c_ptr->info |= (CAVE_XTRA);
3631 cave_view_hack(c_ptr, y+d, x+d);
3632 if (!cave_los_grid(c_ptr)) break;
3635 /* Scan south-west */
3636 for (d = 1; d <= z; d++)
3638 c_ptr = &cave[y+d][x-d];
3639 c_ptr->info |= (CAVE_XTRA);
3640 cave_view_hack(c_ptr, y+d, x-d);
3641 if (!cave_los_grid(c_ptr)) break;
3644 /* Scan north-east */
3645 for (d = 1; d <= z; d++)
3647 c_ptr = &cave[y-d][x+d];
3648 c_ptr->info |= (CAVE_XTRA);
3649 cave_view_hack(c_ptr, y-d, x+d);
3650 if (!cave_los_grid(c_ptr)) break;
3653 /* Scan north-west */
3654 for (d = 1; d <= z; d++)
3656 c_ptr = &cave[y-d][x-d];
3657 c_ptr->info |= (CAVE_XTRA);
3658 cave_view_hack(c_ptr, y-d, x-d);
3659 if (!cave_los_grid(c_ptr)) break;
3663 /*** Step 3 -- major axes ***/
3666 for (d = 1; d <= full; d++)
3668 c_ptr = &cave[y+d][x];
3669 c_ptr->info |= (CAVE_XTRA);
3670 cave_view_hack(c_ptr, y+d, x);
3671 if (!cave_los_grid(c_ptr)) break;
3674 /* Initialize the "south strips" */
3678 for (d = 1; d <= full; d++)
3680 c_ptr = &cave[y-d][x];
3681 c_ptr->info |= (CAVE_XTRA);
3682 cave_view_hack(c_ptr, y-d, x);
3683 if (!cave_los_grid(c_ptr)) break;
3686 /* Initialize the "north strips" */
3690 for (d = 1; d <= full; d++)
3692 c_ptr = &cave[y][x+d];
3693 c_ptr->info |= (CAVE_XTRA);
3694 cave_view_hack(c_ptr, y, x+d);
3695 if (!cave_los_grid(c_ptr)) break;
3698 /* Initialize the "east strips" */
3702 for (d = 1; d <= full; d++)
3704 c_ptr = &cave[y][x-d];
3705 c_ptr->info |= (CAVE_XTRA);
3706 cave_view_hack(c_ptr, y, x-d);
3707 if (!cave_los_grid(c_ptr)) break;
3710 /* Initialize the "west strips" */
3714 /*** Step 4 -- Divide each "octant" into "strips" ***/
3716 /* Now check each "diagonal" (in parallel) */
3717 for (n = 1; n <= over / 2; n++)
3719 int ypn, ymn, xpn, xmn;
3722 /* Acquire the "bounds" of the maximal circle */
3724 if (z > full - n) z = full - n;
3725 while ((z + n + (n>>1)) > full) z--;
3728 /* Access the four diagonal grids */
3738 /* Maximum distance */
3739 m = MIN(z, y_max - ypn);
3742 if ((xpn <= x_max) && (n < se))
3745 for (k = n, d = 1; d <= m; d++)
3747 /* Check grid "d" in strip "n", notice "blockage" */
3748 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3750 if (n + d >= se) break;
3753 /* Track most distant "non-blockage" */
3760 /* Limit the next strip */
3765 if ((xmn >= 0) && (n < sw))
3768 for (k = n, d = 1; d <= m; d++)
3770 /* Check grid "d" in strip "n", notice "blockage" */
3771 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3773 if (n + d >= sw) break;
3776 /* Track most distant "non-blockage" */
3783 /* Limit the next strip */
3792 /* Maximum distance */
3796 if ((xpn <= x_max) && (n < ne))
3799 for (k = n, d = 1; d <= m; d++)
3801 /* Check grid "d" in strip "n", notice "blockage" */
3802 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3804 if (n + d >= ne) break;
3807 /* Track most distant "non-blockage" */
3814 /* Limit the next strip */
3819 if ((xmn >= 0) && (n < nw))
3822 for (k = n, d = 1; d <= m; d++)
3824 /* Check grid "d" in strip "n", notice "blockage" */
3825 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3827 if (n + d >= nw) break;
3830 /* Track most distant "non-blockage" */
3837 /* Limit the next strip */
3846 /* Maximum distance */
3847 m = MIN(z, x_max - xpn);
3850 if ((ypn <= x_max) && (n < es))
3853 for (k = n, d = 1; d <= m; d++)
