4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: low level dungeon routines -BEN- */
18 * Support for Adam Bolt's tileset, lighting and transparency effects
19 * by Robert Ruehlmann (rr9@angband.org)
22 static byte display_autopick;
23 static int match_autopick;
24 static object_type *autopick_obj;
25 static int feat_priority;
28 * Distance between two points via Newton-Raphson technique
30 int distance (int y1, int x1, int y2, int x2)
32 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
33 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
35 /* Squared distance */
36 int target = (dy * dy) + (dx * dx);
38 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
39 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
44 if (!dy || !dx) return d;
48 /* Approximate error */
49 err = (target - d * d) / (2 * d);
51 /* No error - we are done */
63 * Return TRUE if the given feature is a trap
65 bool is_trap(int feat)
67 return have_flag(f_info[feat].flags, FF_TRAP);
72 * Return TRUE if the given grid is a known trap
74 bool is_known_trap(cave_type *c_ptr)
76 if (!c_ptr->mimic && !cave_have_flag_grid(c_ptr, FF_SECRET) &&
77 is_trap(c_ptr->feat)) return TRUE;
84 * Return TRUE if the given grid is a closed door
86 bool is_closed_door(int feat)
88 feature_type *f_ptr = &f_info[feat];
90 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
91 !have_flag(f_ptr->flags, FF_MOVE);
96 * Return TRUE if the given grid is a hidden closed door
98 bool is_hidden_door(cave_type *c_ptr)
100 if ((c_ptr->mimic || cave_have_flag_grid(c_ptr, FF_SECRET)) &&
101 is_closed_door(c_ptr->feat))
109 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
110 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
112 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
114 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
115 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
116 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
118 * We assume that the "mathematical corner" of a non-floor tile does not
119 * block line of sight.
121 * Because this function uses (short) ints for all calculations, overflow may
122 * occur if dx and dy exceed 90.
124 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
125 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
126 * we can use integer arithmetic.
128 * We travel from start to finish along the longer axis, starting at the border
129 * between the first and second tiles, where the y offset = .5 * slope, taking
130 * into account the scale factor. See below.
132 * Also note that this function and the "move towards target" code do NOT
133 * share the same properties. Thus, you can see someone, target them, and
134 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
135 * by clever choice of target locations, you can sometimes throw a "curve".
137 * Note that "line of sight" is not "reflexive" in all cases.
139 * Use the "projectable()" routine to test "spell/missile line of sight".
141 * Use the "update_view()" function to determine player line-of-sight.
143 bool los(int y1, int x1, int y2, int x2)
163 /* Slope, or 1/Slope, of LOS */
167 /* Extract the offset */
171 /* Extract the absolute offset */
176 /* Handle adjacent (or identical) grids */
177 if ((ax < 2) && (ay < 2)) return TRUE;
180 /* Paranoia -- require "safe" origin */
181 /* if (!in_bounds(y1, x1)) return FALSE; */
182 /* if (!in_bounds(y2, x2)) return FALSE; */
185 /* Directly South/North */
188 /* South -- check for walls */
191 for (ty = y1 + 1; ty < y2; ty++)
193 if (!cave_los_bold(ty, x1)) return FALSE;
197 /* North -- check for walls */
200 for (ty = y1 - 1; ty > y2; ty--)
202 if (!cave_los_bold(ty, x1)) return FALSE;
210 /* Directly East/West */
213 /* East -- check for walls */
216 for (tx = x1 + 1; tx < x2; tx++)
218 if (!cave_los_bold(y1, tx)) return FALSE;
222 /* West -- check for walls */
225 for (tx = x1 - 1; tx > x2; tx--)
227 if (!cave_los_bold(y1, tx)) return FALSE;
236 /* Extract some signs */
237 sx = (dx < 0) ? -1 : 1;
238 sy = (dy < 0) ? -1 : 1;
241 /* Vertical "knights" */
246 if (cave_los_bold(y1 + sy, x1)) return TRUE;
250 /* Horizontal "knights" */
255 if (cave_los_bold(y1, x1 + sx)) return TRUE;
260 /* Calculate scale factor div 2 */
263 /* Calculate scale factor */
267 /* Travel horizontally */
270 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
276 /* Consider the special case where slope == 1. */
287 /* Note (below) the case (qy == f2), where */
288 /* the LOS exactly meets the corner of a tile. */
291 if (!cave_los_bold(ty, tx)) return FALSE;
302 if (!cave_los_bold(ty, tx)) return FALSE;
315 /* Travel vertically */
318 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
334 /* Note (below) the case (qx == f2), where */
335 /* the LOS exactly meets the corner of a tile. */
338 if (!cave_los_bold(ty, tx)) return FALSE;
349 if (!cave_los_bold(ty, tx)) return FALSE;
372 * Check for "local" illumination
374 static bool check_local_illumination(int y, int x)
376 /* Hack -- move towards player */
377 int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
378 int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
380 /* Check for "local" illumination */
381 return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
386 * Update "local" illumination
388 void update_local_illumination(int y, int x)
392 if (!in_bounds(y, x)) return;
394 if ((y != py) && (x != px))
396 yy = (y < py) ? (y - 1) : (y + 1);
397 xx = (x < px) ? (x - 1) : (x + 1);
399 if (player_has_los_bold(yy, xx))
401 /* Update the monster */
402 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
404 /* Notice and redraw */
409 else if (x != px) /* y == py */
411 xx = (x < px) ? (x - 1) : (x + 1);
413 for (i = -1; i <= 1; i++)
416 if (!player_has_los_bold(yy, xx)) continue;
418 /* Update the monster */
419 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
421 /* Notice and redraw */
426 else if (y != py) /* x == px */
428 yy = (y < py) ? (y - 1) : (y + 1);
430 for (i = -1; i <= 1; i++)
433 if (!player_has_los_bold(yy, xx)) continue;
435 /* Update the monster */
436 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
438 /* Notice and redraw */
443 else /* Player's grid */
445 for (i = 0; i < 8; i++)
449 if (!player_has_los_bold(yy, xx)) continue;
451 /* Update the monster */
452 if (cave[yy][xx].m_idx) update_mon(cave[yy][xx].m_idx, FALSE);
454 /* Notice and redraw */
463 * Can the player "see" the given grid in detail?
465 * He must have vision, illumination, and line of sight.
467 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
468 * So, given "CAVE_LITE", we know that the grid is "fully visible".
470 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
471 * that a wall is visible from any direction. That would be odd. Except
472 * under wizard light, which might make sense. Thus, for walls, we require
473 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
474 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
475 * in line of sight of the player.
477 * This extra check is expensive, but it provides a more "correct" semantics.
479 * Note that we should not run this check on walls which are "outer walls" of
480 * the dungeon, or we will induce a memory fault, but actually verifying all
481 * of the locations would be extremely expensive.
483 * Thus, to speed up the function, we assume that all "perma-walls" which are
484 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
485 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
486 * and the player has more important things on his mind when he is attacking a
487 * monster vault. It is annoying, but an extremely important optimization.
489 * Note that "glowing walls" are only considered to be "illuminated" if the
490 * grid which is next to the wall in the direction of the player is also a
491 * "glowing" grid. This prevents the player from being able to "see" the
492 * walls of illuminated rooms from a corridor outside the room.
494 bool player_can_see_bold(int y, int x)
498 /* Blind players see nothing */
499 if (p_ptr->blind) return FALSE;
501 /* Access the cave grid */
504 /* Note that "torch-lite" yields "illumination" */
505 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
507 /* Require line of sight to the grid */
508 if (!player_has_los_bold(y, x)) return FALSE;
510 /* Noctovision of Ninja */
511 if (p_ptr->see_nocto) return TRUE;
513 /* Require "perma-lite" of the grid */
514 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
516 /* Feature code (applying "mimic" field) */
517 /* Floors are simple */
518 if (feat_supports_los(get_feat_mimic(c_ptr))) return TRUE;
520 /* Check for "local" illumination */
521 return check_local_illumination(y, x);
527 * Returns true if the player's grid is dark
531 return (!player_can_see_bold(py, px));
538 * Determine if a given location may be "destroyed"
540 * Used by destruction spells, and for placing stairs, etc.
542 bool cave_valid_bold(int y, int x)
544 cave_type *c_ptr = &cave[y][x];
546 s16b this_o_idx, next_o_idx = 0;
549 /* Forbid perma-grids */
550 if (cave_perma_grid(c_ptr)) return (FALSE);
553 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
558 o_ptr = &o_list[this_o_idx];
560 /* Acquire next object */
561 next_o_idx = o_ptr->next_o_idx;
563 /* Forbid artifact grids */
564 if (object_is_artifact(o_ptr)) return (FALSE);
575 * Determine if a given location may be "destroyed"
577 * Used by destruction spells, and for placing stairs, etc.
579 bool cave_valid_grid(cave_type *c_ptr)
581 s16b this_o_idx, next_o_idx = 0;
584 /* Forbid perma-grids */
585 if (cave_perma_grid(c_ptr)) return (FALSE);
588 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
593 o_ptr = &o_list[this_o_idx];
595 /* Acquire next object */
596 next_o_idx = o_ptr->next_o_idx;
598 /* Forbid artifact grids */
599 if (object_is_artifact(o_ptr)) return (FALSE);
610 * Hack -- Legal monster codes
612 static char image_monster_hack[] = \
613 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
616 * Hack -- Legal object codes
618 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
621 * Mega-Hack -- Hallucinatory monster
623 static void image_monster(byte *ap, char *cp)
625 /* Random symbol from set above */
628 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
637 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
638 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
647 * Mega-Hack -- Hallucinatory object
649 static void image_object(byte *ap, char *cp)
653 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
660 int n = sizeof(image_object_hack) - 1;
662 *cp = image_object_hack[randint0(n)];
672 * Hack -- Random hallucination
674 static void image_random(byte *ap, char *cp)
676 /* Normally, assume monsters */
677 if (randint0(100) < 75)
679 image_monster(ap, cp);
682 /* Otherwise, assume objects */
685 image_object(ap, cp);
690 * This array lists the effects of "brightness" on various "base" colours.
692 * This is used to do dynamic lighting effects in ascii :-)
693 * At the moment, only the various "floor" tiles are affected.
695 * The layout of the array is [x][0] = light and [x][1] = dark.
698 static byte lighting_colours[16][2] =
701 {TERM_L_DARK, TERM_DARK},
704 {TERM_YELLOW, TERM_SLATE},
707 {TERM_WHITE, TERM_L_DARK},
710 {TERM_L_UMBER, TERM_UMBER},
713 {TERM_RED, TERM_RED},
716 {TERM_L_GREEN, TERM_GREEN},
719 {TERM_BLUE, TERM_BLUE},
722 {TERM_L_UMBER, TERM_RED},
725 {TERM_SLATE, TERM_L_DARK},
728 {TERM_WHITE, TERM_SLATE},
731 {TERM_L_RED, TERM_BLUE},
734 {TERM_YELLOW, TERM_ORANGE},
737 {TERM_L_RED, TERM_L_RED},
740 {TERM_L_GREEN, TERM_GREEN},
743 {TERM_L_BLUE, TERM_L_BLUE},
746 {TERM_L_UMBER, TERM_UMBER}
751 * Apply "default" feature lighting effects
753 void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX])
755 byte s_attr = f_attr[F_LIT_STANDARD];
756 byte s_char = f_char[F_LIT_STANDARD];
759 if (is_ascii_graphics(s_attr)) /* For ASCII */
761 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
762 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
763 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
765 else /* For tile graphics */
767 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
768 f_char[F_LIT_LITE] = s_char + 2;
769 f_char[F_LIT_DARK] = s_char + 1;
774 /* Is this grid "darkened" by monster? */
775 #define darkened_grid(C) \
776 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
781 * Extract the attr/char to display at the given (legal) map location
783 * Basically, we "paint" the chosen attr/char in several passes, starting
784 * with any known "terrain features" (defaulting to darkness), then adding
785 * any known "objects", and finally, adding any known "monsters". This
786 * is not the fastest method but since most of the calls to this function
787 * are made for grids with no monsters or objects, it is fast enough.
789 * Note that this function, if used on the grid containing the "player",
790 * will return the attr/char of the grid underneath the player, and not
791 * the actual player attr/char itself, allowing a lot of optimization
792 * in various "display" functions.
794 * Note that the "zero" entry in the feature/object/monster arrays are
795 * used to provide "special" attr/char codes, with "monster zero" being
796 * used for the player attr/char, "object zero" being used for the "stack"
797 * attr/char, and "feature zero" being used for the "nothing" attr/char,
798 * though this function makes use of only "feature zero".
800 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
801 * which means their color changes, and "ATTR_CLEAR", which means they take
802 * the color of whatever is under them, and "CHAR_CLEAR", which means that
803 * they take the symbol of whatever is under them. Technically, the flag
804 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
805 * examined, but this flag is currently ignored.
