4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: low level dungeon routines -BEN- */
18 * Support for Adam Bolt's tileset, lighting and transparency effects
19 * by Robert Ruehlmann (rr9@angband.org)
22 static byte display_autopick;
23 static int match_autopick;
24 static object_type *autopick_obj;
25 static int feat_priority;
28 * Distance between two points via Newton-Raphson technique
30 int distance (int y1, int x1, int y2, int x2)
32 int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
33 int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
35 /* Squared distance */
36 int target = (dy * dy) + (dx * dx);
38 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
39 int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
44 if (!dy || !dx) return d;
48 /* Approximate error */
49 err = (target - d * d) / (2 * d);
51 /* No error - we are done */
63 * Return TRUE if the given feature is a trap
65 bool is_trap(int feat)
67 return have_flag(f_info[feat].flags, FF_TRAP);
72 * Return TRUE if the given grid is a known trap
74 bool is_known_trap(cave_type *c_ptr)
76 if (!c_ptr->mimic && !have_flag(f_flags_grid(c_ptr), FF_SECRET) &&
77 is_trap(c_ptr->feat)) return TRUE;
84 * Return TRUE if the given grid is a closed door
86 bool is_closed_door(int feat)
88 feature_type *f_ptr = &f_info[feat];
90 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
91 !have_flag(f_ptr->flags, FF_MOVE);
96 * Return TRUE if the given grid is a hidden closed door
98 bool is_hidden_door(cave_type *c_ptr)
100 if ((c_ptr->mimic || have_flag(f_flags_grid(c_ptr), FF_SECRET)) &&
101 is_closed_door(c_ptr->feat))
109 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
110 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
112 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
114 * The LOS begins at the center of the tile (x1,y1) and ends at the center of
115 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
116 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).
118 * We assume that the "mathematical corner" of a non-floor tile does not
119 * block line of sight.
121 * Because this function uses (short) ints for all calculations, overflow may
122 * occur if dx and dy exceed 90.
124 * Once all the degenerate cases are eliminated, the values "qx", "qy", and
125 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
126 * we can use integer arithmetic.
128 * We travel from start to finish along the longer axis, starting at the border
129 * between the first and second tiles, where the y offset = .5 * slope, taking
130 * into account the scale factor. See below.
132 * Also note that this function and the "move towards target" code do NOT
133 * share the same properties. Thus, you can see someone, target them, and
134 * then fire a bolt at them, but the bolt may hit a wall, not them. However,
135 * by clever choice of target locations, you can sometimes throw a "curve".
137 * Note that "line of sight" is not "reflexive" in all cases.
139 * Use the "projectable()" routine to test "spell/missile line of sight".
141 * Use the "update_view()" function to determine player line-of-sight.
143 bool los(int y1, int x1, int y2, int x2)
163 /* Slope, or 1/Slope, of LOS */
167 /* Extract the offset */
171 /* Extract the absolute offset */
176 /* Handle adjacent (or identical) grids */
177 if ((ax < 2) && (ay < 2)) return TRUE;
180 /* Paranoia -- require "safe" origin */
181 /* if (!in_bounds(y1, x1)) return FALSE; */
182 /* if (!in_bounds(y2, x2)) return FALSE; */
185 /* Directly South/North */
188 /* South -- check for walls */
191 for (ty = y1 + 1; ty < y2; ty++)
193 if (!cave_los_bold(ty, x1)) return FALSE;
197 /* North -- check for walls */
200 for (ty = y1 - 1; ty > y2; ty--)
202 if (!cave_los_bold(ty, x1)) return FALSE;
210 /* Directly East/West */
213 /* East -- check for walls */
216 for (tx = x1 + 1; tx < x2; tx++)
218 if (!cave_los_bold(y1, tx)) return FALSE;
222 /* West -- check for walls */
225 for (tx = x1 - 1; tx > x2; tx--)
227 if (!cave_los_bold(y1, tx)) return FALSE;
236 /* Extract some signs */
237 sx = (dx < 0) ? -1 : 1;
238 sy = (dy < 0) ? -1 : 1;
241 /* Vertical "knights" */
246 if (cave_los_bold(y1 + sy, x1)) return TRUE;
250 /* Horizontal "knights" */
255 if (cave_los_bold(y1, x1 + sx)) return TRUE;
260 /* Calculate scale factor div 2 */
263 /* Calculate scale factor */
267 /* Travel horizontally */
270 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
276 /* Consider the special case where slope == 1. */
287 /* Note (below) the case (qy == f2), where */
288 /* the LOS exactly meets the corner of a tile. */
291 if (!cave_los_bold(ty, tx)) return FALSE;
302 if (!cave_los_bold(ty, tx)) return FALSE;
315 /* Travel vertically */
318 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
334 /* Note (below) the case (qx == f2), where */
335 /* the LOS exactly meets the corner of a tile. */
338 if (!cave_los_bold(ty, tx)) return FALSE;
349 if (!cave_los_bold(ty, tx)) return FALSE;
372 * Check for "local" illumination
374 static bool check_local_illumination(int y, int x)
376 /* Hack -- move towards player */
377 int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
378 int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
380 /* Check for "local" illumination */
381 return (cave[yy][xx].info & (CAVE_LITE | CAVE_MNLT)) ||
382 ((cave[yy][xx].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW);
387 * Can the player "see" the given grid in detail?