3855 /* Check grid "d" in strip "n", notice "blockage" */
3856 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3858 if (n + d >= es) break;
3861 /* Track most distant "non-blockage" */
3868 /* Limit the next strip */
3873 if ((ymn >= 0) && (n < en))
3876 for (k = n, d = 1; d <= m; d++)
3878 /* Check grid "d" in strip "n", notice "blockage" */
3879 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3881 if (n + d >= en) break;
3884 /* Track most distant "non-blockage" */
3891 /* Limit the next strip */
3900 /* Maximum distance */
3904 if ((ypn <= y_max) && (n < ws))
3907 for (k = n, d = 1; d <= m; d++)
3909 /* Check grid "d" in strip "n", notice "blockage" */
3910 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3912 if (n + d >= ws) break;
3915 /* Track most distant "non-blockage" */
3922 /* Limit the next strip */
3927 if ((ymn >= 0) && (n < wn))
3930 for (k = n, d = 1; d <= m; d++)
3932 /* Check grid "d" in strip "n", notice "blockage" */
3933 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3935 if (n + d >= wn) break;
3938 /* Track most distant "non-blockage" */
3945 /* Limit the next strip */
3952 /*** Step 5 -- Complete the algorithm ***/
3954 /* Update all the new grids */
3955 for (n = 0; n < view_n; n++)
3960 /* Access the grid */
3961 c_ptr = &cave[y][x];
3963 /* Clear the "CAVE_XTRA" flag */
3964 c_ptr->info &= ~(CAVE_XTRA);
3966 /* Update only newly viewed grids */
3967 if (c_ptr->info & (CAVE_TEMP)) continue;
3969 /* Add it to later visual update */
3970 cave_note_and_redraw_later(c_ptr, y, x);
3973 /* Wipe the old grids, update as needed */
3974 for (n = 0; n < temp_n; n++)
3979 /* Access the grid */
3980 c_ptr = &cave[y][x];
3982 /* No longer in the array */
3983 c_ptr->info &= ~(CAVE_TEMP);
3985 /* Update only non-viewable grids */
3986 if (c_ptr->info & (CAVE_VIEW)) continue;
3988 /* Add it to later visual update */
3989 cave_redraw_later(c_ptr, y, x);
3995 /* Mega-Hack -- Visual update later */
3996 p_ptr->update |= (PU_DELAY_VIS);
4001 * Mega-Hack -- Delayed visual update
4002 * Only used if update_view(), update_lite() or update_mon_lite() was called
4004 void delayed_visual_update(void)
4009 /* Update needed grids */
4010 for (i = 0; i < redraw_n; i++)
4015 /* Access the grid */
4016 c_ptr = &cave[y][x];
4018 /* Update only needed grids (prevent multiple updating) */
4019 if (!(c_ptr->info & CAVE_REDRAW)) continue;
4021 /* If required, note */
4022 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
4027 /* Hack -- Visual update of monster on this grid */
4028 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4030 /* No longer in the array */
4031 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
4040 * Hack -- forget the "flow" information
4042 void forget_flow(void)
4046 /* Check the entire dungeon */
4047 for (y = 0; y < cur_hgt; y++)
4049 for (x = 0; x < cur_wid; x++)
4051 /* Forget the old data */
4052 cave[y][x].dist = 0;
4053 cave[y][x].cost = 0;
4054 cave[y][x].when = 0;
4061 * Hack - speed up the update_flow algorithm by only doing
4062 * it everytime the player moves out of LOS of the last
4065 static u16b flow_x = 0;
4066 static u16b flow_y = 0;
4071 * Hack -- fill in the "cost" field of every grid that the player
4072 * can "reach" with the number of steps needed to reach that grid.
