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)
69 case FEAT_TRAP_TRAPDOOR:
71 case FEAT_TRAP_SPIKED_PIT:
72 case FEAT_TRAP_POISON_PIT:
73 case FEAT_TRAP_TY_CURSE:
74 case FEAT_TRAP_TELEPORT:
78 case FEAT_TRAP_LOSE_STR:
79 case FEAT_TRAP_LOSE_DEX:
80 case FEAT_TRAP_LOSE_CON:
82 case FEAT_TRAP_CONFUSE:
83 case FEAT_TRAP_POISON:
88 case FEAT_TRAP_ARMAGEDDON:
89 case FEAT_TRAP_PIRANHA:
104 * Return TRUE if the given grid is a known trap
106 bool is_known_trap(cave_type *c_ptr)
108 if (!c_ptr->mimic && is_trap(c_ptr->feat)) return TRUE;
114 * Return TRUE if the given grid is a closed door
116 bool is_closed_door(int feat)
118 return (feat >= FEAT_DOOR_HEAD && feat <= FEAT_DOOR_TAIL);
123 * Return TRUE if the given grid is a hidden closed door
125 bool is_hidden_door(cave_type *c_ptr)
128 is_closed_door(c_ptr->feat))
136 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
137 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
139 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
141 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
142 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
143 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
145 * We assume that the "mathematical corner" of a non-floor tile does not
146 * block line of sight.
148 * Because this function uses (short) ints for all calculations, overflow may
149 * occur if dx and dy exceed 90.
151 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
152 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
153 * we can use integer arithmetic.
155 * We travel from start to finish along the longer axis, starting at the border
156 * between the first and second tiles, where the y offset = .5 * slope, taking
157 * into account the scale factor. See below.
159 * Also note that this function and the "move towards target" code do NOT
160 * share the same properties. Thus, you can see someone, target them, and
161 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
162 * by clever choice of target locations, you can sometimes throw a "curve".
164 * Note that "line of sight" is not "reflexive" in all cases.
166 * Use the "projectable()" routine to test "spell/missile line of sight".
168 * Use the "update_view()" function to determine player line-of-sight.
170 bool los(int y1, int x1, int y2, int x2)
190 /* Slope, or 1/Slope, of LOS */
194 /* Extract the offset */
198 /* Extract the absolute offset */
203 /* Handle adjacent (or identical) grids */
204 if ((ax < 2) && (ay < 2)) return (TRUE);
207 /* Paranoia -- require "safe" origin */
208 /* if (!in_bounds(y1, x1)) return (FALSE); */
209 /* if (!in_bounds(y2, x2)) return (FALSE); */
212 /* Directly South/North */
215 /* South -- check for walls */
218 for (ty = y1 + 1; ty < y2; ty++)
220 if (!cave_floor_bold(ty, x1)) return (FALSE);
224 /* North -- check for walls */
227 for (ty = y1 - 1; ty > y2; ty--)
229 if (!cave_floor_bold(ty, x1)) return (FALSE);
237 /* Directly East/West */
240 /* East -- check for walls */
243 for (tx = x1 + 1; tx < x2; tx++)
245 if (!cave_floor_bold(y1, tx)) return (FALSE);
249 /* West -- check for walls */
252 for (tx = x1 - 1; tx > x2; tx--)
254 if (!cave_floor_bold(y1, tx)) return (FALSE);
263 /* Extract some signs */
264 sx = (dx < 0) ? -1 : 1;
265 sy = (dy < 0) ? -1 : 1;
268 /* Vertical "knights" */
273 if (cave_floor_bold(y1 + sy, x1)) return (TRUE);
277 /* Horizontal "knights" */
282 if (cave_floor_bold(y1, x1 + sx)) return (TRUE);
287 /* Calculate scale factor div 2 */
290 /* Calculate scale factor */
294 /* Travel horizontally */
297 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
303 /* Consider the special case where slope == 1. */
314 /* Note (below) the case (qy == f2), where */
315 /* the LOS exactly meets the corner of a tile. */
318 if (!cave_floor_bold(ty, tx)) return (FALSE);
329 if (!cave_floor_bold(ty, tx)) return (FALSE);
342 /* Travel vertically */
345 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
361 /* Note (below) the case (qx == f2), where */
362 /* the LOS exactly meets the corner of a tile. */
365 if (!cave_floor_bold(ty, tx)) return (FALSE);
376 if (!cave_floor_bold(ty, tx)) return (FALSE);
399 * Can the player "see" the given grid in detail?
401 * He must have vision, illumination, and line of sight.
403 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
404 * So, given "CAVE_LITE", we know that the grid is "fully visible".
406 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
407 * that a wall is visible from any direction. That would be odd. Except
408 * under wizard light, which might make sense. Thus, for walls, we require
409 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
410 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
411 * in line of sight of the player.
413 * This extra check is expensive, but it provides a more "correct" semantics.
415 * Note that we should not run this check on walls which are "outer walls" of
416 * the dungeon, or we will induce a memory fault, but actually verifying all
417 * of the locations would be extremely expensive.
419 * Thus, to speed up the function, we assume that all "perma-walls" which are
420 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
421 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
422 * and the player has more important things on his mind when he is attacking a
423 * monster vault. It is annoying, but an extremely important optimization.
425 * Note that "glowing walls" are only considered to be "illuminated" if the
426 * grid which is next to the wall in the direction of the player is also a
427 * "glowing" grid. This prevents the player from being able to "see" the
428 * walls of illuminated rooms from a corridor outside the room.
430 bool player_can_see_bold(int y, int x)
436 /* Blind players see nothing */
437 if (p_ptr->blind) return (FALSE);
439 /* Access the cave grid */
442 /* Note that "torch-lite" yields "illumination" */
443 if (c_ptr->info & (CAVE_LITE)) return (TRUE);
445 /* Require line of sight to the grid */
446 if (!player_has_los_bold(y, x)) return (FALSE);
448 /* Noctovision of Ninja */
449 if (p_ptr->see_nocto) return TRUE;
451 /* Require "perma-lite" of the grid */
452 if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)) return FALSE;
454 /* Floors are simple */
455 if (cave_floor_bold(y, x)) return (TRUE);
457 /* Hack -- move towards player */
458 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
459 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
461 /* Check for "local" illumination */
462 if ((cave[yy][xx].info & CAVE_MNLT) || ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
464 /* Assume the wall is really illuminated */
468 /* Assume not visible */
475 * Returns true if the player's grid is dark
479 return (!player_can_see_bold(py, px));
486 * Determine if a given location may be "destroyed"
488 * Used by destruction spells, and for placing stairs, etc.
490 bool cave_valid_bold(int y, int x)
492 cave_type *c_ptr = &cave[y][x];
494 s16b this_o_idx, next_o_idx = 0;
497 /* Forbid perma-grids */
498 if (cave_perma_grid(c_ptr)) return (FALSE);
501 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
506 o_ptr = &o_list[this_o_idx];
508 /* Acquire next object */
509 next_o_idx = o_ptr->next_o_idx;
511 /* Forbid artifact grids */
512 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
523 * Determine if a given location may be "destroyed"
525 * Used by destruction spells, and for placing stairs, etc.
527 bool cave_valid_grid(cave_type *c_ptr)
529 s16b this_o_idx, next_o_idx = 0;
532 /* Forbid perma-grids */
533 if (cave_perma_grid(c_ptr)) return (FALSE);
536 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
541 o_ptr = &o_list[this_o_idx];
543 /* Acquire next object */
544 next_o_idx = o_ptr->next_o_idx;
546 /* Forbid artifact grids */
547 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
558 * Hack -- Legal monster codes
560 static char image_monster_hack[] = \
561 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
564 * Hack -- Legal object codes
566 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
569 * Mega-Hack -- Hallucinatory monster
571 static void image_monster(byte *ap, char *cp)
573 /* Random symbol from set above */
576 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
585 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
586 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
595 * Mega-Hack -- Hallucinatory object
597 static void image_object(byte *ap, char *cp)
601 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
608 int n = sizeof(image_object_hack) - 1;
610 *cp = image_object_hack[randint0(n)];
620 * Hack -- Random hallucination
622 static void image_random(byte *ap, char *cp)
624 /* Normally, assume monsters */
625 if (randint0(100) < 75)
627 image_monster(ap, cp);
630 /* Otherwise, assume objects */
633 image_object(ap, cp);
638 * Not using graphical tiles for this feature?
640 #define is_ascii_graphics(A) (!((A) & 0x80))
643 * The 16x16 tile of the terrain supports lighting
645 static bool feat_supports_lighting(byte feat)
647 if (is_trap(feat)) return streq(ANGBAND_GRAF, "new");
665 case FEAT_WALL_EXTRA:
666 case FEAT_WALL_INNER:
667 case FEAT_WALL_OUTER:
668 case FEAT_WALL_SOLID:
669 case FEAT_PERM_EXTRA:
670 case FEAT_PERM_INNER:
671 case FEAT_PERM_OUTER:
672 case FEAT_PERM_SOLID:
673 case FEAT_MINOR_GLYPH:
674 case FEAT_DEEP_WATER:
675 case FEAT_SHAL_WATER:
682 case FEAT_DEEP_GRASS:
693 * This array lists the effects of "brightness" on various "base" colours.
695 * This is used to do dynamic lighting effects in ascii :-)
696 * At the moment, only the various "floor" tiles are affected.
698 * The layout of the array is [x][0] = light and [x][1] = dark.
701 static byte lighting_colours[16][2] =
704 {TERM_L_DARK, TERM_DARK},
707 {TERM_YELLOW, TERM_SLATE},
710 {TERM_WHITE, TERM_L_DARK},
713 {TERM_L_UMBER, TERM_UMBER},
716 {TERM_RED, TERM_RED},
719 {TERM_L_GREEN, TERM_GREEN},
722 {TERM_BLUE, TERM_BLUE},
725 {TERM_L_UMBER, TERM_RED},
728 {TERM_SLATE, TERM_L_DARK},
731 {TERM_WHITE, TERM_SLATE},
734 {TERM_L_RED, TERM_BLUE},
737 {TERM_YELLOW, TERM_ORANGE},
740 {TERM_L_RED, TERM_L_RED},
743 {TERM_L_GREEN, TERM_GREEN},
746 {TERM_L_BLUE, TERM_L_BLUE},
749 {TERM_L_UMBER, TERM_UMBER}
754 * Mega-Hack -- Partial code of map_info() for darkened grids
755 * Note: Each variable is declared in map_info().
756 * This macro modifies "feat", "f_ptr", "c" and "a".
758 #define darkened_grid_hack() \
760 if (feat_floor(feat)) \
762 /* Unsafe cave grid -- idea borrowed from Unangband */ \
763 if (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) \
765 feat = FEAT_UNDETECTED; \
767 /* Access unsafe darkness */ \
768 f_ptr = &f_info[feat]; \
770 /* Char and attr of unsafe grid */ \
776 /* For feat_priority control */ \
781 /* Access darkness */ \
782 f_ptr = &f_info[feat]; \
784 /* Char and attr of darkness */ \
797 if (is_ascii_graphics(a)) \
799 /* Use darkened colour */ \
800 a = !new_ascii_graphics ? TERM_L_DARK : lighting_colours[a][1]; \
802 else if (feat_supports_lighting(feat)) \
804 /* Use a dark tile */ \
812 * Extract the attr/char to display at the given (legal) map location
814 * Basically, we "paint" the chosen attr/char in several passes, starting
815 * with any known "terrain features" (defaulting to darkness), then adding
816 * any known "objects", and finally, adding any known "monsters". This
817 * is not the fastest method but since most of the calls to this function
818 * are made for grids with no monsters or objects, it is fast enough.
820 * Note that this function, if used on the grid containing the "player",
821 * will return the attr/char of the grid underneath the player, and not
822 * the actual player attr/char itself, allowing a lot of optimization
823 * in various "display" functions.
825 * Note that the "zero" entry in the feature/object/monster arrays are
826 * used to provide "special" attr/char codes, with "monster zero" being
827 * used for the player attr/char, "object zero" being used for the "stack"
828 * attr/char, and "feature zero" being used for the "nothing" attr/char,
829 * though this function makes use of only "feature zero".
831 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
832 * which means their color changes, and "ATTR_CLEAR", which means they take
833 * the color of whatever is under them, and "CHAR_CLEAR", which means that
834 * they take the symbol of whatever is under them. Technically, the flag
835 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
836 * examined, but this flag is currently ignored.
838 * Currently, we do nothing with multi-hued objects, because there are
839 * not any. If there were, they would have to set "shimmer_objects"
840 * when they were created, and then new "shimmer" code in "dungeon.c"
841 * would have to be created handle the "shimmer" effect, and the code
842 * in "cave.c" would have to be updated to create the shimmer effect.
844 * Note the effects of hallucination. Objects always appear as random
845 * "objects", monsters as random "monsters", and normal grids occasionally
846 * appear as random "monsters" or "objects", but note that these random
847 * "monsters" and "objects" are really just "colored ascii symbols".