389 * He must have vision, illumination, and line of sight.
391 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".
392 * So, given "CAVE_LITE", we know that the grid is "fully visible".
394 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean
395 * that a wall is visible from any direction. That would be odd. Except
396 * under wizard light, which might make sense. Thus, for walls, we require
397 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a
398 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is
399 * in line of sight of the player.
401 * This extra check is expensive, but it provides a more "correct" semantics.
403 * Note that we should not run this check on walls which are "outer walls" of
404 * the dungeon, or we will induce a memory fault, but actually verifying all
405 * of the locations would be extremely expensive.
407 * Thus, to speed up the function, we assume that all "perma-walls" which are
408 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases
409 * except "vaults" and the "buildings" in town. But the town is a hack anyway,
410 * and the player has more important things on his mind when he is attacking a
411 * monster vault. It is annoying, but an extremely important optimization.
413 * Note that "glowing walls" are only considered to be "illuminated" if the
414 * grid which is next to the wall in the direction of the player is also a
415 * "glowing" grid. This prevents the player from being able to "see" the
416 * walls of illuminated rooms from a corridor outside the room.
418 bool player_can_see_bold(int y, int x)
423 /* Blind players see nothing */
424 if (p_ptr->blind) return FALSE;
426 /* Access the cave grid */
429 /* Note that "torch-lite" yields "illumination" */
430 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
432 /* Require line of sight to the grid */
433 if (!player_has_los_bold(y, x)) return FALSE;
435 /* Noctovision of Ninja */
436 if (p_ptr->see_nocto) return TRUE;
438 /* Require "perma-lite" of the grid */
439 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
441 /* Feature code (applying "mimic" field) */
442 feat = get_feat_mimic(c_ptr);
444 /* Floors are simple */
445 if (feat_supports_los(feat)) return TRUE;
447 /* Check for "local" illumination */
448 return check_local_illumination(y, x);
454 * Returns true if the player's grid is dark
458 return (!player_can_see_bold(py, px));
465 * Determine if a given location may be "destroyed"
467 * Used by destruction spells, and for placing stairs, etc.
469 bool cave_valid_bold(int y, int x)
471 cave_type *c_ptr = &cave[y][x];
473 s16b this_o_idx, next_o_idx = 0;
476 /* Forbid perma-grids */
477 if (cave_perma_grid(c_ptr)) return (FALSE);
480 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
485 o_ptr = &o_list[this_o_idx];
487 /* Acquire next object */
488 next_o_idx = o_ptr->next_o_idx;
490 /* Forbid artifact grids */
491 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
502 * Determine if a given location may be "destroyed"
504 * Used by destruction spells, and for placing stairs, etc.
506 bool cave_valid_grid(cave_type *c_ptr)
508 s16b this_o_idx, next_o_idx = 0;
511 /* Forbid perma-grids */
512 if (cave_perma_grid(c_ptr)) return (FALSE);
515 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
520 o_ptr = &o_list[this_o_idx];
522 /* Acquire next object */
523 next_o_idx = o_ptr->next_o_idx;
525 /* Forbid artifact grids */
526 if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
537 * Hack -- Legal monster codes
539 static char image_monster_hack[] = \
540 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
543 * Hack -- Legal object codes
545 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
548 * Mega-Hack -- Hallucinatory monster
550 static void image_monster(byte *ap, char *cp)
552 /* Random symbol from set above */
555 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
564 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
565 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
574 * Mega-Hack -- Hallucinatory object
576 static void image_object(byte *ap, char *cp)
580 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
587 int n = sizeof(image_object_hack) - 1;
589 *cp = image_object_hack[randint0(n)];
599 * Hack -- Random hallucination
601 static void image_random(byte *ap, char *cp)
603 /* Normally, assume monsters */
604 if (randint0(100) < 75)
606 image_monster(ap, cp);
609 /* Otherwise, assume objects */
612 image_object(ap, cp);
617 * This array lists the effects of "brightness" on various "base" colours.
619 * This is used to do dynamic lighting effects in ascii :-)
620 * At the moment, only the various "floor" tiles are affected.
622 * The layout of the array is [x][0] = light and [x][1] = dark.