4073 * This also yields the "distance" of the player from every grid.
4075 * In addition, mark the "when" of the grids that can reach
4076 * the player with the incremented value of "flow_n".
4078 * Hack -- use the "seen" array as a "circular queue".
4080 * We do not need a priority queue because the cost from grid
4081 * to grid is always "one" and we process them in order.
4083 void update_flow(void)
4089 /* Paranoia -- make sure the array is empty */
4092 /* The last way-point is on the map */
4093 if (running && in_bounds(flow_y, flow_x))
4095 /* The way point is in sight - do not update. (Speedup) */
4096 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4099 /* Erase all of the current flow information */
4100 for (y = 0; y < cur_hgt; y++)
4102 for (x = 0; x < cur_wid; x++)
4104 cave[y][x].cost = 0;
4105 cave[y][x].dist = 0;
4109 /* Save player position */
4113 /* Add the player's grid to the queue */
4117 /* Now process the queue */
4118 while (flow_head != flow_tail)
4122 /* Extract the next entry */
4123 ty = temp_y[flow_tail];
4124 tx = temp_x[flow_tail];
4126 /* Forget that entry */
4127 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4129 /* Add the "children" */
4130 for (d = 0; d < 8; d++)
4132 int old_head = flow_head;
4133 int m = cave[ty][tx].cost + 1;
4134 int n = cave[ty][tx].dist + 1;
4137 /* Child location */
4138 y = ty + ddy_ddd[d];
4139 x = tx + ddx_ddd[d];
4141 /* Ignore player's grid */
4142 if (player_bold(y, x)) continue;
4144 c_ptr = &cave[y][x];
4146 if (is_closed_door(c_ptr->feat)) m += 3;
4148 /* Ignore "pre-stamped" entries */
4149 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4151 /* Ignore "walls" and "rubble" */
4152 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4154 /* Save the flow cost */
4155 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4156 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4158 /* Hack -- limit flow depth */
4159 if (n == MONSTER_FLOW_DEPTH) continue;
4161 /* Enqueue that entry */
4162 temp_y[flow_head] = y;
4163 temp_x[flow_head] = x;
4165 /* Advance the queue */
4166 if (++flow_head == TEMP_MAX) flow_head = 0;
4168 /* Hack -- notice overflow by forgetting new entry */
4169 if (flow_head == flow_tail) flow_head = old_head;
4175 static int scent_when = 0;
4178 * Characters leave scent trails for perceptive monsters to track.
4180 * Smell is rather more limited than sound. Many creatures cannot use
4181 * it at all, it doesn't extend very far outwards from the character's
4182 * current position, and monsters can use it to home in the character,
4183 * but not to run away from him.
4185 * Smell is valued according to age. When a character takes his turn,
4186 * scent is aged by one, and new scent of the current age is laid down.
4187 * Speedy characters leave more scent, true, but it also ages faster,
4188 * which makes it harder to hunt them down.
4190 * Whenever the age count loops, most of the scent trail is erased and
4191 * the age of the remainder is recalculated.