849 * Note that "floors" and "invisible traps" (and "zero" features) are
850 * drawn as "floors" using a special check for optimization purposes,
851 * and these are the only features which get drawn using the special
852 * lighting effects activated by "view_special_lite".
854 * Note the use of the "mimic" field in the "terrain feature" processing,
855 * which allows any feature to "pretend" to be another feature. This is
856 * used to "hide" secret doors, and to make all "doors" appear the same,
857 * and all "walls" appear the same, and "hidden" treasure stay hidden.
858 * It is possible to use this field to make a feature "look" like a floor,
859 * but the "special lighting effects" for floors will not be used.
861 * Note the use of the new "terrain feature" information. Note that the
862 * assumption that all interesting "objects" and "terrain features" are
863 * memorized allows extremely optimized processing below. Note the use
864 * of separate flags on objects to mark them as memorized allows a grid
865 * to have memorized "terrain" without granting knowledge of any object
866 * which may appear in that grid.
868 * Note the efficient code used to determine if a "floor" grid is
869 * "memorized" or "viewable" by the player, where the test for the
870 * grid being "viewable" is based on the facts that (1) the grid
871 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
872 * line of sight, and (3) the player must not be blind, and uses the
873 * assumption that all torch-lit grids are in line of sight.
875 * Note that floors (and invisible traps) are the only grids which are
876 * not memorized when seen, so only these grids need to check to see if
877 * the grid is "viewable" to the player (if it is not memorized). Since
878 * most non-memorized grids are in fact walls, this induces *massive*
879 * efficiency, at the cost of *forcing* the memorization of non-floor
880 * grids when they are first seen. Note that "invisible traps" are
881 * always treated exactly like "floors", which prevents "cheating".
883 * Note the "special lighting effects" which can be activated for floor
884 * grids using the "view_special_lite" option (for "white" floor grids),
885 * causing certain grids to be displayed using special colors. If the
886 * player is "blind", we will use "dark gray", else if the grid is lit
887 * by the torch, and the "view_yellow_lite" option is set, we will use
888 * "yellow", else if the grid is "dark", we will use "dark gray", else
889 * if the grid is not "viewable", and the "view_bright_lite" option is
890 * set, and the we will use "slate" (gray). We will use "white" for all
891 * other cases, in particular, for illuminated viewable floor grids.
893 * Note the "special lighting effects" which can be activated for wall
894 * grids using the "view_granite_lite" option (for "white" wall grids),
895 * causing certain grids to be displayed using special colors. If the
896 * player is "blind", we will use "dark gray", else if the grid is lit
897 * by the torch, and the "view_yellow_lite" option is set, we will use
898 * "yellow", else if the "view_bright_lite" option is set, and the grid
899 * is not "viewable", or is "dark", or is glowing, but not when viewed
900 * from the player's current location, we will use "slate" (gray). We
901 * will use "white" for all other cases, in particular, for correctly
902 * illuminated viewable wall grids.
904 * Note that, when "view_granite_lite" is set, we use an inline version
905 * of the "player_can_see_bold()" function to check the "viewability" of
906 * grids when the "view_bright_lite" option is set, and we do NOT use
907 * any special colors for "dark" wall grids, since this would allow the
908 * player to notice the walls of illuminated rooms from a hallway that
909 * happened to run beside the room. The alternative, by the way, would
910 * be to prevent the generation of hallways next to rooms, but this
911 * would still allow problems when digging towards a room.
913 * Note that bizarre things must be done when the "attr" and/or "char"
914 * codes have the "high-bit" set, since these values are used to encode
915 * various "special" pictures in some versions, and certain situations,
916 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
917 * to be "scrambled" in various ways.
919 * Note that eventually we may use the "&" symbol for embedded treasure,
920 * and use the "*" symbol to indicate multiple objects, though this will
921 * have to wait for Angband 2.8.0 or later. Note that currently, this
922 * is not important, since only one object or terrain feature is allowed
923 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
925 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
926 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
927 * then a whole lot of code should be changed... XXX XXX
929 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
932 cave_type *c_ptr = &cave[y][x];
936 s16b this_o_idx, next_o_idx = 0;
938 /* Feature code (applying "mimic" field) */
939 byte feat = get_feat_mimic(c_ptr);
944 /* Is this grid "darkened" by monster? */
945 bool darkened_grid = ((c_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) &&
946 !p_ptr->see_nocto && !p_ptr->blind;
949 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
951 /* Memorized (or visible) floor */
952 if ((c_ptr->info & CAVE_MARK) ||
953 (((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) ||
954 ((c_ptr->info & CAVE_VIEW) &&
955 (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))) &&
959 f_ptr = &f_info[feat];
967 /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
970 darkened_grid_hack();
973 /* Special lighting effects */
974 else if (view_special_lite && (!p_ptr->wild_mode) && ((a == TERM_WHITE) || use_graphics))
979 if (is_ascii_graphics(a))
981 /* Use "dark gray" */
987 * feat_supports_lighting(feat)
988 * is always TRUE here
991 /* Use a dark tile */
996 /* Handle "torch-lit" grids */
997 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1000 if (view_yellow_lite && !p_ptr->wild_mode)
1002 if (is_ascii_graphics(a))
1010 * feat_supports_lighting(feat)
1011 * is always TRUE here
1014 /* Use a brightly lit tile */
1020 /* Handle "dark" grids */
1021 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1023 if (is_ascii_graphics(a))
1025 /* Use "dark gray" */
1031 * feat_supports_lighting(feat)
1032 * is always TRUE here
1035 /* Use a dark tile */
1040 /* Handle "out-of-sight" grids */
1041 else if (!(c_ptr->info & CAVE_VIEW))
1044 if (view_bright_lite && !p_ptr->wild_mode)
1046 if (is_ascii_graphics(a))
1054 * feat_supports_lighting(feat)
1055 * is always TRUE here
1058 /* Use a dark tile */
1069 /* Unsafe cave grid -- idea borrowed from Unangband */
1070 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1071 feat = FEAT_UNDETECTED;
1075 /* Access darkness */
1076 f_ptr = &f_info[feat];
1089 /* Memorized grids */
1090 if ((c_ptr->info & CAVE_MARK) && (view_granite_lite || new_ascii_graphics))
1092 /* Access feature */
1093 f_ptr = &f_info[feat];
1101 /* Mega-Hack -- Handle "in-sight" and "darkened" grids first */
1104 darkened_grid_hack();
1107 else if (new_ascii_graphics)
1109 /* Handle "blind" */
1112 if (is_ascii_graphics(a))
1114 /* Use darkened colour */
1115 a = lighting_colours[a][1];
1117 else if (feat_supports_lighting(feat))
1119 /* Use a dark tile */
1124 /* Handle "torch-lit" grids */
1125 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1128 if (view_yellow_lite && !p_ptr->wild_mode && (feat_supports_lighting(feat) || is_ascii_graphics(a)))
1130 if (is_ascii_graphics(a))
1132 /* Use lightened colour */
1133 a = lighting_colours[a][0];
1135 else if (feat_supports_lighting(feat))
1137 /* Use a brightly lit tile */
1143 /* Handle "view_bright_lite" */
1144 else if (view_bright_lite && !p_ptr->wild_mode && (feat_supports_lighting(feat) || is_ascii_graphics(a)))
1147 if (!(c_ptr->info & CAVE_VIEW))
1149 if (is_ascii_graphics(a))
1151 /* Use darkened colour */
1152 a = lighting_colours[a][1];
1154 else if (feat_supports_lighting(feat))
1156 /* Use a dark tile */
1162 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1164 if (is_ascii_graphics(a))
1166 /* Use darkened colour */
1167 a = lighting_colours[a][1];
1173 /* Special lighting effects */
1174 else if (view_granite_lite && !p_ptr->wild_mode &&
1175 (((a == TERM_WHITE) && !use_graphics) ||
1176 (use_graphics && feat_supports_lighting(feat))))
1178 /* Handle "blind" */
1181 if (is_ascii_graphics(a))
1183 /* Use "dark gray" */
1188 /* Use a dark tile */
1193 /* Handle "torch-lit" grids */
1194 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1197 if (view_yellow_lite && !p_ptr->wild_mode)
1199 if (is_ascii_graphics(a))
1206 /* Use a brightly lit tile */
1212 /* Handle "view_bright_lite" */
1213 else if (view_bright_lite && !p_ptr->wild_mode)
1216 if (!(c_ptr->info & CAVE_VIEW))
1218 if (is_ascii_graphics(a))
1225 /* Use a dark tile */
1231 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1233 if (is_ascii_graphics(a))
1240 /* Use a lit tile */
1244 /* Not glowing correctly */
1249 /* Hack -- move towards player */
1250 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1251 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1253 /* Check for "local" illumination */
1254 if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1256 if (is_ascii_graphics(a))
1263 /* Use a lit tile */
1271 /* "Simple Lighting" */
1274 /* Handle "blind" */
1275 if (!(c_ptr->info & CAVE_MARK))
1277 /* Unsafe cave grid -- idea borrowed from Unangband */
1278 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1279 feat = FEAT_UNDETECTED;
1284 /* Access feature */
1285 f_ptr = &f_info[feat];
1293 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
1296 darkened_grid_hack();
1301 if (feat_priority == -1)
1306 case FEAT_UNDETECTED:
1313 case FEAT_TRAP_TRAPDOOR:
1315 case FEAT_TRAP_SPIKED_PIT:
1316 case FEAT_TRAP_POISON_PIT:
1317 case FEAT_TRAP_TY_CURSE:
1318 case FEAT_TRAP_TELEPORT:
1319 case FEAT_TRAP_FIRE:
1320 case FEAT_TRAP_ACID:
1321 case FEAT_TRAP_SLOW:
1322 case FEAT_TRAP_LOSE_STR:
1323 case FEAT_TRAP_LOSE_DEX:
1324 case FEAT_TRAP_LOSE_CON:
1325 case FEAT_TRAP_BLIND:
1326 case FEAT_TRAP_CONFUSE:
1327 case FEAT_TRAP_POISON:
1328 case FEAT_TRAP_SLEEP:
1329 case FEAT_TRAP_TRAPS:
1330 case FEAT_TRAP_ALARM:
1334 case FEAT_DEEP_GRASS:
1342 case FEAT_WALL_EXTRA:
1343 case FEAT_WALL_INNER:
1344 case FEAT_WALL_OUTER:
1345 case FEAT_WALL_SOLID:
1346 case FEAT_DEEP_WATER:
1347 case FEAT_SHAL_WATER:
1348 case FEAT_DEEP_LAVA:
1349 case FEAT_SHAL_LAVA:
1355 /* Now a days treasere grid is too many */
1360 case FEAT_PERM_EXTRA:
1361 case FEAT_PERM_INNER:
1362 case FEAT_PERM_OUTER:
1363 case FEAT_PERM_SOLID:
1367 /* default is feat_priority = 20; (doors and stores) */
1370 case FEAT_MINOR_GLYPH:
1372 case FEAT_PATTERN_START:
1373 case FEAT_PATTERN_1:
1374 case FEAT_PATTERN_2:
1375 case FEAT_PATTERN_3:
1376 case FEAT_PATTERN_4:
1377 case FEAT_PATTERN_END:
1378 case FEAT_PATTERN_OLD:
1379 case FEAT_PATTERN_XTRA1:
1380 case FEAT_PATTERN_XTRA2:
1384 /* objects have feat_priority = 20 */
1385 /* monsters have feat_priority = 30 */
1389 case FEAT_QUEST_ENTER:
1390 case FEAT_QUEST_EXIT:
1391 case FEAT_QUEST_DOWN:
1393 case FEAT_LESS_LESS:
1394 case FEAT_MORE_MORE:
1406 /* Save the terrain info for the transparency effects */
1414 /* Hack -- rare random hallucination, except on outer dungeon walls */
1415 if (p_ptr->image && (feat < FEAT_PERM_SOLID) && one_in_(256))
1418 image_random(ap, cp);
1422 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1426 /* Acquire object */
1427 o_ptr = &o_list[this_o_idx];
1429 /* Acquire next object */
1430 next_o_idx = o_ptr->next_o_idx;
1432 /* Memorized objects */
1435 if (display_autopick)
1439 match_autopick = is_autopick(o_ptr);
1440 if(match_autopick == -1)
1443 act = autopick_list[match_autopick].action;
1445 if ((act & DO_DISPLAY) && (act & display_autopick))
1447 autopick_obj = o_ptr;
1451 match_autopick = -1;
1456 (*cp) = object_char(o_ptr);
1459 (*ap) = object_attr(o_ptr);
1463 /* Hack -- hallucination */
1464 if (p_ptr->image) image_object(ap, cp);
1472 /* Handle monsters */
1473 if (c_ptr->m_idx && display_autopick == 0 )
1475 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1477 /* Visible monster */
1480 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1488 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1489 * flags are always unseen.