625 byte lighting_colours[16][2] =
628 {TERM_L_DARK, TERM_DARK},
631 {TERM_YELLOW, TERM_SLATE},
634 {TERM_WHITE, TERM_L_DARK},
637 {TERM_L_UMBER, TERM_UMBER},
640 {TERM_RED, TERM_RED},
643 {TERM_L_GREEN, TERM_GREEN},
646 {TERM_BLUE, TERM_BLUE},
649 {TERM_L_UMBER, TERM_RED},
652 {TERM_SLATE, TERM_L_DARK},
655 {TERM_WHITE, TERM_SLATE},
658 {TERM_L_RED, TERM_BLUE},
661 {TERM_YELLOW, TERM_ORANGE},
664 {TERM_L_RED, TERM_L_RED},
667 {TERM_L_GREEN, TERM_GREEN},
670 {TERM_L_BLUE, TERM_L_BLUE},
673 {TERM_L_UMBER, TERM_UMBER}
678 * Mega-Hack -- Partial code of map_info() for darkened grids
679 * Note: Each variable is declared in map_info().
680 * This macro modifies "feat", "f_ptr", "c" and "a".
682 #define darkened_grid_hack() \
684 if (feat_supports_los(feat)) \
686 /* Unsafe cave grid -- idea borrowed from Unangband */ \
687 if (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) \
688 feat = FEAT_UNDETECTED; \
692 /* Access darkness */ \
693 f_ptr = &f_info[feat]; \
695 /* Char and attr of darkness */ \
696 c = f_ptr->x_char[F_LIT_STANDARD]; \
697 a = f_ptr->x_attr[F_LIT_STANDARD]; \
699 else if (view_granite_lite && view_yellow_lite) \
701 /* Use a darkly darkened colour/tile */ \
702 a = f_ptr->x_attr[F_LIT_DARKDARK]; \
703 c = f_ptr->x_char[F_LIT_DARKDARK]; \
708 /* Is this grid "darkened" by monster? */
709 #define darkened_grid(C) \
710 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
711 !p_ptr->see_nocto && !p_ptr->blind)
715 * Extract the attr/char to display at the given (legal) map location
717 * Basically, we "paint" the chosen attr/char in several passes, starting
718 * with any known "terrain features" (defaulting to darkness), then adding
719 * any known "objects", and finally, adding any known "monsters". This
720 * is not the fastest method but since most of the calls to this function
721 * are made for grids with no monsters or objects, it is fast enough.
723 * Note that this function, if used on the grid containing the "player",
724 * will return the attr/char of the grid underneath the player, and not
725 * the actual player attr/char itself, allowing a lot of optimization
726 * in various "display" functions.
728 * Note that the "zero" entry in the feature/object/monster arrays are
729 * used to provide "special" attr/char codes, with "monster zero" being
730 * used for the player attr/char, "object zero" being used for the "stack"
731 * attr/char, and "feature zero" being used for the "nothing" attr/char,
732 * though this function makes use of only "feature zero".
734 * Note that monsters can have some "special" flags, including "ATTR_MULTI",
735 * which means their color changes, and "ATTR_CLEAR", which means they take
736 * the color of whatever is under them, and "CHAR_CLEAR", which means that
737 * they take the symbol of whatever is under them. Technically, the flag
738 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when
739 * examined, but this flag is currently ignored.
741 * Currently, we do nothing with multi-hued objects, because there are
742 * not any. If there were, they would have to set "shimmer_objects"
743 * when they were created, and then new "shimmer" code in "dungeon.c"
744 * would have to be created handle the "shimmer" effect, and the code
745 * in "cave.c" would have to be updated to create the shimmer effect.
747 * Note the effects of hallucination. Objects always appear as random
748 * "objects", monsters as random "monsters", and normal grids occasionally
749 * appear as random "monsters" or "objects", but note that these random
750 * "monsters" and "objects" are really just "colored ascii symbols".
752 * Note that "floors" and "invisible traps" (and "zero" features) are
753 * drawn as "floors" using a special check for optimization purposes,
754 * and these are the only features which get drawn using the special
755 * lighting effects activated by "view_special_lite".
757 * Note the use of the "mimic" field in the "terrain feature" processing,
758 * which allows any feature to "pretend" to be another feature. This is
759 * used to "hide" secret doors, and to make all "doors" appear the same,
760 * and all "walls" appear the same, and "hidden" treasure stay hidden.
761 * It is possible to use this field to make a feature "look" like a floor,
762 * but the "special lighting effects" for floors will not be used.
764 * Note the use of the new "terrain feature" information. Note that the
765 * assumption that all interesting "objects" and "terrain features" are
766 * memorized allows extremely optimized processing below. Note the use
767 * of separate flags on objects to mark them as memorized allows a grid
768 * to have memorized "terrain" without granting knowledge of any object
769 * which may appear in that grid.
771 * Note the efficient code used to determine if a "floor" grid is
772 * "memorized" or "viewable" by the player, where the test for the
773 * grid being "viewable" is based on the facts that (1) the grid
774 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in
775 * line of sight, and (3) the player must not be blind, and uses the
776 * assumption that all torch-lit grids are in line of sight.