807 * Currently, we do nothing with multi-hued objects, because there are
808 * not any. If there were, they would have to set "shimmer_objects"
809 * when they were created, and then new "shimmer" code in "dungeon.c"
810 * would have to be created handle the "shimmer" effect, and the code
811 * in "cave.c" would have to be updated to create the shimmer effect.
813 * Note the effects of hallucination. Objects always appear as random
814 * "objects", monsters as random "monsters", and normal grids occasionally
815 * appear as random "monsters" or "objects", but note that these random
816 * "monsters" and "objects" are really just "colored ascii symbols".
818 * Note that "floors" and "invisible traps" (and "zero" features) are
819 * drawn as "floors" using a special check for optimization purposes,
820 * and these are the only features which get drawn using the special
821 * lighting effects activated by "view_special_lite".
823 * Note the use of the "mimic" field in the "terrain feature" processing,
824 * which allows any feature to "pretend" to be another feature. This is
825 * used to "hide" secret doors, and to make all "doors" appear the same,
826 * and all "walls" appear the same, and "hidden" treasure stay hidden.
827 * It is possible to use this field to make a feature "look" like a floor,
828 * but the "special lighting effects" for floors will not be used.
830 * Note the use of the new "terrain feature" information. Note that the
831 * assumption that all interesting "objects" and "terrain features" are
832 * memorized allows extremely optimized processing below. Note the use
833 * of separate flags on objects to mark them as memorized allows a grid
834 * to have memorized "terrain" without granting knowledge of any object
835 * which may appear in that grid.
837 * Note the efficient code used to determine if a "floor" grid is
838 * "memorized" or "viewable" by the player, where the test for the
839 * grid being "viewable" is based on the facts that (1) the grid
840 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
841 * line of sight, and (3) the player must not be blind, and uses the
842 * assumption that all torch-lit grids are in line of sight.
844 * Note that floors (and invisible traps) are the only grids which are
845 * not memorized when seen, so only these grids need to check to see if
846 * the grid is "viewable" to the player (if it is not memorized). Since
847 * most non-memorized grids are in fact walls, this induces *massive*
848 * efficiency, at the cost of *forcing* the memorization of non-floor
849 * grids when they are first seen. Note that "invisible traps" are
850 * always treated exactly like "floors", which prevents "cheating".
852 * Note the "special lighting effects" which can be activated for floor
853 * grids using the "view_special_lite" option (for "white" floor grids),
854 * causing certain grids to be displayed using special colors. If the
855 * player is "blind", we will use "dark gray", else if the grid is lit
856 * by the torch, and the "view_yellow_lite" option is set, we will use
857 * "yellow", else if the grid is "dark", we will use "dark gray", else
858 * if the grid is not "viewable", and the "view_bright_lite" option is
859 * set, and the we will use "slate" (gray). We will use "white" for all
860 * other cases, in particular, for illuminated viewable floor grids.
862 * Note the "special lighting effects" which can be activated for wall
863 * grids using the "view_granite_lite" option (for "white" wall grids),
864 * causing certain grids to be displayed using special colors. If the
865 * player is "blind", we will use "dark gray", else if the grid is lit
866 * by the torch, and the "view_yellow_lite" option is set, we will use
867 * "yellow", else if the "view_bright_lite" option is set, and the grid
868 * is not "viewable", or is "dark", or is glowing, but not when viewed
869 * from the player's current location, we will use "slate" (gray). We
870 * will use "white" for all other cases, in particular, for correctly
871 * illuminated viewable wall grids.
873 * Note that, when "view_granite_lite" is set, we use an inline version
874 * of the "player_can_see_bold()" function to check the "viewability" of
875 * grids when the "view_bright_lite" option is set, and we do NOT use
876 * any special colors for "dark" wall grids, since this would allow the
877 * player to notice the walls of illuminated rooms from a hallway that
878 * happened to run beside the room. The alternative, by the way, would
879 * be to prevent the generation of hallways next to rooms, but this
880 * would still allow problems when digging towards a room.
882 * Note that bizarre things must be done when the "attr" and/or "char"
883 * codes have the "high-bit" set, since these values are used to encode
884 * various "special" pictures in some versions, and certain situations,
885 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
886 * to be "scrambled" in various ways.
888 * Note that eventually we may use the "&" symbol for embedded treasure,
889 * and use the "*" symbol to indicate multiple objects, though this will
890 * have to wait for Angband 2.8.0 or later. Note that currently, this
891 * is not important, since only one object or terrain feature is allowed
892 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
894 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
895 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
896 * then a whole lot of code should be changed... XXX XXX
898 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
901 cave_type *c_ptr = &cave[y][x];
903 s16b this_o_idx, next_o_idx = 0;
905 /* Feature code (applying "mimic" field) */
906 s16b feat = get_feat_mimic(c_ptr);
909 feature_type *f_ptr = &f_info[feat];
914 /* Boring grids (floors, etc) */
915 if (!have_flag(f_ptr->flags, FF_REMEMBER))
918 * Handle Memorized or visible floor
920 * No visual when blinded.
921 * (to prevent strange effects on darkness breath)
923 * - Can see grids with CAVE_MARK.
924 * - Can see grids with CAVE_LITE or CAVE_MNLT.
925 * (Such grids also have CAVE_VIEW)
926 * - Can see grids with CAVE_VIEW unless darkened by monsters.
929 ((c_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
930 ((c_ptr->info & CAVE_VIEW) && (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
932 /* Normal attr/char */
933 a = f_ptr->x_attr[F_LIT_STANDARD];
934 c = f_ptr->x_char[F_LIT_STANDARD];
936 if (p_ptr->wild_mode)
938 /* Special lighting effects */
940 if (view_special_lite && !is_daytime())
942 /* Use a darkened colour/tile */
943 a = f_ptr->x_attr[F_LIT_DARK];
944 c = f_ptr->x_char[F_LIT_DARK];
948 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
949 else if (darkened_grid(c_ptr))
951 /* Unsafe cave grid -- idea borrowed from Unangband */
952 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? FEAT_UNDETECTED : FEAT_NONE;
954 /* Access darkness */
955 f_ptr = &f_info[feat];
957 /* Char and attr of darkness */
958 a = f_ptr->x_attr[F_LIT_STANDARD];
959 c = f_ptr->x_char[F_LIT_STANDARD];
962 /* Special lighting effects */
963 else if (view_special_lite)
965 /* Handle "torch-lit" grids */
966 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
969 if (view_yellow_lite)
971 /* Use a brightly lit colour/tile */
972 a = f_ptr->x_attr[F_LIT_LITE];
973 c = f_ptr->x_char[F_LIT_LITE];
977 /* Handle "dark" grids */
978 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
980 /* Use a darkened colour/tile */
981 a = f_ptr->x_attr[F_LIT_DARK];
982 c = f_ptr->x_char[F_LIT_DARK];
985 /* Handle "out-of-sight" grids */
986 else if (!(c_ptr->info & CAVE_VIEW))
989 if (view_bright_lite)
991 /* Use a darkened colour/tile */
992 a = f_ptr->x_attr[F_LIT_DARK];
993 c = f_ptr->x_char[F_LIT_DARK];
1002 /* Unsafe cave grid -- idea borrowed from Unangband */
1003 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1004 feat = FEAT_UNDETECTED;
1008 /* Access darkness */
1009 f_ptr = &f_info[feat];
1011 /* Normal attr/char */
1012 a = f_ptr->x_attr[F_LIT_STANDARD];
1013 c = f_ptr->x_char[F_LIT_STANDARD];
1017 /* Interesting grids (non-floors) */
1020 /* Memorized grids */
1021 if (c_ptr->info & CAVE_MARK)
1023 /* Normal attr/char */
1024 a = f_ptr->x_attr[F_LIT_STANDARD];
1025 c = f_ptr->x_char[F_LIT_STANDARD];
1027 if (p_ptr->wild_mode)
1029 /* Special lighting effects */
1030 /* Handle "blind" or "night" */
1031 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
1033 /* Use a darkened colour/tile */
1034 a = f_ptr->x_attr[F_LIT_DARK];
1035 c = f_ptr->x_char[F_LIT_DARK];
1039 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
1040 else if (darkened_grid(c_ptr) && !p_ptr->blind)
1042 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
1044 /* Unsafe cave grid -- idea borrowed from Unangband */
1045 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? FEAT_UNDETECTED : FEAT_NONE;
1047 /* Access darkness */
1048 f_ptr = &f_info[feat];
1050 /* Char and attr of darkness */
1051 a = f_ptr->x_attr[F_LIT_STANDARD];
1052 c = f_ptr->x_char[F_LIT_STANDARD];
1054 else if (view_granite_lite && view_bright_lite)
1056 /* Use a darkened colour/tile */
1057 a = f_ptr->x_attr[F_LIT_DARK];
1058 c = f_ptr->x_char[F_LIT_DARK];
1062 /* Special lighting effects */
1063 else if (view_granite_lite)
1065 /* Handle "blind" */
1068 /* Use a darkened colour/tile */
1069 a = f_ptr->x_attr[F_LIT_DARK];
1070 c = f_ptr->x_char[F_LIT_DARK];
1073 /* Handle "torch-lit" grids */
1074 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1077 if (view_yellow_lite)
1079 /* Use a brightly lit colour/tile */
1080 a = f_ptr->x_attr[F_LIT_LITE];
1081 c = f_ptr->x_char[F_LIT_LITE];
1085 /* Handle "view_bright_lite" */
1086 else if (view_bright_lite)
1089 if (!(c_ptr->info & CAVE_VIEW))
1091 /* Use a darkened colour/tile */
1092 a = f_ptr->x_attr[F_LIT_DARK];
1093 c = f_ptr->x_char[F_LIT_DARK];
1097 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1099 /* Use a darkened colour/tile */
1100 a = f_ptr->x_attr[F_LIT_DARK];
1101 c = f_ptr->x_char[F_LIT_DARK];
1104 /* Not glowing correctly */
1105 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
1107 /* Use a darkened colour/tile */
1108 a = f_ptr->x_attr[F_LIT_DARK];
1109 c = f_ptr->x_char[F_LIT_DARK];
1118 /* Unsafe cave grid -- idea borrowed from Unangband */
1119 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1120 feat = FEAT_UNDETECTED;
1124 /* Access feature */
1125 f_ptr = &f_info[feat];
1127 /* Normal attr/char */
1128 a = f_ptr->x_attr[F_LIT_STANDARD];
1129 c = f_ptr->x_char[F_LIT_STANDARD];
1133 if (feat_priority == -1) feat_priority = f_ptr->priority;
1135 /* Save the terrain info for the transparency effects */
1143 /* Hack -- rare random hallucination, except on outer dungeon walls */
1149 image_random(ap, cp);
1154 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1158 /* Acquire object */
1159 o_ptr = &o_list[this_o_idx];
1161 /* Acquire next object */
1162 next_o_idx = o_ptr->next_o_idx;
1164 /* Memorized objects */
1167 if (display_autopick)
1171 match_autopick = is_autopick(o_ptr);
1172 if(match_autopick == -1)
1175 act = autopick_list[match_autopick].action;
1177 if ((act & DO_DISPLAY) && (act & display_autopick))
1179 autopick_obj = o_ptr;
1183 match_autopick = -1;
1188 (*cp) = object_char(o_ptr);
1191 (*ap) = object_attr(o_ptr);
1195 /* Hack -- hallucination */
1196 if (p_ptr->image) image_object(ap, cp);
1204 /* Handle monsters */
1205 if (c_ptr->m_idx && display_autopick == 0 )
1207 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1209 /* Visible monster */
1212 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1220 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1221 * flags are always unseen.
1223 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1229 /* Hallucinatory monster */
1230 image_monster(ap, cp);
1235 /* Monster attr/char */
1239 /* Normal monsters */
1240 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1241 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1243 /* Desired monster attr/char */
1249 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1250 * flags are always unseen.
1252 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1259 /*** Monster's attr ***/
1260 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1265 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1267 /* Multi-hued attr */
1268 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1269 else switch (randint1(7))
1271 case 1: *ap = TERM_RED; break;
1272 case 2: *ap = TERM_L_RED; break;
1273 case 3: *ap = TERM_WHITE; break;
1274 case 4: *ap = TERM_L_GREEN; break;
1275 case 5: *ap = TERM_BLUE; break;
1276 case 6: *ap = TERM_L_DARK; break;
1277 case 7: *ap = TERM_GREEN; break;
1280 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1282 /* Use semi-random attr (usually mimics' colors vary) */
1283 *ap = c_ptr->m_idx % 15 + 1;
1291 /*** Monster's char ***/
1292 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1297 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1301 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1302 *cp = tmp_r_ptr->x_char;
1303 *ap = tmp_r_ptr->x_attr;
1307 *cp = (one_in_(25) ?