1491 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1497 /* Hallucinatory monster */
1498 image_monster(ap, cp);
1503 /* Monster attr/char */
1507 /* Normal monsters */
1508 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1509 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1511 /* Desired monster attr/char */
1517 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1518 * flags are always unseen.
1520 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1527 /*** Monster's attr ***/
1528 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1533 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1535 /* Multi-hued attr */
1536 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1537 else switch (randint1(7))
1539 case 1: *ap = TERM_RED; break;
1540 case 2: *ap = TERM_L_RED; break;
1541 case 3: *ap = TERM_WHITE; break;
1542 case 4: *ap = TERM_L_GREEN; break;
1543 case 5: *ap = TERM_BLUE; break;
1544 case 6: *ap = TERM_L_DARK; break;
1545 case 7: *ap = TERM_GREEN; break;
1548 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1550 /* Use semi-random attr (usually mimics' colors vary) */
1551 *ap = c_ptr->m_idx % 15 + 1;
1559 /*** Monster's char ***/
1560 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1565 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1569 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1570 *cp = tmp_r_ptr->x_char;
1571 *ap = tmp_r_ptr->x_attr;
1575 *cp = (one_in_(25) ?
1576 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1577 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1590 /* Handle "player" */
1591 if (player_bold(y, x))
1593 monster_race *r_ptr = &r_info[0];
1595 /* Get the "player" attr */
1596 *ap = r_ptr->x_attr;
1598 /* Get the "player" char */
1599 *cp = r_ptr->x_char;
1607 * Calculate panel colum of a location in the map
1609 static int panel_col_of(int col)
1611 col -= panel_col_min;
1612 if (use_bigtile) col *= 2;
1618 * Moves the cursor to a given MAP (y,x) location
1620 void move_cursor_relative(int row, int col)
1622 /* Real co-ords convert to screen positions */
1623 row -= panel_row_prt;
1626 Term_gotoxy(panel_col_of(col), row);
1632 * Place an attr/char pair at the given map coordinate, if legal.
1634 void print_rel(char c, byte a, int y, int x)
1636 /* Only do "legal" locations */
1637 if (panel_contains(y, x))
1639 /* Hack -- fake monochrome */
1642 if (world_monster) a = TERM_DARK;
1643 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1644 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1647 /* Draw the char using the attr */
1648 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1657 * Memorize interesting viewable object/features in the given grid
1659 * This function should only be called on "legal" grids.
1661 * This function will memorize the object and/or feature in the given
1662 * grid, if they are (1) viewable and (2) interesting. Note that all
1663 * objects are interesting, all terrain features except floors (and
1664 * invisible traps) are interesting, and floors (and invisible traps)
1665 * are interesting sometimes (depending on various options involving
1666 * the illumination of floor grids).
1668 * The automatic memorization of all objects and non-floor terrain
1669 * features as soon as they are displayed allows incredible amounts
1670 * of optimization in various places, especially "map_info()".
1672 * Note that the memorization of objects is completely separate from
1673 * the memorization of terrain features, preventing annoying floor
1674 * memorization when a detected object is picked up from a dark floor,
1675 * and object memorization when an object is dropped into a floor grid
1676 * which is memorized but out-of-sight.
1678 * This function should be called every time the "memorization" of
1679 * a grid (or the object in a grid) is called into question, such
1680 * as when an object is created in a grid, when a terrain feature
1681 * "changes" from "floor" to "non-floor", when any grid becomes
1682 * "illuminated" or "viewable", and when a "floor" grid becomes
1685 * Note the relatively efficient use of this function by the various
1686 * "update_view()" and "update_lite()" calls, to allow objects and
1687 * terrain features to be memorized (and drawn) whenever they become
1688 * viewable or illuminated in any way, but not when they "maintain"
1689 * or "lose" their previous viewability or illumination.
1691 * Note the butchered "internal" version of "player_can_see_bold()",
1692 * optimized primarily for the most common cases, that is, for the
1693 * non-marked floor grids.
1695 void note_spot(int y, int x)
1697 cave_type *c_ptr = &cave[y][x];
1699 s16b this_o_idx, next_o_idx = 0;
1702 /* Blind players see nothing */
1703 if (p_ptr->blind) return;
1705 /* Analyze non-torch-lit grids */
1706 if (!(c_ptr->info & (CAVE_LITE)))
1708 /* Require line of sight to the grid */
1709 if (!(c_ptr->info & (CAVE_VIEW))) return;
1711 /* Require "perma-lite" of the grid */
1712 if (!(c_ptr->info & CAVE_MNLT) && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW))
1715 if (!p_ptr->see_nocto) return;
1720 /* Hack -- memorize objects */
1721 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1723 object_type *o_ptr = &o_list[this_o_idx];
1725 /* Acquire next object */
1726 next_o_idx = o_ptr->next_o_idx;
1728 /* Memorize objects */
1729 o_ptr->marked |= OM_FOUND;
1733 /* Hack -- memorize grids */
1734 if (!(c_ptr->info & (CAVE_MARK)))
1736 /* Feature code (applying "mimic" field) */
1737 byte feat = get_feat_mimic(c_ptr);
1739 /* Handle floor grids first */
1740 if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
1742 /* Option -- memorize all torch-lit floors */
1743 if (view_torch_grids &&
1744 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1747 c_ptr->info |= (CAVE_MARK);
1750 /* Option -- memorize all perma-lit floors */
1751 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1754 c_ptr->info |= (CAVE_MARK);
1758 /* Memorize normal grids */
1759 else if (cave_floor_grid(c_ptr))
1762 c_ptr->info |= (CAVE_MARK);
1765 /* Memorize torch-lit walls */
1766 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1769 c_ptr->info |= (CAVE_MARK);
1772 /* Memorize walls seen by noctovision of Ninja */
1773 else if (p_ptr->see_nocto)
1776 c_ptr->info |= (CAVE_MARK);
1779 /* Memorize certain non-torch-lit wall grids */
1784 /* Hack -- move one grid towards player */
1785 yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
1786 xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
1788 /* Check for "local" illumination */
1789 if ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
1792 c_ptr->info |= (CAVE_MARK);
1799 void display_dungeon(void)
1808 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1810 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1812 if (in_bounds2(y, x))
1815 /* Examine the grid */
1816 map_info(y, x, &a, &c, &ta, &tc);
1818 /* Hack -- fake monochrome */
1821 if (world_monster) a = TERM_DARK;
1822 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1823 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1826 /* Hack -- Queue it */
1827 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1831 /* Clear out-of-bound tiles */
1833 /* Access darkness */
1834 feature_type *f_ptr = &f_info[FEAT_NONE];
1842 /* Hack -- Queue it */
1843 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1851 * Redraw (on the screen) a given MAP location
1853 * This function should only be called on "legal" grids
1855 void lite_spot(int y, int x)
1857 /* Redraw if on screen */
1858 if (panel_contains(y, x) && in_bounds2(y, x))
1866 /* Examine the grid */
1867 map_info(y, x, &a, &c, &ta, &tc);
1869 /* Hack -- fake monochrome */
1872 if (world_monster) a = TERM_DARK;
1873 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1874 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1877 /* Hack -- Queue it */
1878 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1880 /* Update sub-windows */
1881 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1887 * Prints the map of the dungeon
1889 * Note that, for efficiency, we contain an "optimized" version
1890 * of both "lite_spot()" and "print_rel()", and that we use the
1891 * "lite_spot()" function to display the player grid, if needed.
1899 s16b xmin, xmax, ymin, ymax;
1904 Term_get_size(&wid, &hgt);
1906 /* Remove map offset */
1910 /* Access the cursor state */
1911 (void)Term_get_cursor(&v);
1913 /* Hide the cursor */
1914 (void)Term_set_cursor(0);
1917 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1918 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1919 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1920 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1922 /* Bottom section of screen */
1923 for (y = 1; y <= ymin - panel_row_prt; y++)
1925 /* Erase the section */
1926 Term_erase(COL_MAP, y, wid);
1929 /* Top section of screen */
1930 for (y = ymax - panel_row_prt; y <= hgt; y++)
1932 /* Erase the section */
1933 Term_erase(COL_MAP, y, wid);
1937 for (y = ymin; y <= ymax; y++)
1939 /* Scan the columns of row "y" */
1940 for (x = xmin; x <= xmax; x++)
1948 /* Determine what is there */
1949 map_info(y, x, &a, &c, &ta, &tc);
1951 /* Hack -- fake monochrome */
1954 if (world_monster) a = TERM_DARK;
1955 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1956 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1959 /* Efficiency -- Redraw that grid of the map */
1960 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1964 /* Display player */
1967 /* Restore the cursor */
1968 (void)Term_set_cursor(v);
1974 * print project path
1976 void prt_path(int y, int x)
1981 int default_color = TERM_SLATE;
1983 if (!display_path) return;
1984 if (-1 == project_length)
1987 /* Get projection path */
1988 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1991 p_ptr->redraw |= (PR_MAP);
1997 for (i = 0; i < path_n; i++)
1999 int ny = GRID_Y(path_g[i]);
2000 int nx = GRID_X(path_g[i]);
2002 if (panel_contains(ny, nx))
2004 byte a = default_color;
2010 if (cave[ny][nx].m_idx && m_list[cave[ny][nx].m_idx].ml)
2012 /* Determine what is there */
2013 map_info(ny, nx, &a, &c, &ta, &tc);
2015 if (!is_ascii_graphics(a))
2017 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
2019 else if (a == default_color)
2025 if (world_monster) a = TERM_DARK;
2026 else if (IS_INVULN() || world_player) a = TERM_WHITE;
2027 else if (p_ptr->wraith_form) a = TERM_L_DARK;
2032 /* Hack -- Queue it */
2033 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
2037 if ((cave[ny][nx].info & CAVE_MARK) && !cave_floor_bold(ny, nx)) break;
2040 if (nx == x && ny == y) default_color = TERM_L_DARK;
2045 static cptr simplify_list[][2] =
2052 {"^Amulet of ", "\""},
2053 {"^Scroll of ", "?"},
2054 {"^Scroll titled ", "?"},
2055 {"^Wand of " , "-"},
2057 {"^Staff of " , "_"},
2058 {"^Potion of ", "!"},
2070 static void display_shortened_item_name(object_type *o_ptr, int y)
2077 object_desc(buf, o_ptr, FALSE, 0);
2078 attr = tval_to_attr[o_ptr->tval % 128];
2084 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
2086 strcpy(buf, "something strange");
2090 for (c = buf; *c; c++)
2093 for (i = 0; simplify_list[i][1]; i++)
2095 cptr org_w = simplify_list[i][0];
2105 if (!strncmp(c, org_w, strlen(org_w)))
2108 cptr tmp = simplify_list[i][1];
2111 tmp = c + strlen(org_w);
2121 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
2127 if(len + 2 > 12) break;
2134 if(len + 1 > 12) break;
2140 Term_putstr(0, y, 12, attr, buf);
2144 * Display a "small-scale" map of the dungeon in the active Term
2146 void display_map(int *cy, int *cx)
2163 /* Save lighting effects */
2164 bool old_view_special_lite = view_special_lite;
2165 bool old_view_granite_lite = view_granite_lite;
2167 int hgt, wid, yrat, xrat;
2169 int **match_autopick_yx;
2170 object_type ***object_autopick_yx;
2173 Term_get_size(&wid, &hgt);
2176 if (use_bigtile) wid /= 2;
2178 yrat = (cur_hgt + hgt - 1) / hgt;
2179 xrat = (cur_wid + wid - 1) / wid;
2181 /* Disable lighting effects */
2182 view_special_lite = FALSE;
2183 view_granite_lite = FALSE;
2185 /* Allocate the maps */
2186 C_MAKE(ma, (hgt + 2), byte_ptr);
2187 C_MAKE(mc, (hgt + 2), char_ptr);
2188 C_MAKE(mp, (hgt + 2), byte_ptr);
2189 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
2190 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
2192 /* Allocate and wipe each line map */
2193 for (y = 0; y < (hgt + 2); y++)
2195 /* Allocate one row each array */
2196 C_MAKE(ma[y], (wid + 2), byte);
2197 C_MAKE(mc[y], (wid + 2), char);
2198 C_MAKE(mp[y], (wid + 2), byte);
2199 C_MAKE(match_autopick_yx[y], (wid + 2), int);
2200 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
2202 for (x = 0; x < wid + 2; ++x)
2204 match_autopick_yx[y][x] = -1;
2205 object_autopick_yx[y][x] = NULL;
2208 ma[y][x] = TERM_WHITE;
2216 /* Allocate the maps */
2217 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
2218 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
2219 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
2221 /* Allocate and wipe each line map */
2222 for (y = 0; y < (cur_hgt + 2); y++)
2224 /* Allocate one row each array */
2225 C_MAKE(bigma[y], (cur_wid + 2), byte);
2226 C_MAKE(bigmc[y], (cur_wid + 2), char);
2227 C_MAKE(bigmp[y], (cur_wid + 2), byte);
2229 for (x = 0; x < cur_wid + 2; ++x)
2232 bigma[y][x] = TERM_WHITE;
2240 /* Fill in the map */
2241 for (i = 0; i < cur_wid; ++i)
2243 for (j = 0; j < cur_hgt; ++j)
2253 /* Extract the current attr/char at that map location */
2254 map_info(j, i, &ta, &tc, &ta, &tc);
2256 /* Extract the priority */
2259 if(match_autopick!=-1
2260 && (match_autopick_yx[y][x] == -1
2261 || match_autopick_yx[y][x] > match_autopick))
2263 match_autopick_yx[y][x] = match_autopick;
2264 object_autopick_yx[y][x] = autopick_obj;
2268 /* Save the char, attr and priority */
2269 bigmc[j+1][i+1] = tc;
2270 bigma[j+1][i+1] = ta;
2271 bigmp[j+1][i+1] = tp;
2275 for (j = 0; j < cur_hgt; ++j)
2277 for (i = 0; i < cur_wid; ++i)
2283 tc = bigmc[j+1][i+1];
2284 ta = bigma[j+1][i+1];
2285 tp = bigmp[j+1][i+1];