778 * Note that floors (and invisible traps) are the only grids which are
779 * not memorized when seen, so only these grids need to check to see if
780 * the grid is "viewable" to the player (if it is not memorized). Since
781 * most non-memorized grids are in fact walls, this induces *massive*
782 * efficiency, at the cost of *forcing* the memorization of non-floor
783 * grids when they are first seen. Note that "invisible traps" are
784 * always treated exactly like "floors", which prevents "cheating".
786 * Note the "special lighting effects" which can be activated for floor
787 * grids using the "view_special_lite" option (for "white" floor grids),
788 * causing certain grids to be displayed using special colors. If the
789 * player is "blind", we will use "dark gray", else if the grid is lit
790 * by the torch, and the "view_yellow_lite" option is set, we will use
791 * "yellow", else if the grid is "dark", we will use "dark gray", else
792 * if the grid is not "viewable", and the "view_bright_lite" option is
793 * set, and the we will use "slate" (gray). We will use "white" for all
794 * other cases, in particular, for illuminated viewable floor grids.
796 * Note the "special lighting effects" which can be activated for wall
797 * grids using the "view_granite_lite" option (for "white" wall grids),
798 * causing certain grids to be displayed using special colors. If the
799 * player is "blind", we will use "dark gray", else if the grid is lit
800 * by the torch, and the "view_yellow_lite" option is set, we will use
801 * "yellow", else if the "view_bright_lite" option is set, and the grid
802 * is not "viewable", or is "dark", or is glowing, but not when viewed
803 * from the player's current location, we will use "slate" (gray). We
804 * will use "white" for all other cases, in particular, for correctly
805 * illuminated viewable wall grids.
807 * Note that, when "view_granite_lite" is set, we use an inline version
808 * of the "player_can_see_bold()" function to check the "viewability" of
809 * grids when the "view_bright_lite" option is set, and we do NOT use
810 * any special colors for "dark" wall grids, since this would allow the
811 * player to notice the walls of illuminated rooms from a hallway that
812 * happened to run beside the room. The alternative, by the way, would
813 * be to prevent the generation of hallways next to rooms, but this
814 * would still allow problems when digging towards a room.
816 * Note that bizarre things must be done when the "attr" and/or "char"
817 * codes have the "high-bit" set, since these values are used to encode
818 * various "special" pictures in some versions, and certain situations,
819 * such as "multi-hued" or "clear" monsters, cause the attr/char codes
820 * to be "scrambled" in various ways.
822 * Note that eventually we may use the "&" symbol for embedded treasure,
823 * and use the "*" symbol to indicate multiple objects, though this will
824 * have to wait for Angband 2.8.0 or later. Note that currently, this
825 * is not important, since only one object or terrain feature is allowed
826 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.
828 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
829 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect
830 * then a whole lot of code should be changed... XXX XXX
832 void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
835 cave_type *c_ptr = &cave[y][x];
837 s16b this_o_idx, next_o_idx = 0;
839 /* Feature code (applying "mimic" field) */
840 s16b feat = get_feat_mimic(c_ptr);
843 feature_type *f_ptr = &f_info[feat];
848 /* Boring grids (floors, etc) */
849 if (!have_flag(f_ptr->flags, FF_REMEMBER))
851 /* Memorized (or visible) floor */
852 if ((c_ptr->info & CAVE_MARK) ||
853 (((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) ||
854 ((c_ptr->info & CAVE_VIEW) &&
855 (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))) &&
859 c = f_ptr->x_char[F_LIT_STANDARD];
862 a = f_ptr->x_attr[F_LIT_STANDARD];
864 if (p_ptr->wild_mode)
866 /* Special lighting effects */
868 if (view_special_lite && p_ptr->blind)
870 /* Use a darkly darkened colour/tile */
871 a = f_ptr->x_attr[F_LIT_DARKDARK];
872 c = f_ptr->x_char[F_LIT_DARKDARK];
876 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
877 else if (darkened_grid(c_ptr))
879 darkened_grid_hack();
882 /* Special lighting effects */
883 else if (view_special_lite)
888 /* Use a darkly darkened colour/tile */
889 a = f_ptr->x_attr[F_LIT_DARKDARK];
890 c = f_ptr->x_char[F_LIT_DARKDARK];
893 /* Handle "torch-lit" grids */
894 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
897 if (view_yellow_lite)
899 /* Use a brightly lit colour/tile */
900 a = f_ptr->x_attr[F_LIT_LITE];
901 c = f_ptr->x_char[F_LIT_LITE];
905 /* Handle "dark" grids */
906 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
908 /* Use a darkly darkened colour/tile */
909 a = f_ptr->x_attr[F_LIT_DARKDARK];