4193 void update_smell(void)
4198 /* Create a table that controls the spread of scent */
4199 const int scent_adjust[5][5] =
4208 /* Loop the age and adjust scent values when necessary */
4209 if (++scent_when == 254)
4211 /* Scan the entire dungeon */
4212 for (y = 0; y < cur_hgt; y++)
4214 for (x = 0; x < cur_wid; x++)
4216 int w = cave[y][x].when;
4217 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4226 /* Lay down new scent */
4227 for (i = 0; i < 5; i++)
4229 for (j = 0; j < 5; j++)
4233 /* Translate table to map grids */
4238 if (!in_bounds(y, x)) continue;
4240 c_ptr = &cave[y][x];
4242 /* Walls, water, and lava cannot hold scent. */
4243 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4245 /* Grid must not be blocked by walls from the character */
4246 if (!player_has_los_bold(y, x)) continue;
4248 /* Note grids that are too far away */
4249 if (scent_adjust[i][j] == -1) continue;
4251 /* Mark the grid with new scent */
4252 c_ptr->when = scent_when + scent_adjust[i][j];
4259 * Hack -- map the current panel (plus some) ala "magic mapping"
4261 void map_area(int range)
4266 feature_type *f_ptr;
4268 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4270 /* Scan that area */
4271 for (y = 1; y < cur_hgt - 1; y++)
4273 for (x = 1; x < cur_wid - 1; x++)
4275 if (distance(py, px, y, x) > range) continue;
4277 c_ptr = &cave[y][x];
4279 /* Feature code (applying "mimic" field) */
4280 feat = get_feat_mimic(c_ptr);
4281 f_ptr = &f_info[feat];
4283 /* All non-walls are "checked" */
4284 if (!have_flag(f_ptr->flags, FF_WALL))
4286 /* Memorize normal features */
4287 if (have_flag(f_ptr->flags, FF_REMEMBER))
4289 /* Memorize the object */
4290 c_ptr->info |= (CAVE_MARK);
4293 /* Memorize known walls */
4294 for (i = 0; i < 8; i++)
4296 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4298 /* Feature code (applying "mimic" field) */
4299 feat = get_feat_mimic(c_ptr);
4300 f_ptr = &f_info[feat];
4302 /* Memorize walls (etc) */
4303 if (have_flag(f_ptr->flags, FF_REMEMBER))
4305 /* Memorize the walls */
4306 c_ptr->info |= (CAVE_MARK);
4314 p_ptr->redraw |= (PR_MAP);
4317 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4323 * Light up the dungeon using "clairvoyance"
4325 * This function "illuminates" every grid in the dungeon, memorizes all
4326 * "objects", memorizes all grids as with magic mapping, and, under the
4327 * standard option settings (view_perma_grids but not view_torch_grids)
4328 * memorizes all floor grids too.
4330 * Note that if "view_perma_grids" is not set, we do not memorize floor
4331 * grids, since this would defeat the purpose of "view_perma_grids", not
4332 * that anyone seems to play without this option.
4334 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4335 * since this would prevent the use of "view_torch_grids" as a method to
4336 * keep track of what grids have been observed directly.
4338 void wiz_lite(bool ninja)
4342 feature_type *f_ptr;
4344 /* Memorize objects */
4345 for (i = 1; i < o_max; i++)
4347 object_type *o_ptr = &o_list[i];
4349 /* Skip dead objects */
4350 if (!o_ptr->k_idx) continue;
4352 /* Skip held objects */
4353 if (o_ptr->held_m_idx) continue;
4356 o_ptr->marked |= OM_FOUND;
4359 /* Scan all normal grids */
4360 for (y = 1; y < cur_hgt - 1; y++)
4362 /* Scan all normal grids */
4363 for (x = 1; x < cur_wid - 1; x++)
4365 cave_type *c_ptr = &cave[y][x];
4367 /* Feature code (applying "mimic" field) */
4368 feat = get_feat_mimic(c_ptr);
4369 f_ptr = &f_info[feat];
4371 /* Process all non-walls */
4372 if (!have_flag(f_ptr->flags, FF_WALL))
4374 /* Scan all neighbors */
4375 for (i = 0; i < 9; i++)
4377 int yy = y + ddy_ddd[i];
4378 int xx = x + ddx_ddd[i];
4381 c_ptr = &cave[yy][xx];
4383 /* Feature code (applying "mimic" field) */
4384 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4386 /* Perma-lite the grid */
4387 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4389 c_ptr->info |= (CAVE_GLOW);
4392 /* Memorize normal features */
4393 if (have_flag(f_ptr->flags, FF_REMEMBER))
4395 /* Memorize the grid */
4396 c_ptr->info |= (CAVE_MARK);
4399 /* Perma-lit grids (newly and previously) */
4400 else if (c_ptr->info & CAVE_GLOW)
4402 /* Normally, memorize floors (see above) */
4403 if (view_perma_grids && !view_torch_grids)
4405 /* Memorize the grid */
4406 c_ptr->info |= (CAVE_MARK);
4414 /* Update the monsters */
4415 p_ptr->update |= (PU_MONSTERS);
4418 p_ptr->redraw |= (PR_MAP);
4421 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4426 * Forget the dungeon map (ala "Thinking of Maud...").