2287 /* rare feature has more priority */
2293 for (t = 0; t < 8; t++)
2295 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2296 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2306 /* Save the char, attr and priority */
2319 /* Draw the corners */
2320 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2322 /* Draw the horizontal edges */
2323 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2325 /* Draw the vertical edges */
2326 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2329 /* Display each map line in order */
2330 for (y = 0; y < hgt + 2; ++y)
2332 /* Start a new line */
2333 Term_gotoxy(COL_MAP, y);
2335 /* Display the line */
2336 for (x = 0; x < wid + 2; ++x)
2341 /* Hack -- fake monochrome */
2344 if (world_monster) ta = TERM_DARK;
2345 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2346 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2349 /* Add the character */
2350 Term_add_bigch(ta, tc);
2355 for (y = 1; y < hgt + 1; ++y)
2357 match_autopick = -1;
2358 for (x = 1; x <= wid; x++){
2359 if (match_autopick_yx[y][x] != -1 &&
2360 (match_autopick > match_autopick_yx[y][x] ||
2361 match_autopick == -1)){
2362 match_autopick = match_autopick_yx[y][x];
2363 autopick_obj = object_autopick_yx[y][x];
2367 /* Clear old display */
2368 Term_putstr(0, y, 12, 0, " ");
2370 if (match_autopick != -1)
2372 display_shortened_item_name(autopick_obj, y);
2375 char buf[13] = "\0";
2376 strncpy(buf,autopick_list[match_autopick].name,12);
2384 /* Player location */
2385 (*cy) = py / yrat + 1 + ROW_MAP;
2387 (*cx) = px / xrat + 1 + COL_MAP;
2389 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2391 /* Restore lighting effects */
2392 view_special_lite = old_view_special_lite;
2393 view_granite_lite = old_view_granite_lite;
2395 /* Free each line map */
2396 for (y = 0; y < (hgt + 2); y++)
2398 /* Free one row each array */
2399 C_FREE(ma[y], (wid + 2), byte);
2400 C_FREE(mc[y], (wid + 2), char);
2401 C_FREE(mp[y], (wid + 2), byte);
2402 C_FREE(match_autopick_yx[y], (wid + 2), int);
2403 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2406 /* Free each line map */
2407 C_FREE(ma, (hgt + 2), byte_ptr);
2408 C_FREE(mc, (hgt + 2), char_ptr);
2409 C_FREE(mp, (hgt + 2), byte_ptr);
2410 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2411 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2413 /* Free each line map */
2414 for (y = 0; y < (cur_hgt + 2); y++)
2416 /* Free one row each array */
2417 C_FREE(bigma[y], (cur_wid + 2), byte);
2418 C_FREE(bigmc[y], (cur_wid + 2), char);
2419 C_FREE(bigmp[y], (cur_wid + 2), byte);
2422 /* Free each line map */
2423 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2424 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2425 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2430 * Display a "small-scale" map of the dungeon for the player
2432 * Currently, the "player" is displayed on the map. XXX XXX XXX
2434 void do_cmd_view_map(void)
2439 /* Save the screen */
2444 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2446 prt("Please wait...", 0, 0);
2452 /* Clear the screen */
2455 display_autopick = 0;
2457 /* Display the map */
2458 display_map(&cy, &cx);
2461 if(max_autopick && !p_ptr->wild_mode)
2463 display_autopick = ITEM_DISPLAY;
2470 int wid, hgt, row_message;
2472 Term_get_size(&wid, &hgt);
2473 row_message = hgt - 1;
2476 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2478 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2481 /* Hilite the player */
2482 move_cursor(cy, cx);
2487 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2489 flag = DONT_AUTOPICK;
2491 flag = DO_AUTODESTROY;
2493 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2499 if (~display_autopick & flag)
2500 display_autopick |= flag;
2502 display_autopick &= ~flag;
2503 /* Display the map */
2504 display_map(&cy, &cx);
2507 display_autopick = 0;
2513 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2515 put_str("Hit any key to continue", 23, 30);
2516 #endif /* Hilite the player */
2517 move_cursor(cy, cx);
2522 /* Restore the screen */
2531 * Some comments on the cave grid flags. -BEN-
2534 * One of the major bottlenecks in previous versions of Angband was in
2535 * the calculation of "line of sight" from the player to various grids,
2536 * such as monsters. This was such a nasty bottleneck that a lot of
2537 * silly things were done to reduce the dependancy on "line of sight",
2538 * for example, you could not "see" any grids in a lit room until you
2539 * actually entered the room, and there were all kinds of bizarre grid
2540 * flags to enable this behavior. This is also why the "call light"
2541 * spells always lit an entire room.
2543 * The code below provides functions to calculate the "field of view"
2544 * for the player, which, once calculated, provides extremely fast
2545 * calculation of "line of sight from the player", and to calculate
2546 * the "field of torch lite", which, again, once calculated, provides
2547 * extremely fast calculation of "which grids are lit by the player's
2548 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2549 * "GRID_LITE", as appropriate, these functions maintain an array for
2550 * each of these two flags, each array containing the locations of all
2551 * of the grids marked with the appropriate flag, which can be used to
2552 * very quickly scan through all of the grids in a given set.
2554 * To allow more "semantically valid" field of view semantics, whenever
2555 * the field of view (or the set of torch lit grids) changes, all of the
2556 * grids in the field of view (or the set of torch lit grids) are "drawn"
2557 * so that changes in the world will become apparent as soon as possible.
2558 * This has been optimized so that only grids which actually "change" are
2559 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2560 * of the grids which are entering or leaving the relevent set of grids.
2562 * These new methods are so efficient that the old nasty code was removed.
2564 * Note that there is no reason to "update" the "viewable space" unless
2565 * the player "moves", or walls/doors are created/destroyed, and there
2566 * is no reason to "update" the "torch lit grids" unless the field of
2567 * view changes, or the "light radius" changes. This means that when
2568 * the player is resting, or digging, or doing anything that does not
2569 * involve movement or changing the state of the dungeon, there is no
2570 * need to update the "view" or the "lite" regions, which is nice.
2572 * Note that the calls to the nasty "los()" function have been reduced
2573 * to a bare minimum by the use of the new "field of view" calculations.
2575 * I wouldn't be surprised if slight modifications to the "update_view()"
2576 * function would allow us to determine "reverse line-of-sight" as well
2577 * as "normal line-of-sight", which would allow monsters to use a more
2578 * "correct" calculation to determine if they can "see" the player. For
2579 * now, monsters simply "cheat" somewhat and assume that if the player
2580 * has "line of sight" to the monster, then the monster can "pretend"
2581 * that it has "line of sight" to the player.
2584 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2585 * grid and maintains an array of all "CAVE_LITE" grids.
2587 * This set of grids is the complete set of all grids which are lit by
2588 * the players light source, which allows the "player_can_see_bold()"
2589 * function to work very quickly.
2591 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2592 * fact, the player (unless blind) can always "see" all grids which are
2593 * marked as "CAVE_LITE", unless they are "off screen".
2596 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2597 * grid and maintains an array of all "CAVE_VIEW" grids.
2599 * This set of grids is the complete set of all grids within line of sight
2600 * of the player, allowing the "player_has_los_bold()" macro to work very
2604 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2605 * temporary internal flag to mark those grids which are not only in view,
2606 * but which are also "easily" in line of sight of the player. This flag
2607 * is always cleared when we are done.
2610 * The current "update_lite()" and "update_view()" algorithms use the
2611 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2612 * to keep track of which grids were previously marked as "CAVE_LITE" or
2613 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2615 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2616 * for various other purposes, such as spreading lite or darkness during
2617 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2620 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2621 * in some way permanently lit. However, for the player to "see" anything
2622 * in the grid, as determined by "player_can_see()", the player must not be
2623 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2624 * grids, even if marked as "perma lit", are only illuminated if they touch
2625 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2628 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2629 * that even if the player cannot "see" the grid, he "knows" the terrain in
2630 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2631 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2632 * or when one of the "memorize floor grids" options induces memorization.
2634 * Objects are "memorized" in a different way, using a special "marked" flag
2635 * on the object itself, which is set when an object is observed or detected.
2638 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2639 * and should be illuminated by "lite room" and "darkness" spells.
2642 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2643 * and should be unavailable for "teleportation" destinations.
2646 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2647 * which is observed, and the "view_torch_grids" allows the player to memorize
2648 * every torch-lit grid. The player will always memorize important walls,
2649 * doors, stairs, and other terrain features, as well as any "detected" grids.
2651 * Note that the new "update_view()" method allows, among other things, a room
2652 * to be "partially" seen as the player approaches it, with a growing cone of
2653 * floor appearing as the player gets closer to the door. Also, by not turning
2654 * on the "memorize perma-lit grids" option, the player will only "see" those
2655 * floor grids which are actually in line of sight.
2657 * And my favorite "plus" is that you can now use a special option to draw the
2658 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2659 * grids dimly), providing a "pretty" effect as the player runs around, and
2660 * to efficiently display the "torch lite" in a special color.
2663 * Some comments on the "update_view()" algorithm...
2665 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2666 * and only has to call "los()" on the borderline cases. The major axes/diags
2667 * even terminate early when they hit walls. I need to find a quick way
2668 * to "terminate" the other scans.
2670 * Note that in the worst case (a big empty area with say 5% scattered walls),
2671 * each of the 1500 or so nearby grids is checked once, most of them getting
2672 * an "instant" rating, and only a small portion requiring a call to "los()".
2674 * The only time that the algorithm appears to be "noticeably" too slow is
2675 * when running, and this is usually only important in town, since the town
2676 * provides about the worst scenario possible, with large open regions and
2677 * a few scattered obstructions. There is a special "efficiency" option to
2678 * allow the player to reduce his field of view in town, if needed.
2680 * In the "best" case (say, a normal stretch of corridor), the algorithm
2681 * makes one check for each viewable grid, and makes no calls to "los()".
2682 * So running in corridors is very fast, and if a lot of monsters are
2683 * nearby, it is much faster than the old methods.
2685 * Note that resting, most normal commands, and several forms of running,
2686 * plus all commands executed near large groups of monsters, are strictly
2687 * more efficient with "update_view()" that with the old "compute los() on
2688 * demand" method, primarily because once the "field of view" has been
2689 * calculated, it does not have to be recalculated until the player moves
2690 * (or a wall or door is created or destroyed).
2692 * Note that we no longer have to do as many "los()" checks, since once the
2693 * "view" region has been built, very few things cause it to be "changed"
2694 * (player movement, and the opening/closing of doors, changes in wall status).
2695 * Note that door/wall changes are only relevant when the door/wall itself is
2696 * in the "view" region.
2698 * The algorithm seems to only call "los()" from zero to ten times, usually
2699 * only when coming down a corridor into a room, or standing in a room, just
2700 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2701 * we will be reducing the calls to "los()".
2703 * I am thinking in terms of an algorithm that "walks" from the central point
2704 * out to the maximal "distance", at each point, determining the "view" code
2705 * (above). For each grid not on a major axis or diagonal, the "view" code
2706 * depends on the "cave_floor_bold()" and "view" of exactly two other grids
2707 * (the one along the nearest diagonal, and the one next to that one, see
2708 * "update_view_aux()"...).
2710 * We "memorize" the viewable space array, so that at the cost of under 3000
2711 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2712 * each grid actually in the "viewable space". And for another 3000 bytes,
2713 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2714 * are also used by other routines, thus reducing the cost to almost nothing.
2716 * A similar thing is done for "forget_lite()" in which case the savings are
2717 * much less, but save us from doing bizarre maintenance checking.