910 c = f_ptr->x_char[F_LIT_DARKDARK];
913 /* Handle "out-of-sight" grids */
914 else if (!(c_ptr->info & CAVE_VIEW))
917 if (view_bright_lite)
919 /* Use a darkened colour/tile */
920 a = f_ptr->x_attr[F_LIT_DARK];
921 c = f_ptr->x_char[F_LIT_DARK];
930 /* Unsafe cave grid -- idea borrowed from Unangband */
931 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
932 feat = FEAT_UNDETECTED;
936 /* Access darkness */
937 f_ptr = &f_info[feat];
940 a = f_ptr->x_attr[F_LIT_STANDARD];
943 c = f_ptr->x_char[F_LIT_STANDARD];
947 /* Interesting grids (non-floors) */
950 /* Memorized grids */
951 if (c_ptr->info & CAVE_MARK)
954 c = f_ptr->x_char[F_LIT_STANDARD];
957 a = f_ptr->x_attr[F_LIT_STANDARD];
959 if (p_ptr->wild_mode)
961 /* Special lighting effects */
963 if (view_granite_lite && p_ptr->blind)
965 /* Use a darkened colour/tile */
966 a = f_ptr->x_attr[F_LIT_DARK];
967 c = f_ptr->x_char[F_LIT_DARK];
971 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
972 else if (darkened_grid(c_ptr))
974 darkened_grid_hack();
977 /* Special lighting effects */
978 else if (view_granite_lite)
983 /* Use a darkened colour/tile */
984 a = f_ptr->x_attr[F_LIT_DARK];
985 c = f_ptr->x_char[F_LIT_DARK];
988 /* Handle "torch-lit" grids */
989 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
992 if (view_yellow_lite)
994 /* Use a brightly lit colour/tile */
995 a = f_ptr->x_attr[F_LIT_LITE];
996 c = f_ptr->x_char[F_LIT_LITE];
1000 /* Handle "view_bright_lite" */
1001 else if (view_bright_lite)
1004 if (!(c_ptr->info & CAVE_VIEW))
1006 /* Use a darkened colour/tile */
1007 a = f_ptr->x_attr[F_LIT_DARK];
1008 c = f_ptr->x_char[F_LIT_DARK];
1012 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1014 /* Use a darkened colour/tile */
1015 a = f_ptr->x_attr[F_LIT_DARK];
1016 c = f_ptr->x_char[F_LIT_DARK];
1019 /* Not glowing correctly */
1020 else if (!feat_supports_los(feat) && !check_local_illumination(y, x))
1022 /* Use a darkened colour/tile */
1023 a = f_ptr->x_attr[F_LIT_DARK];
1024 c = f_ptr->x_char[F_LIT_DARK];
1033 /* Unsafe cave grid -- idea borrowed from Unangband */
1034 if (view_unsafe_grids && (c_ptr->info & (CAVE_UNSAFE)))
1035 feat = FEAT_UNDETECTED;
1039 /* Access feature */
1040 f_ptr = &f_info[feat];
1043 a = f_ptr->x_attr[F_LIT_STANDARD];
1046 c = f_ptr->x_char[F_LIT_STANDARD];
1050 if (feat_priority == -1) feat_priority = f_ptr->priority;
1052 /* Save the terrain info for the transparency effects */
1060 /* Hack -- rare random hallucination, except on outer dungeon walls */
1066 image_random(ap, cp);
1071 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1075 /* Acquire object */
1076 o_ptr = &o_list[this_o_idx];
1078 /* Acquire next object */
1079 next_o_idx = o_ptr->next_o_idx;
1081 /* Memorized objects */
1084 if (display_autopick)
1088 match_autopick = is_autopick(o_ptr);
1089 if(match_autopick == -1)
1092 act = autopick_list[match_autopick].action;
1094 if ((act & DO_DISPLAY) && (act & display_autopick))
1096 autopick_obj = o_ptr;
1100 match_autopick = -1;
1105 (*cp) = object_char(o_ptr);
1108 (*ap) = object_attr(o_ptr);
1112 /* Hack -- hallucination */
1113 if (p_ptr->image) image_object(ap, cp);
1121 /* Handle monsters */
1122 if (c_ptr->m_idx && display_autopick == 0 )
1124 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1126 /* Visible monster */
1129 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1137 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1138 * flags are always unseen.
1140 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1146 /* Hallucinatory monster */
1147 image_monster(ap, cp);
1152 /* Monster attr/char */
1156 /* Normal monsters */
1157 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1158 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1160 /* Desired monster attr/char */
1166 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1167 * flags are always unseen.
1169 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1176 /*** Monster's attr ***/
1177 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1182 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1184 /* Multi-hued attr */
1185 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1186 else switch (randint1(7))
1188 case 1: *ap = TERM_RED; break;
1189 case 2: *ap = TERM_L_RED; break;
1190 case 3: *ap = TERM_WHITE; break;
1191 case 4: *ap = TERM_L_GREEN; break;
1192 case 5: *ap = TERM_BLUE; break;
1193 case 6: *ap = TERM_L_DARK; break;
1194 case 7: *ap = TERM_GREEN; break;
1197 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1199 /* Use semi-random attr (usually mimics' colors vary) */
1200 *ap = c_ptr->m_idx % 15 + 1;
1208 /*** Monster's char ***/
1209 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1214 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1218 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1219 *cp = tmp_r_ptr->x_char;
1220 *ap = tmp_r_ptr->x_attr;
1224 *cp = (one_in_(25) ?