1308 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1309 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1322 /* Handle "player" */
1323 if (player_bold(y, x))
1325 monster_race *r_ptr = &r_info[0];
1327 /* Get the "player" attr */
1328 *ap = r_ptr->x_attr;
1330 /* Get the "player" char */
1331 *cp = r_ptr->x_char;
1339 * Calculate panel colum of a location in the map
1341 static int panel_col_of(int col)
1343 col -= panel_col_min;
1344 if (use_bigtile) col *= 2;
1350 * Moves the cursor to a given MAP (y,x) location
1352 void move_cursor_relative(int row, int col)
1354 /* Real co-ords convert to screen positions */
1355 row -= panel_row_prt;
1358 Term_gotoxy(panel_col_of(col), row);
1364 * Place an attr/char pair at the given map coordinate, if legal.
1366 void print_rel(char c, byte a, int y, int x)
1368 /* Only do "legal" locations */
1369 if (panel_contains(y, x))
1371 /* Hack -- fake monochrome */
1374 if (world_monster) a = TERM_DARK;
1375 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1376 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1379 /* Draw the char using the attr */
1380 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1389 * Memorize interesting viewable object/features in the given grid
1391 * This function should only be called on "legal" grids.
1393 * This function will memorize the object and/or feature in the given
1394 * grid, if they are (1) viewable and (2) interesting. Note that all
1395 * objects are interesting, all terrain features except floors (and
1396 * invisible traps) are interesting, and floors (and invisible traps)
1397 * are interesting sometimes (depending on various options involving
1398 * the illumination of floor grids).
1400 * The automatic memorization of all objects and non-floor terrain
1401 * features as soon as they are displayed allows incredible amounts
1402 * of optimization in various places, especially "map_info()".
1404 * Note that the memorization of objects is completely separate from
1405 * the memorization of terrain features, preventing annoying floor
1406 * memorization when a detected object is picked up from a dark floor,
1407 * and object memorization when an object is dropped into a floor grid
1408 * which is memorized but out-of-sight.
1410 * This function should be called every time the "memorization" of
1411 * a grid (or the object in a grid) is called into question, such
1412 * as when an object is created in a grid, when a terrain feature
1413 * "changes" from "floor" to "non-floor", when any grid becomes
1414 * "illuminated" or "viewable", and when a "floor" grid becomes
1417 * Note the relatively efficient use of this function by the various
1418 * "update_view()" and "update_lite()" calls, to allow objects and
1419 * terrain features to be memorized (and drawn) whenever they become
1420 * viewable or illuminated in any way, but not when they "maintain"
1421 * or "lose" their previous viewability or illumination.
1423 * Note the butchered "internal" version of "player_can_see_bold()",
1424 * optimized primarily for the most common cases, that is, for the
1425 * non-marked floor grids.
1427 void note_spot(int y, int x)
1429 cave_type *c_ptr = &cave[y][x];
1431 s16b this_o_idx, next_o_idx = 0;
1434 /* Blind players see nothing */
1435 if (p_ptr->blind) return;
1437 /* Analyze non-torch-lit grids */
1438 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1440 /* Require line of sight to the grid */
1441 if (!(c_ptr->info & (CAVE_VIEW))) return;
1443 /* Require "perma-lite" of the grid */
1444 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1447 if (!p_ptr->see_nocto) return;
1452 /* Hack -- memorize objects */
1453 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1455 object_type *o_ptr = &o_list[this_o_idx];
1457 /* Acquire next object */
1458 next_o_idx = o_ptr->next_o_idx;
1460 /* Memorize objects */
1461 o_ptr->marked |= OM_FOUND;
1465 /* Hack -- memorize grids */
1466 if (!(c_ptr->info & (CAVE_MARK)))
1468 /* Feature code (applying "mimic" field) */
1469 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
1471 /* Memorize some "boring" grids */
1472 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1474 /* Option -- memorize all torch-lit floors */
1475 if (view_torch_grids &&
1476 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1479 c_ptr->info |= (CAVE_MARK);
1482 /* Option -- memorize all perma-lit floors */
1483 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1486 c_ptr->info |= (CAVE_MARK);
1490 /* Memorize normal grids */
1491 else if (have_flag(f_ptr->flags, FF_LOS))
1494 c_ptr->info |= (CAVE_MARK);
1497 /* Memorize torch-lit walls */
1498 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1501 c_ptr->info |= (CAVE_MARK);
1504 /* Memorize walls seen by noctovision of Ninja */
1505 else if (p_ptr->see_nocto)
1508 c_ptr->info |= (CAVE_MARK);
1511 /* Memorize certain non-torch-lit wall grids */
1512 else if (check_local_illumination(y, x))
1515 c_ptr->info |= (CAVE_MARK);
1521 void display_dungeon(void)
1530 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1532 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1534 if (in_bounds2(y, x))
1537 /* Examine the grid */
1538 map_info(y, x, &a, &c, &ta, &tc);
1540 /* Hack -- fake monochrome */
1543 if (world_monster) a = TERM_DARK;
1544 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1545 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1548 /* Hack -- Queue it */
1549 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1553 /* Clear out-of-bound tiles */
1555 /* Access darkness */
1556 feature_type *f_ptr = &f_info[FEAT_NONE];
1559 a = f_ptr->x_attr[F_LIT_STANDARD];
1562 c = f_ptr->x_char[F_LIT_STANDARD];
1564 /* Hack -- Queue it */
1565 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1573 * Redraw (on the screen) a given MAP location
1575 * This function should only be called on "legal" grids
1577 void lite_spot(int y, int x)
1579 /* Redraw if on screen */
1580 if (panel_contains(y, x) && in_bounds2(y, x))
1588 /* Examine the grid */
1589 map_info(y, x, &a, &c, &ta, &tc);
1591 /* Hack -- fake monochrome */
1594 if (world_monster) a = TERM_DARK;
1595 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1596 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1599 /* Hack -- Queue it */
1600 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1602 /* Update sub-windows */
1603 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1609 * Prints the map of the dungeon
1611 * Note that, for efficiency, we contain an "optimized" version
1612 * of both "lite_spot()" and "print_rel()", and that we use the
1613 * "lite_spot()" function to display the player grid, if needed.
1621 s16b xmin, xmax, ymin, ymax;
1626 Term_get_size(&wid, &hgt);
1628 /* Remove map offset */
1632 /* Access the cursor state */
1633 (void)Term_get_cursor(&v);
1635 /* Hide the cursor */
1636 (void)Term_set_cursor(0);
1639 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1640 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1641 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1642 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1644 /* Bottom section of screen */
1645 for (y = 1; y <= ymin - panel_row_prt; y++)
1647 /* Erase the section */
1648 Term_erase(COL_MAP, y, wid);
1651 /* Top section of screen */
1652 for (y = ymax - panel_row_prt; y <= hgt; y++)
1654 /* Erase the section */
1655 Term_erase(COL_MAP, y, wid);
1659 for (y = ymin; y <= ymax; y++)
1661 /* Scan the columns of row "y" */
1662 for (x = xmin; x <= xmax; x++)
1670 /* Determine what is there */
1671 map_info(y, x, &a, &c, &ta, &tc);
1673 /* Hack -- fake monochrome */
1676 if (world_monster) a = TERM_DARK;
1677 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1678 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1681 /* Efficiency -- Redraw that grid of the map */
1682 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1686 /* Display player */
1689 /* Restore the cursor */
1690 (void)Term_set_cursor(v);
1696 * print project path
1698 void prt_path(int y, int x)
1703 int default_color = TERM_SLATE;
1705 if (!display_path) return;
1706 if (-1 == project_length)
1709 /* Get projection path */
1710 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1713 p_ptr->redraw |= (PR_MAP);
1719 for (i = 0; i < path_n; i++)
1721 int ny = GRID_Y(path_g[i]);
1722 int nx = GRID_X(path_g[i]);
1723 cave_type *c_ptr = &cave[ny][nx];
1725 if (panel_contains(ny, nx))
1727 byte a = default_color;
1733 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1735 /* Determine what is there */
1736 map_info(ny, nx, &a, &c, &ta, &tc);
1738 if (!is_ascii_graphics(a))
1740 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1742 else if (a == default_color)
1748 if (world_monster) a = TERM_DARK;
1749 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1750 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1755 /* Hack -- Queue it */
1756 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1760 if ((c_ptr->info & CAVE_MARK) && !cave_have_flag_grid(c_ptr, FF_PROJECT)) break;
1763 if (nx == x && ny == y) default_color = TERM_L_DARK;
1768 static cptr simplify_list[][2] =
1775 {"^Amulet of ", "\""},
1776 {"^Scroll of ", "?"},
1777 {"^Scroll titled ", "?"},
1778 {"^Wand of " , "-"},
1780 {"^Staff of " , "_"},
1781 {"^Potion of ", "!"},
1793 static void display_shortened_item_name(object_type *o_ptr, int y)
1800 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1801 attr = tval_to_attr[o_ptr->tval % 128];
1807 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
1809 strcpy(buf, "something strange");
1813 for (c = buf; *c; c++)
1816 for (i = 0; simplify_list[i][1]; i++)
1818 cptr org_w = simplify_list[i][0];
1828 if (!strncmp(c, org_w, strlen(org_w)))
1831 cptr tmp = simplify_list[i][1];
1834 tmp = c + strlen(org_w);
1844 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
1850 if(len + 2 > 12) break;
1857 if(len + 1 > 12) break;
1863 Term_putstr(0, y, 12, attr, buf);
1867 * Display a "small-scale" map of the dungeon in the active Term
1869 void display_map(int *cy, int *cx)
1886 /* Save lighting effects */
1887 bool old_view_special_lite = view_special_lite;
1888 bool old_view_granite_lite = view_granite_lite;
1890 int hgt, wid, yrat, xrat;
1892 int **match_autopick_yx;
1893 object_type ***object_autopick_yx;
1896 Term_get_size(&wid, &hgt);
1899 if (use_bigtile) wid /= 2;
1901 yrat = (cur_hgt + hgt - 1) / hgt;
1902 xrat = (cur_wid + wid - 1) / wid;
1904 /* Disable lighting effects */
1905 view_special_lite = FALSE;
1906 view_granite_lite = FALSE;
1908 /* Allocate the maps */
1909 C_MAKE(ma, (hgt + 2), byte_ptr);
1910 C_MAKE(mc, (hgt + 2), char_ptr);
1911 C_MAKE(mp, (hgt + 2), byte_ptr);
1912 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1913 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1915 /* Allocate and wipe each line map */
1916 for (y = 0; y < (hgt + 2); y++)
1918 /* Allocate one row each array */
1919 C_MAKE(ma[y], (wid + 2), byte);
1920 C_MAKE(mc[y], (wid + 2), char);
1921 C_MAKE(mp[y], (wid + 2), byte);
1922 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1923 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1925 for (x = 0; x < wid + 2; ++x)
1927 match_autopick_yx[y][x] = -1;
1928 object_autopick_yx[y][x] = NULL;
1931 ma[y][x] = TERM_WHITE;
1939 /* Allocate the maps */
1940 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1941 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1942 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1944 /* Allocate and wipe each line map */
1945 for (y = 0; y < (cur_hgt + 2); y++)
1947 /* Allocate one row each array */
1948 C_MAKE(bigma[y], (cur_wid + 2), byte);
1949 C_MAKE(bigmc[y], (cur_wid + 2), char);
1950 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1952 for (x = 0; x < cur_wid + 2; ++x)
1955 bigma[y][x] = TERM_WHITE;
1963 /* Fill in the map */
1964 for (i = 0; i < cur_wid; ++i)
1966 for (j = 0; j < cur_hgt; ++j)
1976 /* Extract the current attr/char at that map location */
1977 map_info(j, i, &ta, &tc, &ta, &tc);
1979 /* Extract the priority */
1982 if(match_autopick!=-1
1983 && (match_autopick_yx[y][x] == -1
1984 || match_autopick_yx[y][x] > match_autopick))
1986 match_autopick_yx[y][x] = match_autopick;
1987 object_autopick_yx[y][x] = autopick_obj;
1991 /* Save the char, attr and priority */
1992 bigmc[j+1][i+1] = tc;
1993 bigma[j+1][i+1] = ta;
1994 bigmp[j+1][i+1] = tp;
1998 for (j = 0; j < cur_hgt; ++j)
2000 for (i = 0; i < cur_wid; ++i)
2006 tc = bigmc[j+1][i+1];
2007 ta = bigma[j+1][i+1];
2008 tp = bigmp[j+1][i+1];
2010 /* rare feature has more priority */
2016 for (t = 0; t < 8; t++)
2018 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2019 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2029 /* Save the char, attr and priority */
2042 /* Draw the corners */
2043 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2045 /* Draw the horizontal edges */
2046 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2048 /* Draw the vertical edges */
2049 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2052 /* Display each map line in order */
2053 for (y = 0; y < hgt + 2; ++y)
2055 /* Start a new line */
2056 Term_gotoxy(COL_MAP, y);
2058 /* Display the line */
2059 for (x = 0; x < wid + 2; ++x)
2064 /* Hack -- fake monochrome */
2067 if (world_monster) ta = TERM_DARK;
2068 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2069 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2072 /* Add the character */
2073 Term_add_bigch(ta, tc);
2078 for (y = 1; y < hgt + 1; ++y)
2080 match_autopick = -1;
2081 for (x = 1; x <= wid; x++){
2082 if (match_autopick_yx[y][x] != -1 &&
2083 (match_autopick > match_autopick_yx[y][x] ||
2084 match_autopick == -1)){
2085 match_autopick = match_autopick_yx[y][x];
2086 autopick_obj = object_autopick_yx[y][x];
2090 /* Clear old display */
2091 Term_putstr(0, y, 12, 0, " ");
2093 if (match_autopick != -1)
2095 display_shortened_item_name(autopick_obj, y);
2098 char buf[13] = "\0";
2099 strncpy(buf,autopick_list[match_autopick].name,12);
2107 /* Player location */
2108 (*cy) = py / yrat + 1 + ROW_MAP;
2110 (*cx) = px / xrat + 1 + COL_MAP;
2112 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2114 /* Restore lighting effects */