2719 * In the worst "normal" case (in the middle of the town), the reachable space
2720 * actually reaches to more than half of the largest possible "circle" of view,
2721 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2722 * where all the walls have been removed), the reachable space actually reaches
2723 * the theoretical maximum size of just under 1500 grids.
2725 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2726 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2727 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2728 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2729 * entire possible space (including initialization) in one step per grid. If
2730 * we do the "clearing" as a separate step (and use an array of "view" grids),
2731 * then the clearing will take as many steps as grids that were viewed, and the
2732 * algorithm will be able to "stop" scanning at various points.
2733 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2744 * Actually erase the entire "lite" array, redrawing every grid
2746 void forget_lite(void)
2750 /* None to forget */
2751 if (!lite_n) return;
2753 /* Clear them all */
2754 for (i = 0; i < lite_n; i++)
2759 /* Forget "LITE" flag */
2760 cave[y][x].info &= ~(CAVE_LITE);
2763 /* lite_spot(y, x); Perhaps don't need? */
2772 * For delayed visual update
2774 #define cave_note_and_redraw_later(C,Y,X) \
2776 (C)->info |= CAVE_NOTE; \
2777 cave_redraw_later((C), (Y), (X)); \
2782 * For delayed visual update
2784 #define cave_redraw_later(C,Y,X) \
2786 if (!((C)->info & CAVE_REDRAW)) \
2788 (C)->info |= CAVE_REDRAW; \
2789 redraw_y[redraw_n] = (Y); \
2790 redraw_x[redraw_n++] = (X); \
2798 * This macro allows us to efficiently add a grid to the "lite" array,
2799 * note that we are never called for illegal grids, or for grids which
2800 * have already been placed into the "lite" array, and we are never
2801 * called when the "lite" array is full.
2803 #define cave_lite_hack(Y,X) \
2805 if (!(cave[Y][X].info & (CAVE_LITE))) { \
2806 cave[Y][X].info |= (CAVE_LITE); \
2807 lite_y[lite_n] = (Y); \
2808 lite_x[lite_n] = (X); \
2814 * Update the set of grids "illuminated" by the player's lite.
2816 * This routine needs to use the results of "update_view()"
2818 * Note that "blindness" does NOT affect "torch lite". Be careful!
2820 * We optimize most lites (all non-artifact lites) by using "obvious"
2821 * facts about the results of "small" lite radius, and we attempt to
2822 * list the "nearby" grids before the more "distant" ones in the
2823 * array of torch-lit grids.
2825 * We assume that "radius zero" lite is in fact no lite at all.
2827 * Torch Lantern Artifacts
2837 void update_lite(void)
2839 int i, x, y, min_x, max_x, min_y, max_y;
2840 int p = p_ptr->cur_lite;
2843 /*** Special case ***/
2846 /* Hack -- Player has no lite */
2849 /* Forget the old lite */
2850 /* forget_lite(); Perhaps don't need? */
2852 /* Add it to later visual update */
2853 cave_redraw_later(&cave[py][px], py, px);
2857 /*** Save the old "lite" grids for later ***/
2859 /* Clear them all */
2860 for (i = 0; i < lite_n; i++)
2865 /* Mark the grid as not "lite" */
2866 cave[y][x].info &= ~(CAVE_LITE);
2868 /* Mark the grid as "seen" */
2869 cave[y][x].info |= (CAVE_TEMP);
2871 /* Add it to the "seen" set */
2881 /*** Collect the new "lite" grids ***/
2883 /* Radius 1 -- torch radius */
2887 cave_lite_hack(py, px);
2890 cave_lite_hack(py+1, px);
2891 cave_lite_hack(py-1, px);
2892 cave_lite_hack(py, px+1);
2893 cave_lite_hack(py, px-1);
2895 /* Diagonal grids */
2896 cave_lite_hack(py+1, px+1);
2897 cave_lite_hack(py+1, px-1);
2898 cave_lite_hack(py-1, px+1);
2899 cave_lite_hack(py-1, px-1);
2902 /* Radius 2 -- lantern radius */
2905 /* South of the player */
2906 if (cave_floor_bold(py+1, px))
2908 cave_lite_hack(py+2, px);
2909 cave_lite_hack(py+2, px+1);
2910 cave_lite_hack(py+2, px-1);
2913 /* North of the player */
2914 if (cave_floor_bold(py-1, px))
2916 cave_lite_hack(py-2, px);
2917 cave_lite_hack(py-2, px+1);
2918 cave_lite_hack(py-2, px-1);
2921 /* East of the player */
2922 if (cave_floor_bold(py, px+1))
2924 cave_lite_hack(py, px+2);
2925 cave_lite_hack(py+1, px+2);
2926 cave_lite_hack(py-1, px+2);
2929 /* West of the player */
2930 if (cave_floor_bold(py, px-1))
2932 cave_lite_hack(py, px-2);
2933 cave_lite_hack(py+1, px-2);
2934 cave_lite_hack(py-1, px-2);
2938 /* Radius 3+ -- artifact radius */
2943 /* Paranoia -- see "LITE_MAX" */
2946 /* South-East of the player */
2947 if (cave_floor_bold(py+1, px+1))
2949 cave_lite_hack(py+2, px+2);
2952 /* South-West of the player */
2953 if (cave_floor_bold(py+1, px-1))
2955 cave_lite_hack(py+2, px-2);
2958 /* North-East of the player */
2959 if (cave_floor_bold(py-1, px+1))
2961 cave_lite_hack(py-2, px+2);
2964 /* North-West of the player */
2965 if (cave_floor_bold(py-1, px-1))
2967 cave_lite_hack(py-2, px-2);
2972 if (min_y < 0) min_y = 0;
2976 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2980 if (min_x < 0) min_x = 0;
2984 if (max_x > cur_wid-1) max_x = cur_wid-1;
2986 /* Scan the maximal box */
2987 for (y = min_y; y <= max_y; y++)
2989 for (x = min_x; x <= max_x; x++)
2991 int dy = (py > y) ? (py - y) : (y - py);
2992 int dx = (px > x) ? (px - x) : (x - px);
2994 /* Skip the "central" grids (above) */
2995 if ((dy <= 2) && (dx <= 2)) continue;
2997 /* Hack -- approximate the distance */
2998 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
3000 /* Skip distant grids */
3001 if (d > p) continue;
3003 /* Viewable, nearby, grids get "torch lit" */
3004 if (player_has_los_bold(y, x))
3006 /* This grid is "torch lit" */
3007 cave_lite_hack(y, x);
3014 /*** Complete the algorithm ***/
3016 /* Draw the new grids */
3017 for (i = 0; i < lite_n; i++)
3022 c_ptr = &cave[y][x];
3024 /* Update fresh grids */
3025 if (c_ptr->info & (CAVE_TEMP)) continue;
3027 /* Add it to later visual update */
3028 cave_note_and_redraw_later(c_ptr, y, x);
3031 /* Clear them all */
3032 for (i = 0; i < temp_n; i++)
3037 c_ptr = &cave[y][x];
3039 /* No longer in the array */
3040 c_ptr->info &= ~(CAVE_TEMP);
3042 /* Update stale grids */
3043 if (c_ptr->info & (CAVE_LITE)) continue;
3045 /* Add it to later visual update */
3046 cave_redraw_later(c_ptr, y, x);
3052 /* Mega-Hack -- Visual update later */
3053 p_ptr->update |= (PU_DELAY_VIS);
3057 static bool mon_invis;
3058 static s16b mon_fy, mon_fx;
3061 * Add a square to the changes array
3063 static void mon_lite_hack(int y, int x)
3066 int midpoint, dpf, d;
3068 /* We trust this grid is in bounds */
3069 /* if (!in_bounds2(y, x)) return; */
3071 c_ptr = &cave[y][x];
3073 /* Want a unlit square in view of the player */
3074 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
3076 if (!cave_floor_grid(c_ptr))
3078 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
3079 if (mon_invis) return;
3081 /* Hack -- Prevent monster lite leakage in walls */
3083 /* Horizontal walls between player and a monster */
3084 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
3088 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
3090 /* Only first wall viewed from mid-x is lit */
3093 if (!cave_floor_bold(y, x + 1)) return;
3095 else if (x > midpoint)
3097 if (!cave_floor_bold(y, x - 1)) return;
3101 /* Vertical walls between player and a monster */
3102 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
3106 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
3108 /* Only first wall viewed from mid-y is lit */
3111 if (!cave_floor_bold(y + 1, x)) return;
3113 else if (y > midpoint)
3115 if (!cave_floor_bold(y - 1, x)) return;
3120 /* We trust temp_n does not exceed TEMP_MAX */
3123 if (!(c_ptr->info & CAVE_MNDK))
3125 /* Save this square */
3134 /* No longer dark */
3135 c_ptr->info &= ~(CAVE_MNDK);
3139 c_ptr->info |= CAVE_MNLT;
3144 * Add a square to the changes array
3146 static void mon_dark_hack(int y, int x)
3149 int midpoint, dpf, d;
3151 /* We trust this grid is in bounds */
3152 /* if (!in_bounds2(y, x)) return; */
3154 c_ptr = &cave[y][x];
3156 /* Want a unlit and undarkened square in view of the player */
3157 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
3159 if (!cave_floor_grid(c_ptr))
3161 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
3162 if (mon_invis) return;
3164 /* Hack -- Prevent monster dark lite leakage in walls */
3166 /* Horizontal walls between player and a monster */
3167 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
3171 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
3173 /* Only first wall viewed from mid-x is lit */
3176 if (!cave_floor_bold(y, x + 1)) return;
3178 else if (x > midpoint)
3180 if (!cave_floor_bold(y, x - 1)) return;
3184 /* Vertical walls between player and a monster */
3185 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
3189 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
3191 /* Only first wall viewed from mid-y is lit */
3194 if (!cave_floor_bold(y + 1, x)) return;
3196 else if (y > midpoint)
3198 if (!cave_floor_bold(y - 1, x)) return;
3203 /* We trust temp_n does not exceed TEMP_MAX */
3205 /* Save this square */
3211 c_ptr->info |= CAVE_MNDK;
3216 * Update squares illuminated or darkened by monsters.
3218 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
3219 * denote squares illuminated by monsters.
3221 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
3222 * updating. Only squares in view of the player, whos state
3223 * changes are drawn via lite_spot().