1225 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1226 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1239 /* Handle "player" */
1240 if (player_bold(y, x))
1242 monster_race *r_ptr = &r_info[0];
1244 /* Get the "player" attr */
1245 *ap = r_ptr->x_attr;
1247 /* Get the "player" char */
1248 *cp = r_ptr->x_char;
1256 * Calculate panel colum of a location in the map
1258 static int panel_col_of(int col)
1260 col -= panel_col_min;
1261 if (use_bigtile) col *= 2;
1267 * Moves the cursor to a given MAP (y,x) location
1269 void move_cursor_relative(int row, int col)
1271 /* Real co-ords convert to screen positions */
1272 row -= panel_row_prt;
1275 Term_gotoxy(panel_col_of(col), row);
1281 * Place an attr/char pair at the given map coordinate, if legal.
1283 void print_rel(char c, byte a, int y, int x)
1285 /* Only do "legal" locations */
1286 if (panel_contains(y, x))
1288 /* Hack -- fake monochrome */
1291 if (world_monster) a = TERM_DARK;
1292 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1293 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1296 /* Draw the char using the attr */
1297 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1306 * Memorize interesting viewable object/features in the given grid
1308 * This function should only be called on "legal" grids.
1310 * This function will memorize the object and/or feature in the given
1311 * grid, if they are (1) viewable and (2) interesting. Note that all
1312 * objects are interesting, all terrain features except floors (and
1313 * invisible traps) are interesting, and floors (and invisible traps)
1314 * are interesting sometimes (depending on various options involving
1315 * the illumination of floor grids).
1317 * The automatic memorization of all objects and non-floor terrain
1318 * features as soon as they are displayed allows incredible amounts
1319 * of optimization in various places, especially "map_info()".
1321 * Note that the memorization of objects is completely separate from
1322 * the memorization of terrain features, preventing annoying floor
1323 * memorization when a detected object is picked up from a dark floor,
1324 * and object memorization when an object is dropped into a floor grid
1325 * which is memorized but out-of-sight.
1327 * This function should be called every time the "memorization" of
1328 * a grid (or the object in a grid) is called into question, such
1329 * as when an object is created in a grid, when a terrain feature
1330 * "changes" from "floor" to "non-floor", when any grid becomes
1331 * "illuminated" or "viewable", and when a "floor" grid becomes
1334 * Note the relatively efficient use of this function by the various
1335 * "update_view()" and "update_lite()" calls, to allow objects and
1336 * terrain features to be memorized (and drawn) whenever they become
1337 * viewable or illuminated in any way, but not when they "maintain"
1338 * or "lose" their previous viewability or illumination.
1340 * Note the butchered "internal" version of "player_can_see_bold()",
1341 * optimized primarily for the most common cases, that is, for the
1342 * non-marked floor grids.
1344 void note_spot(int y, int x)
1346 cave_type *c_ptr = &cave[y][x];
1348 s16b this_o_idx, next_o_idx = 0;
1351 /* Blind players see nothing */
1352 if (p_ptr->blind) return;
1354 /* Analyze non-torch-lit grids */
1355 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1357 /* Require line of sight to the grid */
1358 if (!(c_ptr->info & (CAVE_VIEW))) return;
1360 /* Require "perma-lite" of the grid */
1361 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1364 if (!p_ptr->see_nocto) return;
1369 /* Hack -- memorize objects */
1370 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1372 object_type *o_ptr = &o_list[this_o_idx];
1374 /* Acquire next object */
1375 next_o_idx = o_ptr->next_o_idx;
1377 /* Memorize objects */
1378 o_ptr->marked |= OM_FOUND;
1382 /* Hack -- memorize grids */
1383 if (!(c_ptr->info & (CAVE_MARK)))
1385 /* Feature code (applying "mimic" field) */
1386 s16b feat = get_feat_mimic(c_ptr);
1388 /* Memorize some "boring" grids */
1389 if (!have_flag(f_info[feat].flags, FF_REMEMBER))
1391 /* Option -- memorize all torch-lit floors */
1392 if (view_torch_grids &&
1393 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1396 c_ptr->info |= (CAVE_MARK);
1399 /* Option -- memorize all perma-lit floors */
1400 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1403 c_ptr->info |= (CAVE_MARK);
1407 /* Memorize normal grids */
1408 else if (feat_supports_los(feat))
1411 c_ptr->info |= (CAVE_MARK);