2115 view_special_lite = old_view_special_lite;
2116 view_granite_lite = old_view_granite_lite;
2118 /* Free each line map */
2119 for (y = 0; y < (hgt + 2); y++)
2121 /* Free one row each array */
2122 C_FREE(ma[y], (wid + 2), byte);
2123 C_FREE(mc[y], (wid + 2), char);
2124 C_FREE(mp[y], (wid + 2), byte);
2125 C_FREE(match_autopick_yx[y], (wid + 2), int);
2126 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2129 /* Free each line map */
2130 C_FREE(ma, (hgt + 2), byte_ptr);
2131 C_FREE(mc, (hgt + 2), char_ptr);
2132 C_FREE(mp, (hgt + 2), byte_ptr);
2133 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2134 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2136 /* Free each line map */
2137 for (y = 0; y < (cur_hgt + 2); y++)
2139 /* Free one row each array */
2140 C_FREE(bigma[y], (cur_wid + 2), byte);
2141 C_FREE(bigmc[y], (cur_wid + 2), char);
2142 C_FREE(bigmp[y], (cur_wid + 2), byte);
2145 /* Free each line map */
2146 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2147 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2148 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2153 * Display a "small-scale" map of the dungeon for the player
2155 * Currently, the "player" is displayed on the map. XXX XXX XXX
2157 void do_cmd_view_map(void)
2162 /* Save the screen */
2167 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2169 prt("Please wait...", 0, 0);
2175 /* Clear the screen */
2178 display_autopick = 0;
2180 /* Display the map */
2181 display_map(&cy, &cx);
2184 if(max_autopick && !p_ptr->wild_mode)
2186 display_autopick = ITEM_DISPLAY;
2193 int wid, hgt, row_message;
2195 Term_get_size(&wid, &hgt);
2196 row_message = hgt - 1;
2199 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2201 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2204 /* Hilite the player */
2205 move_cursor(cy, cx);
2210 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2212 flag = DONT_AUTOPICK;
2214 flag = DO_AUTODESTROY;
2216 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2222 if (~display_autopick & flag)
2223 display_autopick |= flag;
2225 display_autopick &= ~flag;
2226 /* Display the map */
2227 display_map(&cy, &cx);
2230 display_autopick = 0;
2236 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2238 put_str("Hit any key to continue", 23, 30);
2239 #endif /* Hilite the player */
2240 move_cursor(cy, cx);
2245 /* Restore the screen */
2254 * Some comments on the cave grid flags. -BEN-
2257 * One of the major bottlenecks in previous versions of Angband was in
2258 * the calculation of "line of sight" from the player to various grids,
2259 * such as monsters. This was such a nasty bottleneck that a lot of
2260 * silly things were done to reduce the dependancy on "line of sight",
2261 * for example, you could not "see" any grids in a lit room until you
2262 * actually entered the room, and there were all kinds of bizarre grid
2263 * flags to enable this behavior. This is also why the "call light"
2264 * spells always lit an entire room.
2266 * The code below provides functions to calculate the "field of view"
2267 * for the player, which, once calculated, provides extremely fast
2268 * calculation of "line of sight from the player", and to calculate
2269 * the "field of torch lite", which, again, once calculated, provides
2270 * extremely fast calculation of "which grids are lit by the player's
2271 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2272 * "GRID_LITE", as appropriate, these functions maintain an array for
2273 * each of these two flags, each array containing the locations of all
2274 * of the grids marked with the appropriate flag, which can be used to
2275 * very quickly scan through all of the grids in a given set.
2277 * To allow more "semantically valid" field of view semantics, whenever
2278 * the field of view (or the set of torch lit grids) changes, all of the
2279 * grids in the field of view (or the set of torch lit grids) are "drawn"
2280 * so that changes in the world will become apparent as soon as possible.
2281 * This has been optimized so that only grids which actually "change" are
2282 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2283 * of the grids which are entering or leaving the relevent set of grids.
2285 * These new methods are so efficient that the old nasty code was removed.
2287 * Note that there is no reason to "update" the "viewable space" unless
2288 * the player "moves", or walls/doors are created/destroyed, and there
2289 * is no reason to "update" the "torch lit grids" unless the field of
2290 * view changes, or the "light radius" changes. This means that when
2291 * the player is resting, or digging, or doing anything that does not
2292 * involve movement or changing the state of the dungeon, there is no
2293 * need to update the "view" or the "lite" regions, which is nice.
2295 * Note that the calls to the nasty "los()" function have been reduced
2296 * to a bare minimum by the use of the new "field of view" calculations.
2298 * I wouldn't be surprised if slight modifications to the "update_view()"
2299 * function would allow us to determine "reverse line-of-sight" as well
2300 * as "normal line-of-sight", which would allow monsters to use a more
2301 * "correct" calculation to determine if they can "see" the player. For
2302 * now, monsters simply "cheat" somewhat and assume that if the player
2303 * has "line of sight" to the monster, then the monster can "pretend"
2304 * that it has "line of sight" to the player.
2307 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2308 * grid and maintains an array of all "CAVE_LITE" grids.
2310 * This set of grids is the complete set of all grids which are lit by
2311 * the players light source, which allows the "player_can_see_bold()"
2312 * function to work very quickly.
2314 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2315 * fact, the player (unless blind) can always "see" all grids which are
2316 * marked as "CAVE_LITE", unless they are "off screen".
2319 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2320 * grid and maintains an array of all "CAVE_VIEW" grids.
2322 * This set of grids is the complete set of all grids within line of sight
2323 * of the player, allowing the "player_has_los_bold()" macro to work very
2327 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2328 * temporary internal flag to mark those grids which are not only in view,
2329 * but which are also "easily" in line of sight of the player. This flag
2330 * is always cleared when we are done.
2333 * The current "update_lite()" and "update_view()" algorithms use the
2334 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2335 * to keep track of which grids were previously marked as "CAVE_LITE" or
2336 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2338 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2339 * for various other purposes, such as spreading lite or darkness during
2340 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2343 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2344 * in some way permanently lit. However, for the player to "see" anything
2345 * in the grid, as determined by "player_can_see()", the player must not be
2346 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2347 * grids, even if marked as "perma lit", are only illuminated if they touch
2348 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2351 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2352 * that even if the player cannot "see" the grid, he "knows" the terrain in
2353 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2354 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2355 * or when one of the "memorize floor grids" options induces memorization.
2357 * Objects are "memorized" in a different way, using a special "marked" flag
2358 * on the object itself, which is set when an object is observed or detected.
2361 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2362 * and should be illuminated by "lite room" and "darkness" spells.
2365 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2366 * and should be unavailable for "teleportation" destinations.
2369 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2370 * which is observed, and the "view_torch_grids" allows the player to memorize
2371 * every torch-lit grid. The player will always memorize important walls,
2372 * doors, stairs, and other terrain features, as well as any "detected" grids.
2374 * Note that the new "update_view()" method allows, among other things, a room
2375 * to be "partially" seen as the player approaches it, with a growing cone of
2376 * floor appearing as the player gets closer to the door. Also, by not turning
2377 * on the "memorize perma-lit grids" option, the player will only "see" those
2378 * floor grids which are actually in line of sight.
2380 * And my favorite "plus" is that you can now use a special option to draw the
2381 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2382 * grids dimly), providing a "pretty" effect as the player runs around, and
2383 * to efficiently display the "torch lite" in a special color.
2386 * Some comments on the "update_view()" algorithm...
2388 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2389 * and only has to call "los()" on the borderline cases. The major axes/diags
2390 * even terminate early when they hit walls. I need to find a quick way
2391 * to "terminate" the other scans.
2393 * Note that in the worst case (a big empty area with say 5% scattered walls),
2394 * each of the 1500 or so nearby grids is checked once, most of them getting
2395 * an "instant" rating, and only a small portion requiring a call to "los()".
2397 * The only time that the algorithm appears to be "noticeably" too slow is
2398 * when running, and this is usually only important in town, since the town
2399 * provides about the worst scenario possible, with large open regions and
2400 * a few scattered obstructions. There is a special "efficiency" option to
2401 * allow the player to reduce his field of view in town, if needed.
2403 * In the "best" case (say, a normal stretch of corridor), the algorithm
2404 * makes one check for each viewable grid, and makes no calls to "los()".
2405 * So running in corridors is very fast, and if a lot of monsters are
2406 * nearby, it is much faster than the old methods.
2408 * Note that resting, most normal commands, and several forms of running,
2409 * plus all commands executed near large groups of monsters, are strictly
2410 * more efficient with "update_view()" that with the old "compute los() on
2411 * demand" method, primarily because once the "field of view" has been
2412 * calculated, it does not have to be recalculated until the player moves
2413 * (or a wall or door is created or destroyed).
2415 * Note that we no longer have to do as many "los()" checks, since once the
2416 * "view" region has been built, very few things cause it to be "changed"
2417 * (player movement, and the opening/closing of doors, changes in wall status).
2418 * Note that door/wall changes are only relevant when the door/wall itself is
2419 * in the "view" region.
2421 * The algorithm seems to only call "los()" from zero to ten times, usually
2422 * only when coming down a corridor into a room, or standing in a room, just
2423 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2424 * we will be reducing the calls to "los()".
2426 * I am thinking in terms of an algorithm that "walks" from the central point
2427 * out to the maximal "distance", at each point, determining the "view" code
2428 * (above). For each grid not on a major axis or diagonal, the "view" code
2429 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2430 * (the one along the nearest diagonal, and the one next to that one, see
2431 * "update_view_aux()"...).
2433 * We "memorize" the viewable space array, so that at the cost of under 3000
2434 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2435 * each grid actually in the "viewable space". And for another 3000 bytes,
2436 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2437 * are also used by other routines, thus reducing the cost to almost nothing.
2439 * A similar thing is done for "forget_lite()" in which case the savings are
2440 * much less, but save us from doing bizarre maintenance checking.
2442 * In the worst "normal" case (in the middle of the town), the reachable space
2443 * actually reaches to more than half of the largest possible "circle" of view,
2444 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2445 * where all the walls have been removed), the reachable space actually reaches
2446 * the theoretical maximum size of just under 1500 grids.
2448 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2449 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2450 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2451 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2452 * entire possible space (including initialization) in one step per grid. If
2453 * we do the "clearing" as a separate step (and use an array of "view" grids),
2454 * then the clearing will take as many steps as grids that were viewed, and the
2455 * algorithm will be able to "stop" scanning at various points.
2456 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2467 * Actually erase the entire "lite" array, redrawing every grid
2469 void forget_lite(void)
2473 /* None to forget */
2474 if (!lite_n) return;
2476 /* Clear them all */
2477 for (i = 0; i < lite_n; i++)
2482 /* Forget "LITE" flag */
2483 cave[y][x].info &= ~(CAVE_LITE);
2486 /* lite_spot(y, x); Perhaps don't need? */
2495 * For delayed visual update
2497 #define cave_note_and_redraw_later(C,Y,X) \
2499 (C)->info |= CAVE_NOTE; \
2500 cave_redraw_later((C), (Y), (X)); \
2505 * For delayed visual update
2507 #define cave_redraw_later(C,Y,X) \
2509 if (!((C)->info & CAVE_REDRAW)) \
2511 (C)->info |= CAVE_REDRAW; \
2512 redraw_y[redraw_n] = (Y); \
2513 redraw_x[redraw_n++] = (X); \
2521 * This macro allows us to efficiently add a grid to the "lite" array,
2522 * note that we are never called for illegal grids, or for grids which
2523 * have already been placed into the "lite" array, and we are never
2524 * called when the "lite" array is full.