3225 void update_mon_lite(void)
3231 void (*add_mon_lite)(int, int);
3235 /* Non-Ninja player in the darkness */
3236 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
3237 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
3239 /* Clear all monster lit squares */
3240 for (i = 0; i < mon_lite_n; i++)
3243 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3245 /* Set temp or xtra flag */
3246 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
3248 /* Clear monster illumination flag */
3249 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3252 /* Empty temp list of new squares to lite up */
3255 /* Loop through monsters, adding newly lit squares to changes list */
3256 for (i = 1; i < m_max; i++)
3258 monster_type *m_ptr = &m_list[i];
3259 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3261 /* Skip dead monsters */
3262 if (!m_ptr->r_idx) continue;
3264 /* Is it too far away? */
3265 if (m_ptr->cdis > dis_lim) continue;
3267 /* If a monster stops time, break */
3268 if (world_monster) break;
3270 /* Get lite radius */
3273 /* Note the radii are cumulative */
3274 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3275 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3276 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
3277 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
3279 /* Exit if has no light */
3283 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3284 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3285 add_mon_lite = mon_lite_hack;
3289 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
3290 add_mon_lite = mon_dark_hack;
3291 rad = -rad; /* Use absolute value */
3294 /* Access the location */
3298 /* Is the monster visible? */
3299 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
3301 /* The square it is on */
3302 add_mon_lite(mon_fy, mon_fx);
3304 /* Adjacent squares */
3305 add_mon_lite(mon_fy + 1, mon_fx);
3306 add_mon_lite(mon_fy - 1, mon_fx);
3307 add_mon_lite(mon_fy, mon_fx + 1);
3308 add_mon_lite(mon_fy, mon_fx - 1);
3309 add_mon_lite(mon_fy + 1, mon_fx + 1);
3310 add_mon_lite(mon_fy + 1, mon_fx - 1);
3311 add_mon_lite(mon_fy - 1, mon_fx + 1);
3312 add_mon_lite(mon_fy - 1, mon_fx - 1);
3317 /* South of the monster */
3318 if (cave_floor_bold(mon_fy + 1, mon_fx))
3320 add_mon_lite(mon_fy + 2, mon_fx + 1);
3321 add_mon_lite(mon_fy + 2, mon_fx);
3322 add_mon_lite(mon_fy + 2, mon_fx - 1);
3324 c_ptr = &cave[mon_fy + 2][mon_fx];
3327 if ((rad == 3) && cave_floor_grid(c_ptr))
3329 add_mon_lite(mon_fy + 3, mon_fx + 1);
3330 add_mon_lite(mon_fy + 3, mon_fx);
3331 add_mon_lite(mon_fy + 3, mon_fx - 1);
3335 /* North of the monster */
3336 if (cave_floor_bold(mon_fy - 1, mon_fx))
3338 add_mon_lite(mon_fy - 2, mon_fx + 1);
3339 add_mon_lite(mon_fy - 2, mon_fx);
3340 add_mon_lite(mon_fy - 2, mon_fx - 1);
3342 c_ptr = &cave[mon_fy - 2][mon_fx];
3345 if ((rad == 3) && cave_floor_grid(c_ptr))
3347 add_mon_lite(mon_fy - 3, mon_fx + 1);
3348 add_mon_lite(mon_fy - 3, mon_fx);
3349 add_mon_lite(mon_fy - 3, mon_fx - 1);
3353 /* East of the monster */
3354 if (cave_floor_bold(mon_fy, mon_fx + 1))
3356 add_mon_lite(mon_fy + 1, mon_fx + 2);
3357 add_mon_lite(mon_fy, mon_fx + 2);
3358 add_mon_lite(mon_fy - 1, mon_fx + 2);
3360 c_ptr = &cave[mon_fy][mon_fx + 2];
3363 if ((rad == 3) && cave_floor_grid(c_ptr))
3365 add_mon_lite(mon_fy + 1, mon_fx + 3);
3366 add_mon_lite(mon_fy, mon_fx + 3);
3367 add_mon_lite(mon_fy - 1, mon_fx + 3);
3371 /* West of the monster */
3372 if (cave_floor_bold(mon_fy, mon_fx - 1))
3374 add_mon_lite(mon_fy + 1, mon_fx - 2);
3375 add_mon_lite(mon_fy, mon_fx - 2);
3376 add_mon_lite(mon_fy - 1, mon_fx - 2);
3378 c_ptr = &cave[mon_fy][mon_fx - 2];
3381 if ((rad == 3) && cave_floor_grid(c_ptr))
3383 add_mon_lite(mon_fy + 1, mon_fx - 3);
3384 add_mon_lite(mon_fy, mon_fx - 3);
3385 add_mon_lite(mon_fy - 1, mon_fx - 3);
3393 /* South-East of the monster */
3394 if (cave_floor_bold(mon_fy + 1, mon_fx + 1))
3396 add_mon_lite(mon_fy + 2, mon_fx + 2);
3399 /* South-West of the monster */
3400 if (cave_floor_bold(mon_fy + 1, mon_fx - 1))
3402 add_mon_lite(mon_fy + 2, mon_fx - 2);
3405 /* North-East of the monster */
3406 if (cave_floor_bold(mon_fy - 1, mon_fx + 1))
3408 add_mon_lite(mon_fy - 2, mon_fx + 2);
3411 /* North-West of the monster */
3412 if (cave_floor_bold(mon_fy - 1, mon_fx - 1))
3414 add_mon_lite(mon_fy - 2, mon_fx - 2);
3419 /* Save end of list of new squares */
3423 * Look at old set flags to see if there are any changes.
3425 for (i = 0; i < mon_lite_n; i++)
3430 /* We trust this grid is in bounds */
3433 c_ptr = &cave[fy][fx];
3435 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3437 /* It it no longer lit? */
3438 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3440 /* It is now unlit */
3441 /* Add it to later visual update */
3442 cave_note_and_redraw_later(c_ptr, fy, fx);
3445 else /* Pervious darkened */
3447 /* It it no longer darken? */
3448 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3450 /* It is now undarken */
3451 /* Add it to later visual update */
3452 cave_note_and_redraw_later(c_ptr, fy, fx);
3456 /* Add to end of temp array */
3457 temp_x[temp_n] = (byte)fx;
3458 temp_y[temp_n] = (byte)fy;
3462 /* Clear the lite array */
3465 /* Copy the temp array into the lit array lighting the new squares. */
3466 for (i = 0; i < end_temp; i++)
3471 /* We trust this grid is in bounds */
3474 c_ptr = &cave[fy][fx];
3476 if (c_ptr->info & CAVE_MNLT) /* Lit */
3478 /* The is the square newly lit and visible? */
3479 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3482 /* Add it to later visual update */
3483 cave_note_and_redraw_later(c_ptr, fy, fx);
3488 /* The is the square newly darkened and visible? */
3489 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3491 /* It is now darkened */
3492 /* Add it to later visual update */
3493 cave_note_and_redraw_later(c_ptr, fy, fx);
3497 /* Save in the monster lit or darkened array */
3498 mon_lite_x[mon_lite_n] = fx;
3499 mon_lite_y[mon_lite_n] = fy;
3503 /* Clear the temp flag for the old lit or darken grids */
3504 for (i = end_temp; i < temp_n; i++)
3506 /* We trust this grid is in bounds */
3508 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3511 /* Finished with temp_n */
3514 /* Mega-Hack -- Visual update later */
3515 p_ptr->update |= (PU_DELAY_VIS);
3517 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3519 if (p_ptr->special_defense & NINJA_S_STEALTH)
3521 if (p_ptr->old_monlite != p_ptr->monlite)
3526 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3528 msg_print("Your mantle of shadow become thin.");
3534 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3536 msg_print("Your mantle of shadow restored its original darkness.");
3541 p_ptr->old_monlite = p_ptr->monlite;
3544 void clear_mon_lite(void)
3549 /* Clear all monster lit squares */
3550 for (i = 0; i < mon_lite_n; i++)
3553 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3555 /* Clear monster illumination flag */
3556 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3559 /* Empty the array */
3566 * Clear the viewable space
3568 void forget_view(void)
3574 /* None to forget */
3575 if (!view_n) return;
3577 /* Clear them all */
3578 for (i = 0; i < view_n; i++)
3583 /* Access the grid */
3584 c_ptr = &cave[y][x];
3586 /* Forget that the grid is viewable */
3587 c_ptr->info &= ~(CAVE_VIEW);
3589 if (!panel_contains(y, x)) continue;
3591 /* Update the screen */
3592 /* lite_spot(y, x); Perhaps don't need? */
3602 * This macro allows us to efficiently add a grid to the "view" array,
3603 * note that we are never called for illegal grids, or for grids which
3604 * have already been placed into the "view" array, and we are never
3605 * called when the "view" array is full.
3607 #define cave_view_hack(C,Y,X) \
3609 if (!((C)->info & (CAVE_VIEW))){\
3610 (C)->info |= (CAVE_VIEW); \
3611 view_y[view_n] = (Y); \
3612 view_x[view_n] = (X); \
3619 * Helper function for "update_view()" below
3621 * We are checking the "viewability" of grid (y,x) by the player.
3623 * This function assumes that (y,x) is legal (i.e. on the map).
3625 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3626 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3628 * Note that we are using the "CAVE_XTRA" field for marking grids as
3629 * "easily viewable". This bit is cleared at the end of "update_view()".
3631 * This function adds (y,x) to the "viewable set" if necessary.
3633 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3635 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3637 bool f1, f2, v1, v2, z1, z2, wall;
3641 cave_type *g1_c_ptr;
3642 cave_type *g2_c_ptr;
3644 /* Access the grids */
3645 g1_c_ptr = &cave[y1][x1];
3646 g2_c_ptr = &cave[y2][x2];
3649 /* Check for walls */
3650 f1 = (cave_floor_grid(g1_c_ptr));
3651 f2 = (cave_floor_grid(g2_c_ptr));
3653 /* Totally blocked by physical walls */
3654 if (!f1 && !f2) return (TRUE);
3657 /* Check for visibility */
3658 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3659 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3661 /* Totally blocked by "unviewable neighbors" */
3662 if (!v1 && !v2) return (TRUE);
3665 /* Access the grid */
3666 c_ptr = &cave[y][x];
3669 /* Check for walls */
3670 wall = (!cave_floor_grid(c_ptr));
3673 /* Check the "ease" of visibility */
3674 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3675 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3677 /* Hack -- "easy" plus "easy" yields "easy" */
3680 c_ptr->info |= (CAVE_XTRA);
3682 cave_view_hack(c_ptr, y, x);
3687 /* Hack -- primary "easy" yields "viewed" */
3690 cave_view_hack(c_ptr, y, x);
3695 /* Hack -- "view" plus "view" yields "view" */
3698 /* c_ptr->info |= (CAVE_XTRA); */
3700 cave_view_hack(c_ptr, y, x);
3706 /* Mega-Hack -- the "los()" function works poorly on walls */
3709 cave_view_hack(c_ptr, y, x);
3715 /* Hack -- check line of sight */
3716 if (los(py, px, y, x))
3718 cave_view_hack(c_ptr, y, x);
3724 /* Assume no line of sight. */
3731 * Calculate the viewable space
3733 * 1: Process the player
3734 * 1a: The player is always (easily) viewable
3735 * 2: Process the diagonals
3736 * 2a: The diagonals are (easily) viewable up to the first wall
3737 * 2b: But never go more than 2/3 of the "full" distance
3738 * 3: Process the main axes
3739 * 3a: The main axes are (easily) viewable up to the first wall
3740 * 3b: But never go more than the "full" distance
3741 * 4: Process sequential "strips" in each of the eight octants
3742 * 4a: Each strip runs along the previous strip
3743 * 4b: The main axes are "previous" to the first strip
3744 * 4c: Process both "sides" of each "direction" of each strip
3745 * 4c1: Each side aborts as soon as possible
3746 * 4c2: Each side tells the next strip how far it has to check
3748 * Note that the octant processing involves some pretty interesting
3749 * observations involving when a grid might possibly be viewable from
3750 * a given grid, and on the order in which the strips are processed.
3752 * Note the use of the mathematical facts shown below, which derive
3753 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3754 * hypotenuse of a right triangle is primarily determined by the length
3755 * of the longest side, when one side is small, and is strictly less
3756 * than one-and-a-half times as long as the longest side when both of
3757 * the sides are large.
3759 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3760 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3762 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3764 * These observations are important because the calculation of the actual
3765 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3766 * while for small values (up to about 20 or so), the approximations above
3767 * are correct to within an error of at most one grid or so.
3769 * Observe the use of "full" and "over" in the code below, and the use of
3770 * the specialized calculation involving "limit", all of which derive from
3771 * the observations given above. Basically, we note that the "circle" of
3772 * view is completely contained in an "octagon" whose bounds are easy to
3773 * determine, and that only a few steps are needed to derive the actual
3774 * bounds of the circle given the bounds of the octagon.
3776 * Note that by skipping all the grids in the corners of the octagon, we
3777 * place an upper limit on the number of grids in the field of view, given
3778 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3779 * view, only about 1475 of these are in the "octagon" of view, and even
3780 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3781 * entries to completely contain the actual field of view.
3783 * Note also the care taken to prevent "running off the map". The use of
3784 * explicit checks on the "validity" of the "diagonal", and the fact that
3785 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3786 * use the optimized "cave_floor_bold()" macro, and to avoid the overhead
3787 * of multiple checks on the validity of grids.
3789 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3790 * "ws","wn" variables. They work like this: While travelling down the
3791 * south-bound strip just to the east of the main south axis, as soon as
3792 * we get to a grid which does not "transmit" viewing, if all of the strips
3793 * preceding us (in this case, just the main axis) had terminated at or before
3794 * the same point, then we can stop, and reset the "max distance" to ourself.
3795 * So, each strip (named by major axis plus offset, thus "se" in this case)
3796 * maintains a "blockage" variable, initialized during the main axis step,
3797 * and checks it whenever a blockage is observed. After processing each
3798 * strip as far as the previous strip told us to process, the next strip is
3799 * told not to go farther than the current strip's farthest viewable grid,
3800 * unless open space is still available. This uses the "k" variable.
3802 * Note the use of "inline" macros for efficiency. The "cave_floor_grid()"
3803 * macro is a replacement for "cave_floor_bold()" which takes a pointer to
3804 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3805 * chunk of code which adds the given location to the "view" array if it
3806 * is not already there, using both the actual location and a pointer to
3807 * the cave grid. See above.
3809 * By the way, the purpose of this code is to reduce the dependancy on the
3810 * "los()" function which is slow, and, in some cases, not very accurate.
3812 * It is very possible that I am the only person who fully understands this
3813 * function, and for that I am truly sorry, but efficiency was very important
3814 * and the "simple" version of this function was just not fast enough. I am
3815 * more than willing to replace this function with a simpler one, if it is
3816 * equally efficient, and especially willing if the new function happens to
3817 * derive "reverse-line-of-sight" at the same time, since currently monsters
3818 * just use an optimized hack of "you see me, so I see you", and then use the
3819 * actual "projectable()" function to check spell attacks.