1414 /* Memorize torch-lit walls */
1415 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1418 c_ptr->info |= (CAVE_MARK);
1421 /* Memorize walls seen by noctovision of Ninja */
1422 else if (p_ptr->see_nocto)
1425 c_ptr->info |= (CAVE_MARK);
1428 /* Memorize certain non-torch-lit wall grids */
1429 else if (check_local_illumination(y, x))
1432 c_ptr->info |= (CAVE_MARK);
1438 void display_dungeon(void)
1447 for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++)
1449 for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++)
1451 if (in_bounds2(y, x))
1454 /* Examine the grid */
1455 map_info(y, x, &a, &c, &ta, &tc);
1457 /* Hack -- fake monochrome */
1460 if (world_monster) a = TERM_DARK;
1461 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1462 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1465 /* Hack -- Queue it */
1466 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1470 /* Clear out-of-bound tiles */
1472 /* Access darkness */
1473 feature_type *f_ptr = &f_info[FEAT_NONE];
1476 a = f_ptr->x_attr[F_LIT_STANDARD];
1479 c = f_ptr->x_char[F_LIT_STANDARD];
1481 /* Hack -- Queue it */
1482 Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc);
1490 * Redraw (on the screen) a given MAP location
1492 * This function should only be called on "legal" grids
1494 void lite_spot(int y, int x)
1496 /* Redraw if on screen */
1497 if (panel_contains(y, x) && in_bounds2(y, x))
1505 /* Examine the grid */
1506 map_info(y, x, &a, &c, &ta, &tc);
1508 /* Hack -- fake monochrome */
1511 if (world_monster) a = TERM_DARK;
1512 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1513 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1516 /* Hack -- Queue it */
1517 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1519 /* Update sub-windows */
1520 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1526 * Prints the map of the dungeon
1528 * Note that, for efficiency, we contain an "optimized" version
1529 * of both "lite_spot()" and "print_rel()", and that we use the
1530 * "lite_spot()" function to display the player grid, if needed.
1538 s16b xmin, xmax, ymin, ymax;
1543 Term_get_size(&wid, &hgt);
1545 /* Remove map offset */
1549 /* Access the cursor state */
1550 (void)Term_get_cursor(&v);
1552 /* Hide the cursor */
1553 (void)Term_set_cursor(0);
1556 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1557 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1558 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1559 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1561 /* Bottom section of screen */
1562 for (y = 1; y <= ymin - panel_row_prt; y++)
1564 /* Erase the section */
1565 Term_erase(COL_MAP, y, wid);
1568 /* Top section of screen */
1569 for (y = ymax - panel_row_prt; y <= hgt; y++)
1571 /* Erase the section */
1572 Term_erase(COL_MAP, y, wid);
1576 for (y = ymin; y <= ymax; y++)
1578 /* Scan the columns of row "y" */
1579 for (x = xmin; x <= xmax; x++)
1587 /* Determine what is there */
1588 map_info(y, x, &a, &c, &ta, &tc);
1590 /* Hack -- fake monochrome */
1593 if (world_monster) a = TERM_DARK;
1594 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1595 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1598 /* Efficiency -- Redraw that grid of the map */
1599 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1603 /* Display player */
1606 /* Restore the cursor */
1607 (void)Term_set_cursor(v);
1613 * print project path
1615 void prt_path(int y, int x)
1620 int default_color = TERM_SLATE;
1622 if (!display_path) return;
1623 if (-1 == project_length)
1626 /* Get projection path */
1627 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU);
1630 p_ptr->redraw |= (PR_MAP);
1636 for (i = 0; i < path_n; i++)
1638 int ny = GRID_Y(path_g[i]);
1639 int nx = GRID_X(path_g[i]);
1640 cave_type *c_ptr = &cave[ny][nx];
1642 if (panel_contains(ny, nx))
1644 byte a = default_color;
1650 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1652 /* Determine what is there */
1653 map_info(ny, nx, &a, &c, &ta, &tc);
1655 if (!is_ascii_graphics(a))
1657 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1659 else if (a == default_color)
1665 if (world_monster) a = TERM_DARK;
1666 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1667 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1672 /* Hack -- Queue it */
1673 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1677 if ((c_ptr->info & CAVE_MARK) && !have_flag(f_flags_grid(c_ptr), FF_PROJECT)) break;
1680 if (nx == x && ny == y) default_color = TERM_L_DARK;
1685 static cptr simplify_list[][2] =