2526 #define cave_lite_hack(Y,X) \
2528 if (!(cave[Y][X].info & (CAVE_LITE))) \
2530 cave[Y][X].info |= (CAVE_LITE); \
2531 lite_y[lite_n] = (Y); \
2532 lite_x[lite_n++] = (X); \
2538 * Update the set of grids "illuminated" by the player's lite.
2540 * This routine needs to use the results of "update_view()"
2542 * Note that "blindness" does NOT affect "torch lite". Be careful!
2544 * We optimize most lites (all non-artifact lites) by using "obvious"
2545 * facts about the results of "small" lite radius, and we attempt to
2546 * list the "nearby" grids before the more "distant" ones in the
2547 * array of torch-lit grids.
2549 * We assume that "radius zero" lite is in fact no lite at all.
2551 * Torch Lantern Artifacts
2561 void update_lite(void)
2563 int i, x, y, min_x, max_x, min_y, max_y;
2564 int p = p_ptr->cur_lite;
2567 /*** Special case ***/
2570 /* Hack -- Player has no lite */
2573 /* Forget the old lite */
2574 /* forget_lite(); Perhaps don't need? */
2576 /* Add it to later visual update */
2577 cave_redraw_later(&cave[py][px], py, px);
2581 /*** Save the old "lite" grids for later ***/
2583 /* Clear them all */
2584 for (i = 0; i < lite_n; i++)
2589 /* Mark the grid as not "lite" */
2590 cave[y][x].info &= ~(CAVE_LITE);
2592 /* Mark the grid as "seen" */
2593 cave[y][x].info |= (CAVE_TEMP);
2595 /* Add it to the "seen" set */
2605 /*** Collect the new "lite" grids ***/
2607 /* Radius 1 -- torch radius */
2611 cave_lite_hack(py, px);
2614 cave_lite_hack(py+1, px);
2615 cave_lite_hack(py-1, px);
2616 cave_lite_hack(py, px+1);
2617 cave_lite_hack(py, px-1);
2619 /* Diagonal grids */
2620 cave_lite_hack(py+1, px+1);
2621 cave_lite_hack(py+1, px-1);
2622 cave_lite_hack(py-1, px+1);
2623 cave_lite_hack(py-1, px-1);
2626 /* Radius 2 -- lantern radius */
2629 /* South of the player */
2630 if (cave_los_bold(py + 1, px))
2632 cave_lite_hack(py+2, px);
2633 cave_lite_hack(py+2, px+1);
2634 cave_lite_hack(py+2, px-1);
2637 /* North of the player */
2638 if (cave_los_bold(py - 1, px))
2640 cave_lite_hack(py-2, px);
2641 cave_lite_hack(py-2, px+1);
2642 cave_lite_hack(py-2, px-1);
2645 /* East of the player */
2646 if (cave_los_bold(py, px + 1))
2648 cave_lite_hack(py, px+2);
2649 cave_lite_hack(py+1, px+2);
2650 cave_lite_hack(py-1, px+2);
2653 /* West of the player */
2654 if (cave_los_bold(py, px - 1))
2656 cave_lite_hack(py, px-2);
2657 cave_lite_hack(py+1, px-2);
2658 cave_lite_hack(py-1, px-2);
2662 /* Radius 3+ -- artifact radius */
2667 /* Paranoia -- see "LITE_MAX" */
2670 /* South-East of the player */
2671 if (cave_los_bold(py + 1, px + 1))
2673 cave_lite_hack(py+2, px+2);
2676 /* South-West of the player */
2677 if (cave_los_bold(py + 1, px - 1))
2679 cave_lite_hack(py+2, px-2);
2682 /* North-East of the player */
2683 if (cave_los_bold(py - 1, px + 1))
2685 cave_lite_hack(py-2, px+2);
2688 /* North-West of the player */
2689 if (cave_los_bold(py - 1, px - 1))
2691 cave_lite_hack(py-2, px-2);
2696 if (min_y < 0) min_y = 0;
2700 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2704 if (min_x < 0) min_x = 0;
2708 if (max_x > cur_wid-1) max_x = cur_wid-1;
2710 /* Scan the maximal box */
2711 for (y = min_y; y <= max_y; y++)
2713 for (x = min_x; x <= max_x; x++)
2715 int dy = (py > y) ? (py - y) : (y - py);
2716 int dx = (px > x) ? (px - x) : (x - px);
2718 /* Skip the "central" grids (above) */
2719 if ((dy <= 2) && (dx <= 2)) continue;
2721 /* Hack -- approximate the distance */
2722 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2724 /* Skip distant grids */
2725 if (d > p) continue;
2727 /* Viewable, nearby, grids get "torch lit" */
2728 if (player_has_los_bold(y, x))
2730 /* This grid is "torch lit" */
2731 cave_lite_hack(y, x);
2738 /*** Complete the algorithm ***/
2740 /* Draw the new grids */
2741 for (i = 0; i < lite_n; i++)
2746 c_ptr = &cave[y][x];
2748 /* Update fresh grids */
2749 if (c_ptr->info & (CAVE_TEMP)) continue;
2751 /* Add it to later visual update */
2752 cave_note_and_redraw_later(c_ptr, y, x);
2755 /* Clear them all */
2756 for (i = 0; i < temp_n; i++)
2761 c_ptr = &cave[y][x];
2763 /* No longer in the array */
2764 c_ptr->info &= ~(CAVE_TEMP);
2766 /* Update stale grids */
2767 if (c_ptr->info & (CAVE_LITE)) continue;
2769 /* Add it to later visual update */
2770 cave_redraw_later(c_ptr, y, x);
2776 /* Mega-Hack -- Visual update later */
2777 p_ptr->update |= (PU_DELAY_VIS);
2781 static bool mon_invis;
2782 static s16b mon_fy, mon_fx;
2785 * Add a square to the changes array
2787 static void mon_lite_hack(int y, int x)
2790 int midpoint, dpf, d;
2792 /* We trust this grid is in bounds */
2793 /* if (!in_bounds2(y, x)) return; */
2795 c_ptr = &cave[y][x];
2797 /* Want a unlit square in view of the player */
2798 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2800 if (!cave_los_grid(c_ptr))
2802 /* Hack -- Prevent monster lite leakage in walls */
2804 /* Horizontal walls between player and a monster */
2805 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2809 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2811 /* Only first wall viewed from mid-x is lit */
2814 if (!cave_los_bold(y, x + 1)) return;
2816 else if (x > midpoint)
2818 if (!cave_los_bold(y, x - 1)) return;
2821 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2822 else if (mon_invis) return;
2825 /* Vertical walls between player and a monster */
2826 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2830 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2832 /* Only first wall viewed from mid-y is lit */
2835 if (!cave_los_bold(y + 1, x)) return;
2837 else if (y > midpoint)
2839 if (!cave_los_bold(y - 1, x)) return;
2842 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2843 else if (mon_invis) return;
2847 /* We trust temp_n does not exceed TEMP_MAX */
2850 if (!(c_ptr->info & CAVE_MNDK))
2852 /* Save this square */
2861 /* No longer dark */
2862 c_ptr->info &= ~(CAVE_MNDK);
2866 c_ptr->info |= CAVE_MNLT;
2871 * Add a square to the changes array
2873 static void mon_dark_hack(int y, int x)
2876 int midpoint, dpf, d;
2878 /* We trust this grid is in bounds */
2879 /* if (!in_bounds2(y, x)) return; */
2881 c_ptr = &cave[y][x];
2883 /* Want a unlit and undarkened square in view of the player */
2884 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2886 if (!cave_los_grid(c_ptr) && !cave_have_flag_grid(c_ptr, FF_PROJECT))
2888 /* Hack -- Prevent monster dark lite leakage in walls */
2890 /* Horizontal walls between player and a monster */
2891 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2895 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2897 /* Only first wall viewed from mid-x is lit */
2900 if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
2902 else if (x > midpoint)
2904 if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
2907 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2908 else if (mon_invis) return;
2911 /* Vertical walls between player and a monster */
2912 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2916 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2918 /* Only first wall viewed from mid-y is lit */
2921 if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
2923 else if (y > midpoint)
2925 if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
2928 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2929 else if (mon_invis) return;
2933 /* We trust temp_n does not exceed TEMP_MAX */
2935 /* Save this square */
2941 c_ptr->info |= CAVE_MNDK;
2946 * Update squares illuminated or darkened by monsters.
2948 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2949 * denote squares illuminated by monsters.
2951 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2952 * updating. Only squares in view of the player, whos state
2953 * changes are drawn via lite_spot().
2955 void update_mon_lite(void)
2961 void (*add_mon_lite)(int, int);
2966 /* Non-Ninja player in the darkness */
2967 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2968 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
2970 /* Clear all monster lit squares */
2971 for (i = 0; i < mon_lite_n; i++)
2974 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
2976 /* Set temp or xtra flag */
2977 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
2979 /* Clear monster illumination flag */
2980 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
2983 /* Empty temp list of new squares to lite up */
2986 /* If a monster stops time, don't process */
2989 monster_type *m_ptr;
2990 monster_race *r_ptr;
2992 /* Loop through monsters, adding newly lit squares to changes list */
2993 for (i = 1; i < m_max; i++)
2996 r_ptr = &r_info[m_ptr->r_idx];
2998 /* Skip dead monsters */
2999 if (!m_ptr->r_idx) continue;
3001 /* Is it too far away? */
3002 if (m_ptr->cdis > dis_lim) continue;
3004 /* Get lite radius */
3007 /* Note the radii are cumulative */
3008 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3009 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3010 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
3011 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
3013 /* Exit if has no light */
3017 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3018 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3019 add_mon_lite = mon_lite_hack;
3024 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
3025 add_mon_lite = mon_dark_hack;
3026 f_flag = FF_PROJECT;
3027 rad = -rad; /* Use absolute value */
3030 /* Access the location */
3034 /* Is the monster visible? */
3035 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
3037 /* The square it is on */
3038 add_mon_lite(mon_fy, mon_fx);
3040 /* Adjacent squares */
3041 add_mon_lite(mon_fy + 1, mon_fx);
3042 add_mon_lite(mon_fy - 1, mon_fx);
3043 add_mon_lite(mon_fy, mon_fx + 1);
3044 add_mon_lite(mon_fy, mon_fx - 1);
3045 add_mon_lite(mon_fy + 1, mon_fx + 1);
3046 add_mon_lite(mon_fy + 1, mon_fx - 1);
3047 add_mon_lite(mon_fy - 1, mon_fx + 1);
3048 add_mon_lite(mon_fy - 1, mon_fx - 1);
3053 /* South of the monster */
3054 if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
3056 add_mon_lite(mon_fy + 2, mon_fx + 1);
3057 add_mon_lite(mon_fy + 2, mon_fx);
3058 add_mon_lite(mon_fy + 2, mon_fx - 1);
3060 c_ptr = &cave[mon_fy + 2][mon_fx];
3063 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3065 add_mon_lite(mon_fy + 3, mon_fx + 1);
3066 add_mon_lite(mon_fy + 3, mon_fx);
3067 add_mon_lite(mon_fy + 3, mon_fx - 1);
3071 /* North of the monster */
3072 if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
3074 add_mon_lite(mon_fy - 2, mon_fx + 1);
3075 add_mon_lite(mon_fy - 2, mon_fx);
3076 add_mon_lite(mon_fy - 2, mon_fx - 1);
3078 c_ptr = &cave[mon_fy - 2][mon_fx];
3081 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3083 add_mon_lite(mon_fy - 3, mon_fx + 1);
3084 add_mon_lite(mon_fy - 3, mon_fx);
3085 add_mon_lite(mon_fy - 3, mon_fx - 1);
3089 /* East of the monster */
3090 if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
3092 add_mon_lite(mon_fy + 1, mon_fx + 2);
3093 add_mon_lite(mon_fy, mon_fx + 2);
3094 add_mon_lite(mon_fy - 1, mon_fx + 2);
3096 c_ptr = &cave[mon_fy][mon_fx + 2];
3099 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3101 add_mon_lite(mon_fy + 1, mon_fx + 3);
3102 add_mon_lite(mon_fy, mon_fx + 3);
3103 add_mon_lite(mon_fy - 1, mon_fx + 3);
3107 /* West of the monster */
3108 if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
3110 add_mon_lite(mon_fy + 1, mon_fx - 2);
3111 add_mon_lite(mon_fy, mon_fx - 2);
3112 add_mon_lite(mon_fy - 1, mon_fx - 2);
3114 c_ptr = &cave[mon_fy][mon_fx - 2];
3117 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3119 add_mon_lite(mon_fy + 1, mon_fx - 3);
3120 add_mon_lite(mon_fy, mon_fx - 3);
3121 add_mon_lite(mon_fy - 1, mon_fx - 3);
3129 /* South-East of the monster */
3130 if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
3132 add_mon_lite(mon_fy + 2, mon_fx + 2);
3135 /* South-West of the monster */
3136 if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
3138 add_mon_lite(mon_fy + 2, mon_fx - 2);
3141 /* North-East of the monster */
3142 if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
3144 add_mon_lite(mon_fy - 2, mon_fx + 2);
3147 /* North-West of the monster */
3148 if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
3150 add_mon_lite(mon_fy - 2, mon_fx - 2);
3156 /* Save end of list of new squares */
3160 * Look at old set flags to see if there are any changes.