3821 void update_view(void)
3823 int n, m, d, k, y, x, z;
3825 int se, sw, ne, nw, es, en, ws, wn;
3829 int y_max = cur_hgt - 1;
3830 int x_max = cur_wid - 1;
3834 /*** Initialize ***/
3837 if (view_reduce_view && !dun_level)
3839 /* Full radius (10) */
3840 full = MAX_SIGHT / 2;
3842 /* Octagon factor (15) */
3843 over = MAX_SIGHT * 3 / 4;
3849 /* Full radius (20) */
3852 /* Octagon factor (30) */
3853 over = MAX_SIGHT * 3 / 2;
3857 /*** Step 0 -- Begin ***/
3859 /* Save the old "view" grids for later */
3860 for (n = 0; n < view_n; n++)
3865 /* Access the grid */
3866 c_ptr = &cave[y][x];
3868 /* Mark the grid as not in "view" */
3869 c_ptr->info &= ~(CAVE_VIEW);
3871 /* Mark the grid as "seen" */
3872 c_ptr->info |= (CAVE_TEMP);
3874 /* Add it to the "seen" set */
3880 /* Start over with the "view" array */
3883 /*** Step 1 -- adjacent grids ***/
3885 /* Now start on the player */
3889 /* Access the grid */
3890 c_ptr = &cave[y][x];
3892 /* Assume the player grid is easily viewable */
3893 c_ptr->info |= (CAVE_XTRA);
3895 /* Assume the player grid is viewable */
3896 cave_view_hack(c_ptr, y, x);
3899 /*** Step 2 -- Major Diagonals ***/
3904 /* Scan south-east */
3905 for (d = 1; d <= z; d++)
3907 c_ptr = &cave[y+d][x+d];
3908 c_ptr->info |= (CAVE_XTRA);
3909 cave_view_hack(c_ptr, y+d, x+d);
3910 if (!cave_floor_grid(c_ptr)) break;
3913 /* Scan south-west */
3914 for (d = 1; d <= z; d++)
3916 c_ptr = &cave[y+d][x-d];
3917 c_ptr->info |= (CAVE_XTRA);
3918 cave_view_hack(c_ptr, y+d, x-d);
3919 if (!cave_floor_grid(c_ptr)) break;
3922 /* Scan north-east */
3923 for (d = 1; d <= z; d++)
3925 c_ptr = &cave[y-d][x+d];
3926 c_ptr->info |= (CAVE_XTRA);
3927 cave_view_hack(c_ptr, y-d, x+d);
3928 if (!cave_floor_grid(c_ptr)) break;
3931 /* Scan north-west */
3932 for (d = 1; d <= z; d++)
3934 c_ptr = &cave[y-d][x-d];
3935 c_ptr->info |= (CAVE_XTRA);
3936 cave_view_hack(c_ptr, y-d, x-d);
3937 if (!cave_floor_grid(c_ptr)) break;
3941 /*** Step 3 -- major axes ***/
3944 for (d = 1; d <= full; d++)
3946 c_ptr = &cave[y+d][x];
3947 c_ptr->info |= (CAVE_XTRA);
3948 cave_view_hack(c_ptr, y+d, x);
3949 if (!cave_floor_grid(c_ptr)) break;
3952 /* Initialize the "south strips" */
3956 for (d = 1; d <= full; d++)
3958 c_ptr = &cave[y-d][x];
3959 c_ptr->info |= (CAVE_XTRA);
3960 cave_view_hack(c_ptr, y-d, x);
3961 if (!cave_floor_grid(c_ptr)) break;
3964 /* Initialize the "north strips" */
3968 for (d = 1; d <= full; d++)
3970 c_ptr = &cave[y][x+d];
3971 c_ptr->info |= (CAVE_XTRA);
3972 cave_view_hack(c_ptr, y, x+d);
3973 if (!cave_floor_grid(c_ptr)) break;
3976 /* Initialize the "east strips" */
3980 for (d = 1; d <= full; d++)
3982 c_ptr = &cave[y][x-d];
3983 c_ptr->info |= (CAVE_XTRA);
3984 cave_view_hack(c_ptr, y, x-d);
3985 if (!cave_floor_grid(c_ptr)) break;
3988 /* Initialize the "west strips" */
3992 /*** Step 4 -- Divide each "octant" into "strips" ***/
3994 /* Now check each "diagonal" (in parallel) */
3995 for (n = 1; n <= over / 2; n++)
3997 int ypn, ymn, xpn, xmn;
4000 /* Acquire the "bounds" of the maximal circle */
4002 if (z > full - n) z = full - n;
4003 while ((z + n + (n>>1)) > full) z--;
4006 /* Access the four diagonal grids */
4016 /* Maximum distance */
4017 m = MIN(z, y_max - ypn);
4020 if ((xpn <= x_max) && (n < se))
4023 for (k = n, d = 1; d <= m; d++)
4025 /* Check grid "d" in strip "n", notice "blockage" */
4026 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
4028 if (n + d >= se) break;
4031 /* Track most distant "non-blockage" */
4038 /* Limit the next strip */
4043 if ((xmn >= 0) && (n < sw))
4046 for (k = n, d = 1; d <= m; d++)
4048 /* Check grid "d" in strip "n", notice "blockage" */
4049 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
4051 if (n + d >= sw) break;
4054 /* Track most distant "non-blockage" */
4061 /* Limit the next strip */
4070 /* Maximum distance */
4074 if ((xpn <= x_max) && (n < ne))
4077 for (k = n, d = 1; d <= m; d++)
4079 /* Check grid "d" in strip "n", notice "blockage" */
4080 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
4082 if (n + d >= ne) break;
4085 /* Track most distant "non-blockage" */
4092 /* Limit the next strip */
4097 if ((xmn >= 0) && (n < nw))
4100 for (k = n, d = 1; d <= m; d++)
4102 /* Check grid "d" in strip "n", notice "blockage" */
4103 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
4105 if (n + d >= nw) break;
4108 /* Track most distant "non-blockage" */
4115 /* Limit the next strip */
4124 /* Maximum distance */
4125 m = MIN(z, x_max - xpn);
4128 if ((ypn <= x_max) && (n < es))
4131 for (k = n, d = 1; d <= m; d++)
4133 /* Check grid "d" in strip "n", notice "blockage" */
4134 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
4136 if (n + d >= es) break;
4139 /* Track most distant "non-blockage" */
4146 /* Limit the next strip */
4151 if ((ymn >= 0) && (n < en))
4154 for (k = n, d = 1; d <= m; d++)
4156 /* Check grid "d" in strip "n", notice "blockage" */
4157 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
4159 if (n + d >= en) break;
4162 /* Track most distant "non-blockage" */
4169 /* Limit the next strip */
4178 /* Maximum distance */
4182 if ((ypn <= y_max) && (n < ws))
4185 for (k = n, d = 1; d <= m; d++)
4187 /* Check grid "d" in strip "n", notice "blockage" */
4188 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
4190 if (n + d >= ws) break;
4193 /* Track most distant "non-blockage" */
4200 /* Limit the next strip */
4205 if ((ymn >= 0) && (n < wn))
4208 for (k = n, d = 1; d <= m; d++)
4210 /* Check grid "d" in strip "n", notice "blockage" */
4211 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
4213 if (n + d >= wn) break;
4216 /* Track most distant "non-blockage" */
4223 /* Limit the next strip */
4230 /*** Step 5 -- Complete the algorithm ***/
4232 /* Update all the new grids */
4233 for (n = 0; n < view_n; n++)
4238 /* Access the grid */
4239 c_ptr = &cave[y][x];
4241 /* Clear the "CAVE_XTRA" flag */
4242 c_ptr->info &= ~(CAVE_XTRA);
4244 /* Update only newly viewed grids */
4245 if (c_ptr->info & (CAVE_TEMP)) continue;
4247 /* Add it to later visual update */
4248 cave_note_and_redraw_later(c_ptr, y, x);
4251 /* Wipe the old grids, update as needed */
4252 for (n = 0; n < temp_n; n++)
4257 /* Access the grid */
4258 c_ptr = &cave[y][x];
4260 /* No longer in the array */
4261 c_ptr->info &= ~(CAVE_TEMP);
4263 /* Update only non-viewable grids */
4264 if (c_ptr->info & (CAVE_VIEW)) continue;
4266 /* Add it to later visual update */
4267 cave_redraw_later(c_ptr, y, x);
4273 /* Mega-Hack -- Visual update later */
4274 p_ptr->update |= (PU_DELAY_VIS);
4279 * Mega-Hack -- Delayed visual update
4280 * Only used if update_view(), update_lite() or update_mon_lite() was called
4282 void delayed_visual_update(void)
4287 /* Update needed grids */
4288 for (i = 0; i < redraw_n; i++)
4293 /* Access the grid */
4294 c_ptr = &cave[y][x];
4296 /* Update only needed grids (prevent multiple updating) */
4297 if (!(c_ptr->info & CAVE_REDRAW)) continue;
4299 /* If required, note */
4300 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
4305 /* Hack -- Visual update of monster on this grid */
4306 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4308 /* No longer in the array */
4309 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
4318 * Hack -- forget the "flow" information
4320 void forget_flow(void)
4324 /* Check the entire dungeon */
4325 for (y = 0; y < cur_hgt; y++)
4327 for (x = 0; x < cur_wid; x++)
4329 /* Forget the old data */
4330 cave[y][x].dist = 0;
4331 cave[y][x].cost = 0;
4332 cave[y][x].when = 0;
4339 * Hack - speed up the update_flow algorithm by only doing
4340 * it everytime the player moves out of LOS of the last
4343 static u16b flow_x = 0;
4344 static u16b flow_y = 0;
4349 * Hack -- fill in the "cost" field of every grid that the player
4350 * can "reach" with the number of steps needed to reach that grid.
4351 * This also yields the "distance" of the player from every grid.
4353 * In addition, mark the "when" of the grids that can reach
4354 * the player with the incremented value of "flow_n".
4356 * Hack -- use the "seen" array as a "circular queue".
4358 * We do not need a priority queue because the cost from grid
4359 * to grid is always "one" and we process them in order.
4361 void update_flow(void)
4367 /* Paranoia -- make sure the array is empty */
4370 /* The last way-point is on the map */
4371 if (running && in_bounds(flow_y, flow_x))
4373 /* The way point is in sight - do not update. (Speedup) */
4374 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4377 /* Erase all of the current flow information */
4378 for (y = 0; y < cur_hgt; y++)
4380 for (x = 0; x < cur_wid; x++)
4382 cave[y][x].cost = 0;
4383 cave[y][x].dist = 0;
4387 /* Save player position */
4391 /* Add the player's grid to the queue */
4395 /* Now process the queue */
4396 while (flow_head != flow_tail)
4400 /* Extract the next entry */
4401 ty = temp_y[flow_tail];
4402 tx = temp_x[flow_tail];
4404 /* Forget that entry */
4405 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4407 /* Add the "children" */
4408 for (d = 0; d < 8; d++)
4410 int old_head = flow_head;
4411 int m = cave[ty][tx].cost + 1;
4412 int n = cave[ty][tx].dist + 1;
4415 /* Child location */
4416 y = ty + ddy_ddd[d];
4417 x = tx + ddx_ddd[d];
4419 /* Ignore player's grid */
4420 if (player_bold(y, x)) continue;
4422 c_ptr = &cave[y][x];
4424 if (is_closed_door(c_ptr->feat)) m += 3;
4426 /* Ignore "pre-stamped" entries */
4427 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4429 /* Ignore "walls" and "rubble" */
4430 if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4432 /* Save the flow cost */
4433 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4434 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4436 /* Hack -- limit flow depth */
4437 if (n == MONSTER_FLOW_DEPTH) continue;
4439 /* Enqueue that entry */
4440 temp_y[flow_head] = y;
4441 temp_x[flow_head] = x;
4443 /* Advance the queue */
4444 if (++flow_head == TEMP_MAX) flow_head = 0;
4446 /* Hack -- notice overflow by forgetting new entry */
4447 if (flow_head == flow_tail) flow_head = old_head;
4453 static int scent_when = 0;
4456 * Characters leave scent trails for perceptive monsters to track.
4458 * Smell is rather more limited than sound. Many creatures cannot use
4459 * it at all, it doesn't extend very far outwards from the character's
4460 * current position, and monsters can use it to home in the character,
4461 * but not to run away from him.
4463 * Smell is valued according to age. When a character takes his turn,
4464 * scent is aged by one, and new scent of the current age is laid down.
4465 * Speedy characters leave more scent, true, but it also ages faster,
4466 * which makes it harder to hunt them down.
4468 * Whenever the age count loops, most of the scent trail is erased and
4469 * the age of the remainder is recalculated.