4433 /* Forget every grid */
4434 for (y = 1; y < cur_hgt - 1; y++)
4436 for (x = 1; x < cur_wid - 1; x++)
4438 cave_type *c_ptr = &cave[y][x];
4440 /* Process the grid */
4441 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
4442 c_ptr->info |= (CAVE_UNSAFE);
4446 /* Forget every grid on horizontal edge */
4447 for (x = 0; x < cur_wid; x++)
4449 cave[0][x].info &= ~(CAVE_MARK);
4450 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4453 /* Forget every grid on vertical edge */
4454 for (y = 1; y < (cur_hgt - 1); y++)
4456 cave[y][0].info &= ~(CAVE_MARK);
4457 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4460 /* Forget all objects */
4461 for (i = 1; i < o_max; i++)
4463 object_type *o_ptr = &o_list[i];
4465 /* Skip dead objects */
4466 if (!o_ptr->k_idx) continue;
4468 /* Skip held objects */
4469 if (o_ptr->held_m_idx) continue;
4471 /* Forget the object */
4475 /* Mega-Hack -- Forget the view and lite */
4476 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4478 /* Update the view and lite */
4479 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4481 /* Update the monsters */
4482 p_ptr->update |= (PU_MONSTERS);
4485 p_ptr->redraw |= (PR_MAP);
4488 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4496 * Change the "feat" flag for a grid, and notice/redraw the grid
4498 void cave_set_feat(int y, int x, int feat)
4500 cave_type *c_ptr = &cave[y][x];
4501 feature_type *f_ptr = &f_info[feat];
4503 if (character_dungeon && is_mirror_grid(c_ptr) && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
4505 c_ptr->info &= ~(CAVE_GLOW);
4506 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4508 /* Remove flag for mirror/glyph */
4509 c_ptr->info &= ~(CAVE_OBJECT);
4511 update_local_illumination(y, x);
4514 /* Clear mimic type */
4517 /* Change the feature */
4520 if (character_dungeon)
4522 /* Check for change to boring grid */
4523 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4525 /* Check for change to out of sight grid */
4526 else if (!player_can_see_bold(y, x)) c_ptr->info &= ~(CAVE_MARK);
4528 /* Update the monster */
4529 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4538 /* Hack -- glow the deep lava */
4539 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4544 for (i = 0; i < 9; i++)
4546 yy = y + ddy_ddd[i];
4547 xx = x + ddx_ddd[i];
4548 if (!in_bounds2(yy, xx)) continue;
4549 cc_ptr = &cave[yy][xx];
4550 cc_ptr->info |= CAVE_GLOW;
4551 if (character_dungeon)
4553 if (player_has_los_grid(cc_ptr))
4555 /* Update the monster */
4556 if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
4565 update_local_illumination(yy, xx);
4572 int conv_dungeon_feat(int newfeat)
4574 feature_type *f_ptr = &f_info[newfeat];
4576 if (have_flag(f_ptr->flags, FF_CONVERT))
4578 switch (f_ptr->power)
4580 case CONVERT_TYPE_FLOOR:
4581 return floor_type[randint0(100)];
4582 case CONVERT_TYPE_WALL:
4583 return fill_type[randint0(100)];
4584 case CONVERT_TYPE_INNER:
4585 return feat_wall_inner;
4586 case CONVERT_TYPE_OUTER:
4587 return feat_wall_outer;
4588 case CONVERT_TYPE_SOLID:
4589 return feat_wall_solid;
4590 case CONVERT_TYPE_STREAM1:
4591 return d_info[dungeon_type].stream1;
4592 case CONVERT_TYPE_STREAM2:
4593 return d_info[dungeon_type].stream2;
4598 else return newfeat;
4603 * Take a feature, determine what that feature becomes
4604 * through applying the given action.