3162 for (i = 0; i < mon_lite_n; i++)
3167 /* We trust this grid is in bounds */
3170 c_ptr = &cave[fy][fx];
3172 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3174 /* It it no longer lit? */
3175 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3177 /* It is now unlit */
3178 /* Add it to later visual update */
3179 cave_note_and_redraw_later(c_ptr, fy, fx);
3182 else /* Pervious darkened */
3184 /* It it no longer darken? */
3185 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3187 /* It is now undarken */
3188 /* Add it to later visual update */
3189 cave_note_and_redraw_later(c_ptr, fy, fx);
3193 /* Add to end of temp array */
3194 temp_x[temp_n] = (byte)fx;
3195 temp_y[temp_n] = (byte)fy;
3199 /* Clear the lite array */
3202 /* Copy the temp array into the lit array lighting the new squares. */
3203 for (i = 0; i < end_temp; i++)
3208 /* We trust this grid is in bounds */
3211 c_ptr = &cave[fy][fx];
3213 if (c_ptr->info & CAVE_MNLT) /* Lit */
3215 /* The is the square newly lit and visible? */
3216 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3219 /* Add it to later visual update */
3220 cave_note_and_redraw_later(c_ptr, fy, fx);
3225 /* The is the square newly darkened and visible? */
3226 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3228 /* It is now darkened */
3229 /* Add it to later visual update */
3230 cave_note_and_redraw_later(c_ptr, fy, fx);
3234 /* Save in the monster lit or darkened array */
3235 mon_lite_x[mon_lite_n] = fx;
3236 mon_lite_y[mon_lite_n] = fy;
3240 /* Clear the temp flag for the old lit or darken grids */
3241 for (i = end_temp; i < temp_n; i++)
3243 /* We trust this grid is in bounds */
3245 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3248 /* Finished with temp_n */
3251 /* Mega-Hack -- Visual update later */
3252 p_ptr->update |= (PU_DELAY_VIS);
3254 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3256 if (p_ptr->special_defense & NINJA_S_STEALTH)
3258 if (p_ptr->old_monlite != p_ptr->monlite)
3263 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3265 msg_print("Your mantle of shadow become thin.");
3271 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3273 msg_print("Your mantle of shadow restored its original darkness.");
3278 p_ptr->old_monlite = p_ptr->monlite;
3281 void clear_mon_lite(void)
3286 /* Clear all monster lit squares */
3287 for (i = 0; i < mon_lite_n; i++)
3290 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3292 /* Clear monster illumination flag */
3293 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3296 /* Empty the array */
3303 * Clear the viewable space
3305 void forget_view(void)
3311 /* None to forget */
3312 if (!view_n) return;
3314 /* Clear them all */
3315 for (i = 0; i < view_n; i++)
3320 /* Access the grid */
3321 c_ptr = &cave[y][x];
3323 /* Forget that the grid is viewable */
3324 c_ptr->info &= ~(CAVE_VIEW);
3326 if (!panel_contains(y, x)) continue;
3328 /* Update the screen */
3329 /* lite_spot(y, x); Perhaps don't need? */
3339 * This macro allows us to efficiently add a grid to the "view" array,
3340 * note that we are never called for illegal grids, or for grids which
3341 * have already been placed into the "view" array, and we are never
3342 * called when the "view" array is full.
3344 #define cave_view_hack(C,Y,X) \
3346 if (!((C)->info & (CAVE_VIEW))){\
3347 (C)->info |= (CAVE_VIEW); \
3348 view_y[view_n] = (Y); \
3349 view_x[view_n] = (X); \
3356 * Helper function for "update_view()" below
3358 * We are checking the "viewability" of grid (y,x) by the player.
3360 * This function assumes that (y,x) is legal (i.e. on the map).
3362 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3363 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3365 * Note that we are using the "CAVE_XTRA" field for marking grids as
3366 * "easily viewable". This bit is cleared at the end of "update_view()".
3368 * This function adds (y,x) to the "viewable set" if necessary.
3370 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3372 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3374 bool f1, f2, v1, v2, z1, z2, wall;
3378 cave_type *g1_c_ptr;
3379 cave_type *g2_c_ptr;
3381 /* Access the grids */
3382 g1_c_ptr = &cave[y1][x1];
3383 g2_c_ptr = &cave[y2][x2];
3386 /* Check for walls */
3387 f1 = (cave_los_grid(g1_c_ptr));
3388 f2 = (cave_los_grid(g2_c_ptr));
3390 /* Totally blocked by physical walls */
3391 if (!f1 && !f2) return (TRUE);
3394 /* Check for visibility */
3395 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3396 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3398 /* Totally blocked by "unviewable neighbors" */
3399 if (!v1 && !v2) return (TRUE);
3402 /* Access the grid */
3403 c_ptr = &cave[y][x];
3406 /* Check for walls */
3407 wall = (!cave_los_grid(c_ptr));
3410 /* Check the "ease" of visibility */
3411 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3412 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3414 /* Hack -- "easy" plus "easy" yields "easy" */
3417 c_ptr->info |= (CAVE_XTRA);
3419 cave_view_hack(c_ptr, y, x);
3424 /* Hack -- primary "easy" yields "viewed" */
3427 cave_view_hack(c_ptr, y, x);
3432 /* Hack -- "view" plus "view" yields "view" */
3435 /* c_ptr->info |= (CAVE_XTRA); */
3437 cave_view_hack(c_ptr, y, x);
3443 /* Mega-Hack -- the "los()" function works poorly on walls */
3446 cave_view_hack(c_ptr, y, x);
3452 /* Hack -- check line of sight */
3453 if (los(py, px, y, x))
3455 cave_view_hack(c_ptr, y, x);
3461 /* Assume no line of sight. */
3468 * Calculate the viewable space
3470 * 1: Process the player
3471 * 1a: The player is always (easily) viewable
3472 * 2: Process the diagonals
3473 * 2a: The diagonals are (easily) viewable up to the first wall
3474 * 2b: But never go more than 2/3 of the "full" distance
3475 * 3: Process the main axes
3476 * 3a: The main axes are (easily) viewable up to the first wall
3477 * 3b: But never go more than the "full" distance
3478 * 4: Process sequential "strips" in each of the eight octants
3479 * 4a: Each strip runs along the previous strip
3480 * 4b: The main axes are "previous" to the first strip
3481 * 4c: Process both "sides" of each "direction" of each strip
3482 * 4c1: Each side aborts as soon as possible
3483 * 4c2: Each side tells the next strip how far it has to check
3485 * Note that the octant processing involves some pretty interesting
3486 * observations involving when a grid might possibly be viewable from
3487 * a given grid, and on the order in which the strips are processed.
3489 * Note the use of the mathematical facts shown below, which derive
3490 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3491 * hypotenuse of a right triangle is primarily determined by the length
3492 * of the longest side, when one side is small, and is strictly less
3493 * than one-and-a-half times as long as the longest side when both of
3494 * the sides are large.
3496 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3497 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3499 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3501 * These observations are important because the calculation of the actual
3502 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3503 * while for small values (up to about 20 or so), the approximations above
3504 * are correct to within an error of at most one grid or so.
3506 * Observe the use of "full" and "over" in the code below, and the use of
3507 * the specialized calculation involving "limit", all of which derive from
3508 * the observations given above. Basically, we note that the "circle" of
3509 * view is completely contained in an "octagon" whose bounds are easy to
3510 * determine, and that only a few steps are needed to derive the actual
3511 * bounds of the circle given the bounds of the octagon.
3513 * Note that by skipping all the grids in the corners of the octagon, we
3514 * place an upper limit on the number of grids in the field of view, given
3515 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3516 * view, only about 1475 of these are in the "octagon" of view, and even
3517 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3518 * entries to completely contain the actual field of view.
3520 * Note also the care taken to prevent "running off the map". The use of
3521 * explicit checks on the "validity" of the "diagonal", and the fact that
3522 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3523 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3524 * of multiple checks on the validity of grids.
3526 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3527 * "ws","wn" variables. They work like this: While travelling down the
3528 * south-bound strip just to the east of the main south axis, as soon as
3529 * we get to a grid which does not "transmit" viewing, if all of the strips
3530 * preceding us (in this case, just the main axis) had terminated at or before
3531 * the same point, then we can stop, and reset the "max distance" to ourself.
3532 * So, each strip (named by major axis plus offset, thus "se" in this case)
3533 * maintains a "blockage" variable, initialized during the main axis step,
3534 * and checks it whenever a blockage is observed. After processing each
3535 * strip as far as the previous strip told us to process, the next strip is
3536 * told not to go farther than the current strip's farthest viewable grid,
3537 * unless open space is still available. This uses the "k" variable.
3539 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3540 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3541 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3542 * chunk of code which adds the given location to the "view" array if it
3543 * is not already there, using both the actual location and a pointer to
3544 * the cave grid. See above.
3546 * By the way, the purpose of this code is to reduce the dependancy on the
3547 * "los()" function which is slow, and, in some cases, not very accurate.
3549 * It is very possible that I am the only person who fully understands this
3550 * function, and for that I am truly sorry, but efficiency was very important
3551 * and the "simple" version of this function was just not fast enough. I am
3552 * more than willing to replace this function with a simpler one, if it is
3553 * equally efficient, and especially willing if the new function happens to
3554 * derive "reverse-line-of-sight" at the same time, since currently monsters
3555 * just use an optimized hack of "you see me, so I see you", and then use the
3556 * actual "projectable()" function to check spell attacks.