4471 void update_smell(void)
4476 /* Create a table that controls the spread of scent */
4477 const int scent_adjust[5][5] =
4486 /* Loop the age and adjust scent values when necessary */
4487 if (++scent_when == 254)
4489 /* Scan the entire dungeon */
4490 for (y = 0; y < cur_hgt; y++)
4492 for (x = 0; x < cur_wid; x++)
4494 int w = cave[y][x].when;
4495 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4504 /* Lay down new scent */
4505 for (i = 0; i < 5; i++)
4507 for (j = 0; j < 5; j++)
4511 /* Translate table to map grids */
4516 if (!in_bounds(y, x)) continue;
4518 c_ptr = &cave[y][x];
4520 /* Walls, water, and lava cannot hold scent. */
4521 if ((c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat != FEAT_TREES) && !cave_floor_grid(c_ptr)) continue;
4523 /* Grid must not be blocked by walls from the character */
4524 if (!player_has_los_bold(y, x)) continue;
4526 /* Note grids that are too far away */
4527 if (scent_adjust[i][j] == -1) continue;
4529 /* Mark the grid with new scent */
4530 c_ptr->when = scent_when + scent_adjust[i][j];
4537 * Hack -- map the current panel (plus some) ala "magic mapping"
4539 void map_area(int range)
4547 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4549 /* Scan that area */
4550 for (y = 1; y < cur_hgt - 1; y++)
4552 for (x = 1; x < cur_wid - 1; x++)
4554 if (distance(py, px, y, x) > range) continue;
4556 c_ptr = &cave[y][x];
4558 /* Feature code (applying "mimic" field) */
4559 feat = get_feat_mimic(c_ptr);
4561 /* All non-walls are "checked" */
4562 if ((feat <= FEAT_DOOR_TAIL) ||
4563 (feat == FEAT_RUBBLE) ||
4564 ((feat >= FEAT_MINOR_GLYPH) &&
4565 (feat <= FEAT_TREES)) ||
4566 (feat >= FEAT_TOWN))
4568 /* Memorize normal features */
4569 if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
4571 /* Memorize the object */
4572 c_ptr->info |= (CAVE_MARK);
4575 /* Memorize known walls */
4576 for (i = 0; i < 8; i++)
4578 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4580 /* Feature code (applying "mimic" field) */
4581 feat = get_feat_mimic(c_ptr);
4583 /* Memorize walls (etc) */
4584 if ((feat >= FEAT_RUBBLE) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
4586 /* Memorize the walls */
4587 c_ptr->info |= (CAVE_MARK);
4595 p_ptr->redraw |= (PR_MAP);
4598 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4604 * Light up the dungeon using "clairvoyance"
4606 * This function "illuminates" every grid in the dungeon, memorizes all
4607 * "objects", memorizes all grids as with magic mapping, and, under the
4608 * standard option settings (view_perma_grids but not view_torch_grids)
4609 * memorizes all floor grids too.
4611 * Note that if "view_perma_grids" is not set, we do not memorize floor
4612 * grids, since this would defeat the purpose of "view_perma_grids", not
4613 * that anyone seems to play without this option.
4615 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4616 * since this would prevent the use of "view_torch_grids" as a method to
4617 * keep track of what grids have been observed directly.
4619 void wiz_lite(bool ninja)
4624 /* Memorize objects */
4625 for (i = 1; i < o_max; i++)
4627 object_type *o_ptr = &o_list[i];
4629 /* Skip dead objects */
4630 if (!o_ptr->k_idx) continue;
4632 /* Skip held objects */
4633 if (o_ptr->held_m_idx) continue;
4636 o_ptr->marked |= OM_FOUND;
4639 /* Scan all normal grids */
4640 for (y = 1; y < cur_hgt - 1; y++)
4642 /* Scan all normal grids */
4643 for (x = 1; x < cur_wid - 1; x++)
4645 cave_type *c_ptr = &cave[y][x];
4647 /* Feature code (applying "mimic" field) */
4648 feat = get_feat_mimic(c_ptr);
4650 /* Process all non-walls */
4651 if (cave_floor_bold(y, x) || (feat == FEAT_RUBBLE) || (feat == FEAT_TREES) || (feat == FEAT_MOUNTAIN))
4653 /* Scan all neighbors */
4654 for (i = 0; i < 9; i++)
4656 int yy = y + ddy_ddd[i];
4657 int xx = x + ddx_ddd[i];
4660 c_ptr = &cave[yy][xx];
4662 /* Feature code (applying "mimic" field) */
4663 feat = get_feat_mimic(c_ptr);
4665 /* Perma-lite the grid */
4666 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4668 c_ptr->info |= (CAVE_GLOW);
4671 /* Memorize normal features */
4672 if ((feat > FEAT_INVIS) && (feat != FEAT_DIRT) && (feat != FEAT_GRASS))
4674 /* Memorize the grid */
4675 c_ptr->info |= (CAVE_MARK);
4678 /* Perma-lit grids (newly and previously) */
4679 else if (c_ptr->info & CAVE_GLOW)
4681 /* Normally, memorize floors (see above) */
4682 if (view_perma_grids && !view_torch_grids)
4684 /* Memorize the grid */
4685 c_ptr->info |= (CAVE_MARK);
4693 /* Update the monsters */
4694 p_ptr->update |= (PU_MONSTERS);
4697 p_ptr->redraw |= (PR_MAP);
4700 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4705 * Forget the dungeon map (ala "Thinking of Maud...").
4712 /* Forget every grid */
4713 for (y = 1; y < cur_hgt - 1; y++)
4715 for (x = 1; x < cur_wid - 1; x++)
4717 cave_type *c_ptr = &cave[y][x];
4719 /* Process the grid */
4720 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
4721 c_ptr->info |= (CAVE_UNSAFE);
4725 /* Forget every grid on horizontal edge */
4726 for (x = 0; x < cur_wid; x++)
4728 cave[0][x].info &= ~(CAVE_MARK);
4729 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4732 /* Forget every grid on vertical edge */
4733 for (y = 1; y < (cur_hgt - 1); y++)
4735 cave[y][0].info &= ~(CAVE_MARK);
4736 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4739 /* Forget all objects */
4740 for (i = 1; i < o_max; i++)
4742 object_type *o_ptr = &o_list[i];
4744 /* Skip dead objects */
4745 if (!o_ptr->k_idx) continue;
4747 /* Skip held objects */
4748 if (o_ptr->held_m_idx) continue;
4750 /* Forget the object */
4754 /* Mega-Hack -- Forget the view and lite */
4755 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4757 /* Update the view and lite */
4758 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4760 /* Update the monsters */
4761 p_ptr->update |= (PU_MONSTERS);
4764 p_ptr->redraw |= (PR_MAP);
4767 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4775 * Change the "feat" flag for a grid, and notice/redraw the grid
4777 void cave_set_feat(int y, int x, int feat)
4779 cave_type *c_ptr = &cave[y][x];
4781 /* Clear mimic type */
4784 /* Remove flag for mirror/glyph */
4785 c_ptr->info &= ~(CAVE_OBJECT);
4787 /* Change the feature */
4790 /* Hack -- glow the deep lava */
4791 if ((feat == FEAT_DEEP_LAVA) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4795 for (i = 0; i < 9; i++)
4797 yy = y + ddy_ddd[i];
4798 xx = x + ddx_ddd[i];
4799 if (!in_bounds2(yy, xx)) continue;
4800 cave[yy][xx].info |= CAVE_GLOW;
4801 if (player_has_los_bold(yy, xx))
4819 /* Remove a mirror */
4820 void remove_mirror(int y, int x)
4822 /* Remove the mirror */
4823 cave[y][x].info &= ~(CAVE_OBJECT);
4824 cave[y][x].mimic = 0;
4826 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4828 cave[y][x].info &= ~(CAVE_GLOW);
4829 if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
4840 * Return TRUE if there is a mirror on the grid.
4842 bool is_mirror_grid(cave_type *c_ptr)
4844 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MIRROR)
4852 * Return TRUE if there is a mirror on the grid.
4854 bool is_glyph_grid(cave_type *c_ptr)
4856 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_GLYPH)
4864 * Return TRUE if there is a mirror on the grid.
4866 bool is_explosive_rune_grid(cave_type *c_ptr)
4868 if ((c_ptr->info & CAVE_OBJECT) && c_ptr->mimic == FEAT_MINOR_GLYPH)
4876 * Calculate "incremental motion". Used by project() and shoot().
4877 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4879 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4881 int dy, dx, dist, shift;
4883 /* Extract the distance travelled */
4884 dy = (*y < y1) ? y1 - *y : *y - y1;
4885 dx = (*x < x1) ? x1 - *x : *x - x1;
4887 /* Number of steps */
4888 dist = (dy > dx) ? dy : dx;
4890 /* We are calculating the next location */
4894 /* Calculate the total distance along each axis */
4895 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4896 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4898 /* Paranoia -- Hack -- no motion */
4899 if (!dy && !dx) return;
4902 /* Move mostly vertically */
4905 /* Extract a shift factor */
4906 shift = (dist * dx + (dy - 1) / 2) / dy;
4908 /* Sometimes move along the minor axis */
4909 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4911 /* Always move along major axis */
4912 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4915 /* Move mostly horizontally */
4918 /* Extract a shift factor */
4919 shift = (dist * dy + (dx - 1) / 2) / dx;
4921 /* Sometimes move along the minor axis */
4922 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4924 /* Always move along major axis */
4925 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4932 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4933 * at the final destination, assuming no monster gets in the way.
4935 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4937 bool projectable(int y1, int x1, int y2, int x2)
4944 /* Check the projection path */
4945 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4947 /* No grid is ever projectable from itself */
4948 if (!grid_n) return (FALSE);
4951 y = GRID_Y(grid_g[grid_n - 1]);
4952 x = GRID_X(grid_g[grid_n - 1]);
4954 /* May not end in an unrequested grid */
4955 if ((y != y2) || (x != x2)) return (FALSE);
4963 * Standard "find me a location" function
4965 * Obtains a legal location within the given distance of the initial
4966 * location, and with "los()" from the source to destination location.
4968 * This function is often called from inside a loop which searches for
4969 * locations while increasing the "d" distance.
4971 * Currently the "m" parameter is unused.
4973 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4980 /* Pick a location */
4983 /* Pick a new location */
4984 ny = rand_spread(y, d);
4985 nx = rand_spread(x, d);
4987 /* Ignore annoying locations */
4988 if (!in_bounds(ny, nx)) continue;
4990 /* Ignore "excessively distant" locations */
4991 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4993 /* Require "line of sight" */
4994 if (los(y, x, ny, nx)) break;
4997 /* Save the location */
5006 * Track a new monster
5008 void health_track(int m_idx)
5010 /* Mount monster is already tracked */
5011 if (m_idx && m_idx == p_ptr->riding) return;
5013 /* Track a new guy */
5014 p_ptr->health_who = m_idx;
5016 /* Redraw (later) */
5017 p_ptr->redraw |= (PR_HEALTH);
5023 * Hack -- track the given monster race
5025 void monster_race_track(int r_idx)
5027 /* Save this monster ID */
5028 p_ptr->monster_race_idx = r_idx;
5031 p_ptr->window |= (PW_MONSTER);
5037 * Hack -- track the given object kind
5039 void object_kind_track(int k_idx)
5041 /* Save this monster ID */
5042 p_ptr->object_kind_idx = k_idx;
5045 p_ptr->window |= (PW_OBJECT);
5051 * Something has happened to disturb the player.
5053 * The first arg indicates a major disturbance, which affects search.
5055 * The second arg is currently unused, but could induce output flush.
5057 * All disturbance cancels repeated commands, resting, and running.
5059 void disturb(int stop_search, int unused_flag)
5062 unused_flag = unused_flag;
5064 /* Cancel auto-commands */
5065 /* command_new = 0; */
5067 /* Cancel repeated commands */
5073 /* Redraw the state (later) */
5074 p_ptr->redraw |= (PR_STATE);
5077 /* Cancel Resting */
5078 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
5081 set_action(ACTION_NONE);
5084 /* Cancel running */
5090 /* Check for new panel if appropriate */
5091 if (center_player && !center_running) verify_panel();
5093 /* Calculate torch radius */
5094 p_ptr->update |= (PU_TORCH);
5096 /* Update monster flow */
5097 p_ptr->update |= (PU_FLOW);
5100 /* Flush the input if requested */
5101 if (flush_disturb) flush();
5106 * Glow deep lava and building entrances in the floor
5108 void glow_deep_lava_and_bldg(void)
5110 int y, x, i, yy, xx;
5114 /* Not in the darkness dungeon */
5115 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
5117 for (y = 0; y < cur_hgt; y++)
5119 for (x = 0; x < cur_wid; x++)
5121 c_ptr = &cave[y][x];
5123 /* Feature code (applying "mimic" field) */
5124 feat = get_feat_mimic(c_ptr);
5126 if ((feat == FEAT_DEEP_LAVA) ||
5127 ((feat >= FEAT_SHOP_HEAD) &&
5128 (feat <= FEAT_SHOP_TAIL)) ||
5129 (feat == FEAT_MUSEUM) ||
5130 ((feat >= FEAT_BLDG_HEAD) &&
5131 (feat <= FEAT_BLDG_TAIL)))
5133 for (i = 0; i < 9; i++)
5135 yy = y + ddy_ddd[i];
5136 xx = x + ddx_ddd[i];
5137 if (!in_bounds2(yy, xx)) continue;
5138 cave[yy][xx].info |= CAVE_GLOW;
5139 if (player_has_los_bold(yy, xx)) note_spot(yy, xx);