4606 int feat_state(int feat, int action)
4608 feature_type *f_ptr = &f_info[feat];
4611 /* Get the new feature */
4612 for (i = 0; i < MAX_FEAT_STATES; i++)
4614 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
4617 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4619 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
4623 * Takes a location and action and changes the feature at that
4624 * location through applying the given action.
4626 void cave_alter_feat(int y, int x, int action)
4628 /* Set old feature */
4629 int oldfeat = cave[y][x].feat;
4631 /* Get the new feat */
4632 int newfeat = feat_state(oldfeat, action);
4635 if (newfeat == oldfeat) return;
4637 /* Set the new feature */
4638 cave_set_feat(y, x, newfeat);
4640 if (!(feature_action_flags[action] & FAF_NO_DROP))
4642 feature_type *old_f_ptr = &f_info[oldfeat];
4643 feature_type *f_ptr = &f_info[newfeat];
4647 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4649 /* Place some gold */
4655 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4658 place_object(y, x, 0L);
4662 if (found && character_dungeon && player_can_see_bold(y, x))
4665 msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
4667 msg_print("You have found something!");
4674 /* Remove a mirror */
4675 void remove_mirror(int y, int x)
4677 cave_type *c_ptr = &cave[y][x];
4679 /* Remove the mirror */
4680 c_ptr->info &= ~(CAVE_OBJECT);
4683 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4685 c_ptr->info &= ~(CAVE_GLOW);
4686 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4688 /* Update the monster */
4689 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4691 update_local_illumination(y, x);
4703 * Return TRUE if there is a mirror on the grid.
4705 bool is_mirror_grid(cave_type *c_ptr)
4707 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4715 * Return TRUE if there is a mirror on the grid.
4717 bool is_glyph_grid(cave_type *c_ptr)
4719 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4727 * Return TRUE if there is a mirror on the grid.
4729 bool is_explosive_rune_grid(cave_type *c_ptr)
4731 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4739 * Calculate "incremental motion". Used by project() and shoot().
4740 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4742 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4744 int dy, dx, dist, shift;
4746 /* Extract the distance travelled */
4747 dy = (*y < y1) ? y1 - *y : *y - y1;
4748 dx = (*x < x1) ? x1 - *x : *x - x1;
4750 /* Number of steps */
4751 dist = (dy > dx) ? dy : dx;
4753 /* We are calculating the next location */
4757 /* Calculate the total distance along each axis */
4758 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4759 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4761 /* Paranoia -- Hack -- no motion */
4762 if (!dy && !dx) return;
4765 /* Move mostly vertically */
4768 /* Extract a shift factor */
4769 shift = (dist * dx + (dy - 1) / 2) / dy;
4771 /* Sometimes move along the minor axis */
4772 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4774 /* Always move along major axis */
4775 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4778 /* Move mostly horizontally */
4781 /* Extract a shift factor */
4782 shift = (dist * dy + (dx - 1) / 2) / dx;
4784 /* Sometimes move along the minor axis */
4785 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4787 /* Always move along major axis */
4788 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4795 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4796 * at the final destination, assuming no monster gets in the way.