3558 void update_view(void)
3560 int n, m, d, k, y, x, z;
3562 int se, sw, ne, nw, es, en, ws, wn;
3566 int y_max = cur_hgt - 1;
3567 int x_max = cur_wid - 1;
3571 /*** Initialize ***/
3574 if (view_reduce_view && !dun_level)
3576 /* Full radius (10) */
3577 full = MAX_SIGHT / 2;
3579 /* Octagon factor (15) */
3580 over = MAX_SIGHT * 3 / 4;
3586 /* Full radius (20) */
3589 /* Octagon factor (30) */
3590 over = MAX_SIGHT * 3 / 2;
3594 /*** Step 0 -- Begin ***/
3596 /* Save the old "view" grids for later */
3597 for (n = 0; n < view_n; n++)
3602 /* Access the grid */
3603 c_ptr = &cave[y][x];
3605 /* Mark the grid as not in "view" */
3606 c_ptr->info &= ~(CAVE_VIEW);
3608 /* Mark the grid as "seen" */
3609 c_ptr->info |= (CAVE_TEMP);
3611 /* Add it to the "seen" set */
3617 /* Start over with the "view" array */
3620 /*** Step 1 -- adjacent grids ***/
3622 /* Now start on the player */
3626 /* Access the grid */
3627 c_ptr = &cave[y][x];
3629 /* Assume the player grid is easily viewable */
3630 c_ptr->info |= (CAVE_XTRA);
3632 /* Assume the player grid is viewable */
3633 cave_view_hack(c_ptr, y, x);
3636 /*** Step 2 -- Major Diagonals ***/
3641 /* Scan south-east */
3642 for (d = 1; d <= z; d++)
3644 c_ptr = &cave[y+d][x+d];
3645 c_ptr->info |= (CAVE_XTRA);
3646 cave_view_hack(c_ptr, y+d, x+d);
3647 if (!cave_los_grid(c_ptr)) break;
3650 /* Scan south-west */
3651 for (d = 1; d <= z; d++)
3653 c_ptr = &cave[y+d][x-d];
3654 c_ptr->info |= (CAVE_XTRA);
3655 cave_view_hack(c_ptr, y+d, x-d);
3656 if (!cave_los_grid(c_ptr)) break;
3659 /* Scan north-east */
3660 for (d = 1; d <= z; d++)
3662 c_ptr = &cave[y-d][x+d];
3663 c_ptr->info |= (CAVE_XTRA);
3664 cave_view_hack(c_ptr, y-d, x+d);
3665 if (!cave_los_grid(c_ptr)) break;
3668 /* Scan north-west */
3669 for (d = 1; d <= z; d++)
3671 c_ptr = &cave[y-d][x-d];
3672 c_ptr->info |= (CAVE_XTRA);
3673 cave_view_hack(c_ptr, y-d, x-d);
3674 if (!cave_los_grid(c_ptr)) break;
3678 /*** Step 3 -- major axes ***/
3681 for (d = 1; d <= full; d++)
3683 c_ptr = &cave[y+d][x];
3684 c_ptr->info |= (CAVE_XTRA);
3685 cave_view_hack(c_ptr, y+d, x);
3686 if (!cave_los_grid(c_ptr)) break;
3689 /* Initialize the "south strips" */
3693 for (d = 1; d <= full; d++)
3695 c_ptr = &cave[y-d][x];
3696 c_ptr->info |= (CAVE_XTRA);
3697 cave_view_hack(c_ptr, y-d, x);
3698 if (!cave_los_grid(c_ptr)) break;
3701 /* Initialize the "north strips" */
3705 for (d = 1; d <= full; d++)
3707 c_ptr = &cave[y][x+d];
3708 c_ptr->info |= (CAVE_XTRA);
3709 cave_view_hack(c_ptr, y, x+d);
3710 if (!cave_los_grid(c_ptr)) break;
3713 /* Initialize the "east strips" */
3717 for (d = 1; d <= full; d++)
3719 c_ptr = &cave[y][x-d];
3720 c_ptr->info |= (CAVE_XTRA);
3721 cave_view_hack(c_ptr, y, x-d);
3722 if (!cave_los_grid(c_ptr)) break;
3725 /* Initialize the "west strips" */
3729 /*** Step 4 -- Divide each "octant" into "strips" ***/
3731 /* Now check each "diagonal" (in parallel) */
3732 for (n = 1; n <= over / 2; n++)
3734 int ypn, ymn, xpn, xmn;
3737 /* Acquire the "bounds" of the maximal circle */
3739 if (z > full - n) z = full - n;
3740 while ((z + n + (n>>1)) > full) z--;
3743 /* Access the four diagonal grids */
3753 /* Maximum distance */
3754 m = MIN(z, y_max - ypn);
3757 if ((xpn <= x_max) && (n < se))
3760 for (k = n, d = 1; d <= m; d++)
3762 /* Check grid "d" in strip "n", notice "blockage" */
3763 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3765 if (n + d >= se) break;
3768 /* Track most distant "non-blockage" */
3775 /* Limit the next strip */
3780 if ((xmn >= 0) && (n < sw))
3783 for (k = n, d = 1; d <= m; d++)
3785 /* Check grid "d" in strip "n", notice "blockage" */
3786 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3788 if (n + d >= sw) break;
3791 /* Track most distant "non-blockage" */
3798 /* Limit the next strip */
3807 /* Maximum distance */
3811 if ((xpn <= x_max) && (n < ne))
3814 for (k = n, d = 1; d <= m; d++)
3816 /* Check grid "d" in strip "n", notice "blockage" */
3817 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3819 if (n + d >= ne) break;
3822 /* Track most distant "non-blockage" */
3829 /* Limit the next strip */
3834 if ((xmn >= 0) && (n < nw))
3837 for (k = n, d = 1; d <= m; d++)
3839 /* Check grid "d" in strip "n", notice "blockage" */
3840 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3842 if (n + d >= nw) break;
3845 /* Track most distant "non-blockage" */
3852 /* Limit the next strip */
3861 /* Maximum distance */
3862 m = MIN(z, x_max - xpn);
3865 if ((ypn <= x_max) && (n < es))
3868 for (k = n, d = 1; d <= m; d++)
3870 /* Check grid "d" in strip "n", notice "blockage" */
3871 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3873 if (n + d >= es) break;
3876 /* Track most distant "non-blockage" */
3883 /* Limit the next strip */
3888 if ((ymn >= 0) && (n < en))
3891 for (k = n, d = 1; d <= m; d++)
3893 /* Check grid "d" in strip "n", notice "blockage" */
3894 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3896 if (n + d >= en) break;
3899 /* Track most distant "non-blockage" */
3906 /* Limit the next strip */
3915 /* Maximum distance */
3919 if ((ypn <= y_max) && (n < ws))
3922 for (k = n, d = 1; d <= m; d++)
3924 /* Check grid "d" in strip "n", notice "blockage" */
3925 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3927 if (n + d >= ws) break;
3930 /* Track most distant "non-blockage" */
3937 /* Limit the next strip */
3942 if ((ymn >= 0) && (n < wn))
3945 for (k = n, d = 1; d <= m; d++)
3947 /* Check grid "d" in strip "n", notice "blockage" */
3948 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3950 if (n + d >= wn) break;
3953 /* Track most distant "non-blockage" */
3960 /* Limit the next strip */
3967 /*** Step 5 -- Complete the algorithm ***/
3969 /* Update all the new grids */
3970 for (n = 0; n < view_n; n++)
3975 /* Access the grid */
3976 c_ptr = &cave[y][x];
3978 /* Clear the "CAVE_XTRA" flag */
3979 c_ptr->info &= ~(CAVE_XTRA);
3981 /* Update only newly viewed grids */
3982 if (c_ptr->info & (CAVE_TEMP)) continue;
3984 /* Add it to later visual update */
3985 cave_note_and_redraw_later(c_ptr, y, x);
3988 /* Wipe the old grids, update as needed */
3989 for (n = 0; n < temp_n; n++)
3994 /* Access the grid */
3995 c_ptr = &cave[y][x];
3997 /* No longer in the array */
3998 c_ptr->info &= ~(CAVE_TEMP);
4000 /* Update only non-viewable grids */
4001 if (c_ptr->info & (CAVE_VIEW)) continue;
4003 /* Add it to later visual update */
4004 cave_redraw_later(c_ptr, y, x);
4010 /* Mega-Hack -- Visual update later */
4011 p_ptr->update |= (PU_DELAY_VIS);
4016 * Mega-Hack -- Delayed visual update
4017 * Only used if update_view(), update_lite() or update_mon_lite() was called
4019 void delayed_visual_update(void)
4024 /* Update needed grids */
4025 for (i = 0; i < redraw_n; i++)
4030 /* Access the grid */
4031 c_ptr = &cave[y][x];
4033 /* Update only needed grids (prevent multiple updating) */
4034 if (!(c_ptr->info & CAVE_REDRAW)) continue;
4036 /* If required, note */
4037 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
4042 /* Hack -- Visual update of monster on this grid */
4043 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4045 /* No longer in the array */
4046 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
4055 * Hack -- forget the "flow" information
4057 void forget_flow(void)
4061 /* Check the entire dungeon */
4062 for (y = 0; y < cur_hgt; y++)
4064 for (x = 0; x < cur_wid; x++)
4066 /* Forget the old data */
4067 cave[y][x].dist = 0;
4068 cave[y][x].cost = 0;
4069 cave[y][x].when = 0;
4076 * Hack - speed up the update_flow algorithm by only doing
4077 * it everytime the player moves out of LOS of the last
4080 static u16b flow_x = 0;
4081 static u16b flow_y = 0;
4086 * Hack -- fill in the "cost" field of every grid that the player
4087 * can "reach" with the number of steps needed to reach that grid.
4088 * This also yields the "distance" of the player from every grid.
4090 * In addition, mark the "when" of the grids that can reach
4091 * the player with the incremented value of "flow_n".
4093 * Hack -- use the "seen" array as a "circular queue".
4095 * We do not need a priority queue because the cost from grid
4096 * to grid is always "one" and we process them in order.
4098 void update_flow(void)
4104 /* Paranoia -- make sure the array is empty */
4107 /* The last way-point is on the map */
4108 if (running && in_bounds(flow_y, flow_x))
4110 /* The way point is in sight - do not update. (Speedup) */
4111 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4114 /* Erase all of the current flow information */
4115 for (y = 0; y < cur_hgt; y++)
4117 for (x = 0; x < cur_wid; x++)
4119 cave[y][x].cost = 0;
4120 cave[y][x].dist = 0;
4124 /* Save player position */
4128 /* Add the player's grid to the queue */
4132 /* Now process the queue */
4133 while (flow_head != flow_tail)
4137 /* Extract the next entry */
4138 ty = temp_y[flow_tail];
4139 tx = temp_x[flow_tail];
4141 /* Forget that entry */
4142 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4144 /* Add the "children" */
4145 for (d = 0; d < 8; d++)
4147 int old_head = flow_head;
4148 int m = cave[ty][tx].cost + 1;
4149 int n = cave[ty][tx].dist + 1;
4152 /* Child location */
4153 y = ty + ddy_ddd[d];
4154 x = tx + ddx_ddd[d];
4156 /* Ignore player's grid */
4157 if (player_bold(y, x)) continue;
4159 c_ptr = &cave[y][x];
4161 if (is_closed_door(c_ptr->feat)) m += 3;
4163 /* Ignore "pre-stamped" entries */
4164 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4166 /* Ignore "walls" and "rubble" */
4167 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4169 /* Save the flow cost */
4170 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4171 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4173 /* Hack -- limit flow depth */
4174 if (n == MONSTER_FLOW_DEPTH) continue;
4176 /* Enqueue that entry */
4177 temp_y[flow_head] = y;
4178 temp_x[flow_head] = x;
4180 /* Advance the queue */
4181 if (++flow_head == TEMP_MAX) flow_head = 0;
4183 /* Hack -- notice overflow by forgetting new entry */
4184 if (flow_head == flow_tail) flow_head = old_head;
4190 static int scent_when = 0;
4193 * Characters leave scent trails for perceptive monsters to track.
4195 * Smell is rather more limited than sound. Many creatures cannot use
4196 * it at all, it doesn't extend very far outwards from the character's
4197 * current position, and monsters can use it to home in the character,
4198 * but not to run away from him.
4200 * Smell is valued according to age. When a character takes his turn,
4201 * scent is aged by one, and new scent of the current age is laid down.
4202 * Speedy characters leave more scent, true, but it also ages faster,
4203 * which makes it harder to hunt them down.
4205 * Whenever the age count loops, most of the scent trail is erased and
4206 * the age of the remainder is recalculated.
4208 void update_smell(void)
4213 /* Create a table that controls the spread of scent */
4214 const int scent_adjust[5][5] =
4223 /* Loop the age and adjust scent values when necessary */
4224 if (++scent_when == 254)
4226 /* Scan the entire dungeon */
4227 for (y = 0; y < cur_hgt; y++)
4229 for (x = 0; x < cur_wid; x++)
4231 int w = cave[y][x].when;
4232 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4241 /* Lay down new scent */
4242 for (i = 0; i < 5; i++)
4244 for (j = 0; j < 5; j++)
4248 /* Translate table to map grids */
4253 if (!in_bounds(y, x)) continue;
4255 c_ptr = &cave[y][x];
4257 /* Walls, water, and lava cannot hold scent. */
4258 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4260 /* Grid must not be blocked by walls from the character */
4261 if (!player_has_los_bold(y, x)) continue;
4263 /* Note grids that are too far away */
4264 if (scent_adjust[i][j] == -1) continue;
4266 /* Mark the grid with new scent */
4267 c_ptr->when = scent_when + scent_adjust[i][j];
4274 * Hack -- map the current panel (plus some) ala "magic mapping"
4276 void map_area(int range)
4281 feature_type *f_ptr;
4283 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4285 /* Scan that area */
4286 for (y = 1; y < cur_hgt - 1; y++)
4288 for (x = 1; x < cur_wid - 1; x++)
4290 if (distance(py, px, y, x) > range) continue;
4292 c_ptr = &cave[y][x];
4294 /* Feature code (applying "mimic" field) */
4295 feat = get_feat_mimic(c_ptr);
4296 f_ptr = &f_info[feat];
4298 /* All non-walls are "checked" */
4299 if (!have_flag(f_ptr->flags, FF_WALL))
4301 /* Memorize normal features */
4302 if (have_flag(f_ptr->flags, FF_REMEMBER))
4304 /* Memorize the object */
4305 c_ptr->info |= (CAVE_MARK);
4308 /* Memorize known walls */
4309 for (i = 0; i < 8; i++)
4311 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4313 /* Feature code (applying "mimic" field) */
4314 feat = get_feat_mimic(c_ptr);
4315 f_ptr = &f_info[feat];
4317 /* Memorize walls (etc) */
4318 if (have_flag(f_ptr->flags, FF_REMEMBER))
4320 /* Memorize the walls */
4321 c_ptr->info |= (CAVE_MARK);
4329 p_ptr->redraw |= (PR_MAP);
4332 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4338 * Light up the dungeon using "clairvoyance"
4340 * This function "illuminates" every grid in the dungeon, memorizes all
4341 * "objects", memorizes all grids as with magic mapping, and, under the
4342 * standard option settings (view_perma_grids but not view_torch_grids)
4343 * memorizes all floor grids too.
4345 * Note that if "view_perma_grids" is not set, we do not memorize floor
4346 * grids, since this would defeat the purpose of "view_perma_grids", not
4347 * that anyone seems to play without this option.
4349 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4350 * since this would prevent the use of "view_torch_grids" as a method to
4351 * keep track of what grids have been observed directly.
4353 void wiz_lite(bool ninja)
4357 feature_type *f_ptr;
4359 /* Memorize objects */
4360 for (i = 1; i < o_max; i++)
4362 object_type *o_ptr = &o_list[i];
4364 /* Skip dead objects */
4365 if (!o_ptr->k_idx) continue;
4367 /* Skip held objects */
4368 if (o_ptr->held_m_idx) continue;
4371 o_ptr->marked |= OM_FOUND;
4374 /* Scan all normal grids */
4375 for (y = 1; y < cur_hgt - 1; y++)
4377 /* Scan all normal grids */
4378 for (x = 1; x < cur_wid - 1; x++)
4380 cave_type *c_ptr = &cave[y][x];
4382 /* Feature code (applying "mimic" field) */
4383 feat = get_feat_mimic(c_ptr);
4384 f_ptr = &f_info[feat];
4386 /* Process all non-walls */
4387 if (!have_flag(f_ptr->flags, FF_WALL))
4389 /* Scan all neighbors */
4390 for (i = 0; i < 9; i++)
4392 int yy = y + ddy_ddd[i];
4393 int xx = x + ddx_ddd[i];
4396 c_ptr = &cave[yy][xx];
4398 /* Feature code (applying "mimic" field) */
4399 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4401 /* Perma-lite the grid */
4402 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4404 c_ptr->info |= (CAVE_GLOW);
4407 /* Memorize normal features */
4408 if (have_flag(f_ptr->flags, FF_REMEMBER))
4410 /* Memorize the grid */
4411 c_ptr->info |= (CAVE_MARK);
4414 /* Perma-lit grids (newly and previously) */
4415 else if (c_ptr->info & CAVE_GLOW)
4417 /* Normally, memorize floors (see above) */
4418 if (view_perma_grids && !view_torch_grids)
4420 /* Memorize the grid */
4421 c_ptr->info |= (CAVE_MARK);
4429 /* Update the monsters */
4430 p_ptr->update |= (PU_MONSTERS);
4433 p_ptr->redraw |= (PR_MAP);
4436 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4441 * Forget the dungeon map (ala "Thinking of Maud...").
4448 /* Forget every grid */
4449 for (y = 1; y < cur_hgt - 1; y++)
4451 for (x = 1; x < cur_wid - 1; x++)
4453 cave_type *c_ptr = &cave[y][x];
4455 /* Process the grid */
4456 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
4457 c_ptr->info |= (CAVE_UNSAFE);
4461 /* Forget every grid on horizontal edge */
4462 for (x = 0; x < cur_wid; x++)
4464 cave[0][x].info &= ~(CAVE_MARK);
4465 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4468 /* Forget every grid on vertical edge */
4469 for (y = 1; y < (cur_hgt - 1); y++)
4471 cave[y][0].info &= ~(CAVE_MARK);
4472 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4475 /* Forget all objects */
4476 for (i = 1; i < o_max; i++)
4478 object_type *o_ptr = &o_list[i];
4480 /* Skip dead objects */
4481 if (!o_ptr->k_idx) continue;
4483 /* Skip held objects */
4484 if (o_ptr->held_m_idx) continue;
4486 /* Forget the object */
4490 /* Mega-Hack -- Forget the view and lite */
4491 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4493 /* Update the view and lite */
4494 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4496 /* Update the monsters */
4497 p_ptr->update |= (PU_MONSTERS);
4500 p_ptr->redraw |= (PR_MAP);
4503 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4511 * Change the "feat" flag for a grid, and notice/redraw the grid
4513 void cave_set_feat(int y, int x, int feat)
4515 cave_type *c_ptr = &cave[y][x];
4516 feature_type *f_ptr = &f_info[feat];
4518 if (character_dungeon && is_mirror_grid(c_ptr) && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
4520 c_ptr->info &= ~(CAVE_GLOW);
4521 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4523 /* Remove flag for mirror/glyph */
4524 c_ptr->info &= ~(CAVE_OBJECT);
4526 update_local_illumination(y, x);
4529 /* Clear mimic type */
4532 /* Change the feature */
4535 if (character_dungeon)
4537 /* Check for change to boring grid */
4538 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4540 /* Check for change to out of sight grid */
4541 else if (!player_can_see_bold(y, x)) c_ptr->info &= ~(CAVE_MARK);
4543 /* Update the monster */
4544 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4553 /* Hack -- glow the deep lava */
4554 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4559 for (i = 0; i < 9; i++)
4561 yy = y + ddy_ddd[i];
4562 xx = x + ddx_ddd[i];
4563 if (!in_bounds2(yy, xx)) continue;
4564 cc_ptr = &cave[yy][xx];
4565 cc_ptr->info |= CAVE_GLOW;
4566 if (character_dungeon)
4568 if (player_has_los_grid(cc_ptr))
4570 /* Update the monster */
4571 if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
4580 update_local_illumination(yy, xx);
4587 int conv_dungeon_feat(int newfeat)
4589 feature_type *f_ptr = &f_info[newfeat];
4591 if (have_flag(f_ptr->flags, FF_CONVERT))
4593 switch (f_ptr->power)
4595 case CONVERT_TYPE_FLOOR:
4596 return floor_type[randint0(100)];
4597 case CONVERT_TYPE_WALL:
4598 return fill_type[randint0(100)];
4599 case CONVERT_TYPE_INNER:
4600 return feat_wall_inner;
4601 case CONVERT_TYPE_OUTER:
4602 return feat_wall_outer;
4603 case CONVERT_TYPE_SOLID:
4604 return feat_wall_solid;
4605 case CONVERT_TYPE_STREAM1:
4606 return d_info[dungeon_type].stream1;
4607 case CONVERT_TYPE_STREAM2:
4608 return d_info[dungeon_type].stream2;
4613 else return newfeat;
4618 * Take a feature, determine what that feature becomes
4619 * through applying the given action.
4621 int feat_state(int feat, int action)
4623 feature_type *f_ptr = &f_info[feat];
4626 /* Get the new feature */
4627 for (i = 0; i < MAX_FEAT_STATES; i++)
4629 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
4632 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4634 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
4638 * Takes a location and action and changes the feature at that
4639 * location through applying the given action.
4641 void cave_alter_feat(int y, int x, int action)
4643 /* Set old feature */
4644 int oldfeat = cave[y][x].feat;
4646 /* Get the new feat */
4647 int newfeat = feat_state(oldfeat, action);
4650 if (newfeat == oldfeat) return;
4652 /* Set the new feature */
4653 cave_set_feat(y, x, newfeat);
4655 if (!(feature_action_flags[action] & FAF_NO_DROP))
4657 feature_type *old_f_ptr = &f_info[oldfeat];
4658 feature_type *f_ptr = &f_info[newfeat];
4662 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4664 /* Place some gold */
4670 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4673 place_object(y, x, 0L);
4677 if (found && character_dungeon && player_can_see_bold(y, x))
4680 msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
4682 msg_print("You have found something!");
4689 /* Remove a mirror */
4690 void remove_mirror(int y, int x)
4692 cave_type *c_ptr = &cave[y][x];
4694 /* Remove the mirror */
4695 c_ptr->info &= ~(CAVE_OBJECT);
4698 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4700 c_ptr->info &= ~(CAVE_GLOW);
4701 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4703 /* Update the monster */
4704 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4706 update_local_illumination(y, x);
4718 * Return TRUE if there is a mirror on the grid.
4720 bool is_mirror_grid(cave_type *c_ptr)
4722 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4730 * Return TRUE if there is a mirror on the grid.
4732 bool is_glyph_grid(cave_type *c_ptr)
4734 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4742 * Return TRUE if there is a mirror on the grid.
4744 bool is_explosive_rune_grid(cave_type *c_ptr)
4746 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4754 * Calculate "incremental motion". Used by project() and shoot().
4755 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4757 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4759 int dy, dx, dist, shift;
4761 /* Extract the distance travelled */
4762 dy = (*y < y1) ? y1 - *y : *y - y1;
4763 dx = (*x < x1) ? x1 - *x : *x - x1;
4765 /* Number of steps */
4766 dist = (dy > dx) ? dy : dx;
4768 /* We are calculating the next location */
4772 /* Calculate the total distance along each axis */
4773 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4774 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4776 /* Paranoia -- Hack -- no motion */
4777 if (!dy && !dx) return;
4780 /* Move mostly vertically */
4783 /* Extract a shift factor */
4784 shift = (dist * dx + (dy - 1) / 2) / dy;
4786 /* Sometimes move along the minor axis */
4787 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4789 /* Always move along major axis */
4790 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4793 /* Move mostly horizontally */
4796 /* Extract a shift factor */
4797 shift = (dist * dy + (dx - 1) / 2) / dx;
4799 /* Sometimes move along the minor axis */
4800 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4802 /* Always move along major axis */
4803 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4810 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4811 * at the final destination, assuming no monster gets in the way.
4813 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4815 bool projectable(int y1, int x1, int y2, int x2)
4822 /* Check the projection path */
4823 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4825 /* Identical grid */
4826 if (!grid_n) return TRUE;
4829 y = GRID_Y(grid_g[grid_n - 1]);
4830 x = GRID_X(grid_g[grid_n - 1]);
4832 /* May not end in an unrequested grid */
4833 if ((y != y2) || (x != x2)) return (FALSE);
4841 * Standard "find me a location" function
4843 * Obtains a legal location within the given distance of the initial
4844 * location, and with "los()" from the source to destination location.
4846 * This function is often called from inside a loop which searches for
4847 * locations while increasing the "d" distance.
4849 * Currently the "m" parameter is unused.
4851 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4858 /* Pick a location */
4861 /* Pick a new location */
4862 ny = rand_spread(y, d);
4863 nx = rand_spread(x, d);
4865 /* Ignore annoying locations */
4866 if (!in_bounds(ny, nx)) continue;
4868 /* Ignore "excessively distant" locations */
4869 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4871 /* Require "line of projection" */
4872 if (projectable(y, x, ny, nx)) break;
4875 /* Save the location */
4884 * Track a new monster
4886 void health_track(int m_idx)
4888 /* Mount monster is already tracked */
4889 if (m_idx && m_idx == p_ptr->riding) return;
4891 /* Track a new guy */
4892 p_ptr->health_who = m_idx;
4894 /* Redraw (later) */
4895 p_ptr->redraw |= (PR_HEALTH);
4901 * Hack -- track the given monster race
4903 void monster_race_track(int r_idx)
4905 /* Save this monster ID */
4906 p_ptr->monster_race_idx = r_idx;
4909 p_ptr->window |= (PW_MONSTER);
4915 * Hack -- track the given object kind
4917 void object_kind_track(int k_idx)
4919 /* Save this monster ID */
4920 p_ptr->object_kind_idx = k_idx;
4923 p_ptr->window |= (PW_OBJECT);
4929 * Something has happened to disturb the player.
4931 * The first arg indicates a major disturbance, which affects search.
4933 * The second arg is currently unused, but could induce output flush.
4935 * All disturbance cancels repeated commands, resting, and running.
4937 void disturb(int stop_search, int unused_flag)
4940 unused_flag = unused_flag;
4942 /* Cancel auto-commands */
4943 /* command_new = 0; */
4945 /* Cancel repeated commands */
4951 /* Redraw the state (later) */
4952 p_ptr->redraw |= (PR_STATE);
4955 /* Cancel Resting */
4956 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4959 set_action(ACTION_NONE);
4962 /* Cancel running */
4968 /* Check for new panel if appropriate */
4969 if (center_player && !center_running) verify_panel();
4971 /* Calculate torch radius */
4972 p_ptr->update |= (PU_TORCH);
4974 /* Update monster flow */
4975 p_ptr->update |= (PU_FLOW);
4978 /* Flush the input if requested */
4979 if (flush_disturb) flush();
4984 * Glow deep lava and building entrances in the floor
4986 void glow_deep_lava_and_bldg(void)
4988 int y, x, i, yy, xx;
4991 /* Not in the darkness dungeon */
4992 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
4994 for (y = 0; y < cur_hgt; y++)
4996 for (x = 0; x < cur_wid; x++)
4998 c_ptr = &cave[y][x];
5000 /* Feature code (applying "mimic" field) */
5002 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
5004 for (i = 0; i < 9; i++)
5006 yy = y + ddy_ddd[i];
5007 xx = x + ddx_ddd[i];
5008 if (!in_bounds2(yy, xx)) continue;
5009 cave[yy][xx].info |= CAVE_GLOW;
5015 /* Update the view and lite */
5016 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5019 p_ptr->redraw |= (PR_MAP);