4798 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4800 bool projectable(int y1, int x1, int y2, int x2)
4807 /* Check the projection path */
4808 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4810 /* Identical grid */
4811 if (!grid_n) return TRUE;
4814 y = GRID_Y(grid_g[grid_n - 1]);
4815 x = GRID_X(grid_g[grid_n - 1]);
4817 /* May not end in an unrequested grid */
4818 if ((y != y2) || (x != x2)) return (FALSE);
4826 * Standard "find me a location" function
4828 * Obtains a legal location within the given distance of the initial
4829 * location, and with "los()" from the source to destination location.
4831 * This function is often called from inside a loop which searches for
4832 * locations while increasing the "d" distance.
4834 * Currently the "m" parameter is unused.
4836 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4843 /* Pick a location */
4846 /* Pick a new location */
4847 ny = rand_spread(y, d);
4848 nx = rand_spread(x, d);
4850 /* Ignore annoying locations */
4851 if (!in_bounds(ny, nx)) continue;
4853 /* Ignore "excessively distant" locations */
4854 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4856 /* Require "line of projection" */
4857 if (projectable(y, x, ny, nx)) break;
4860 /* Save the location */
4869 * Track a new monster
4871 void health_track(int m_idx)
4873 /* Mount monster is already tracked */
4874 if (m_idx && m_idx == p_ptr->riding) return;
4876 /* Track a new guy */
4877 p_ptr->health_who = m_idx;
4879 /* Redraw (later) */
4880 p_ptr->redraw |= (PR_HEALTH);
4886 * Hack -- track the given monster race
4888 void monster_race_track(int r_idx)
4890 /* Save this monster ID */
4891 p_ptr->monster_race_idx = r_idx;
4894 p_ptr->window |= (PW_MONSTER);
4900 * Hack -- track the given object kind
4902 void object_kind_track(int k_idx)
4904 /* Save this monster ID */
4905 p_ptr->object_kind_idx = k_idx;
4908 p_ptr->window |= (PW_OBJECT);
4914 * Something has happened to disturb the player.
4916 * The first arg indicates a major disturbance, which affects search.
4918 * The second arg is currently unused, but could induce output flush.
4920 * All disturbance cancels repeated commands, resting, and running.
4922 void disturb(int stop_search, int unused_flag)
4925 unused_flag = unused_flag;
4927 /* Cancel auto-commands */
4928 /* command_new = 0; */
4930 /* Cancel repeated commands */
4936 /* Redraw the state (later) */
4937 p_ptr->redraw |= (PR_STATE);
4940 /* Cancel Resting */
4941 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4944 set_action(ACTION_NONE);
4947 /* Cancel running */
4953 /* Check for new panel if appropriate */
4954 if (center_player && !center_running) verify_panel();
4956 /* Calculate torch radius */
4957 p_ptr->update |= (PU_TORCH);
4959 /* Update monster flow */
4960 p_ptr->update |= (PU_FLOW);
4963 /* Flush the input if requested */
4964 if (flush_disturb) flush();
4969 * Glow deep lava and building entrances in the floor
4971 void glow_deep_lava_and_bldg(void)
4973 int y, x, i, yy, xx;
4976 /* Not in the darkness dungeon */
4977 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
4979 for (y = 0; y < cur_hgt; y++)
4981 for (x = 0; x < cur_wid; x++)
4983 c_ptr = &cave[y][x];
4985 /* Feature code (applying "mimic" field) */
4987 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
4989 for (i = 0; i < 9; i++)
4991 yy = y + ddy_ddd[i];
4992 xx = x + ddx_ddd[i];
4993 if (!in_bounds2(yy, xx)) continue;
4994 cave[yy][xx].info |= CAVE_GLOW;
5000 /* Update the view and lite */
5001 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5004 p_ptr->redraw |= (PR_MAP);