1692 {"^Amulet of ", "\""},
1693 {"^Scroll of ", "?"},
1694 {"^Scroll titled ", "?"},
1695 {"^Wand of " , "-"},
1697 {"^Staff of " , "_"},
1698 {"^Potion of ", "!"},
1710 static void display_shortened_item_name(object_type *o_ptr, int y)
1717 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1718 attr = tval_to_attr[o_ptr->tval % 128];
1724 strcpy(buf, "²¿¤«´ñ̯¤Êʪ");
1726 strcpy(buf, "something strange");
1730 for (c = buf; *c; c++)
1733 for (i = 0; simplify_list[i][1]; i++)
1735 cptr org_w = simplify_list[i][0];
1745 if (!strncmp(c, org_w, strlen(org_w)))
1748 cptr tmp = simplify_list[i][1];
1751 tmp = c + strlen(org_w);
1761 /* Ⱦ³Ñ 12 ʸ»úʬ¤ÇÀÚ¤ë */
1767 if(len + 2 > 12) break;
1774 if(len + 1 > 12) break;
1780 Term_putstr(0, y, 12, attr, buf);
1784 * Display a "small-scale" map of the dungeon in the active Term
1786 void display_map(int *cy, int *cx)
1803 /* Save lighting effects */
1804 bool old_view_special_lite = view_special_lite;
1805 bool old_view_granite_lite = view_granite_lite;
1807 int hgt, wid, yrat, xrat;
1809 int **match_autopick_yx;
1810 object_type ***object_autopick_yx;
1813 Term_get_size(&wid, &hgt);
1816 if (use_bigtile) wid /= 2;
1818 yrat = (cur_hgt + hgt - 1) / hgt;
1819 xrat = (cur_wid + wid - 1) / wid;
1821 /* Disable lighting effects */
1822 view_special_lite = FALSE;
1823 view_granite_lite = FALSE;
1825 /* Allocate the maps */
1826 C_MAKE(ma, (hgt + 2), byte_ptr);
1827 C_MAKE(mc, (hgt + 2), char_ptr);
1828 C_MAKE(mp, (hgt + 2), byte_ptr);
1829 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1830 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1832 /* Allocate and wipe each line map */
1833 for (y = 0; y < (hgt + 2); y++)
1835 /* Allocate one row each array */
1836 C_MAKE(ma[y], (wid + 2), byte);
1837 C_MAKE(mc[y], (wid + 2), char);
1838 C_MAKE(mp[y], (wid + 2), byte);
1839 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1840 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1842 for (x = 0; x < wid + 2; ++x)
1844 match_autopick_yx[y][x] = -1;
1845 object_autopick_yx[y][x] = NULL;
1848 ma[y][x] = TERM_WHITE;
1856 /* Allocate the maps */
1857 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1858 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1859 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1861 /* Allocate and wipe each line map */
1862 for (y = 0; y < (cur_hgt + 2); y++)
1864 /* Allocate one row each array */
1865 C_MAKE(bigma[y], (cur_wid + 2), byte);
1866 C_MAKE(bigmc[y], (cur_wid + 2), char);
1867 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1869 for (x = 0; x < cur_wid + 2; ++x)
1872 bigma[y][x] = TERM_WHITE;
1880 /* Fill in the map */
1881 for (i = 0; i < cur_wid; ++i)
1883 for (j = 0; j < cur_hgt; ++j)
1893 /* Extract the current attr/char at that map location */
1894 map_info(j, i, &ta, &tc, &ta, &tc);
1896 /* Extract the priority */
1899 if(match_autopick!=-1
1900 && (match_autopick_yx[y][x] == -1
1901 || match_autopick_yx[y][x] > match_autopick))
1903 match_autopick_yx[y][x] = match_autopick;
1904 object_autopick_yx[y][x] = autopick_obj;
1908 /* Save the char, attr and priority */
1909 bigmc[j+1][i+1] = tc;
1910 bigma[j+1][i+1] = ta;
1911 bigmp[j+1][i+1] = tp;
1915 for (j = 0; j < cur_hgt; ++j)
1917 for (i = 0; i < cur_wid; ++i)
1923 tc = bigmc[j+1][i+1];
1924 ta = bigma[j+1][i+1];
1925 tp = bigmp[j+1][i+1];
1927 /* rare feature has more priority */
1933 for (t = 0; t < 8; t++)
1935 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
1936 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
1946 /* Save the char, attr and priority */
1959 /* Draw the corners */
1960 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
1962 /* Draw the horizontal edges */
1963 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
1965 /* Draw the vertical edges */
1966 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
1969 /* Display each map line in order */
1970 for (y = 0; y < hgt + 2; ++y)
1972 /* Start a new line */
1973 Term_gotoxy(COL_MAP, y);
1975 /* Display the line */
1976 for (x = 0; x < wid + 2; ++x)
1981 /* Hack -- fake monochrome */
1984 if (world_monster) ta = TERM_DARK;
1985 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
1986 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
1989 /* Add the character */
1990 Term_add_bigch(ta, tc);
1995 for (y = 1; y < hgt + 1; ++y)
1997 match_autopick = -1;
1998 for (x = 1; x <= wid; x++){
1999 if (match_autopick_yx[y][x] != -1 &&
2000 (match_autopick > match_autopick_yx[y][x] ||
2001 match_autopick == -1)){
2002 match_autopick = match_autopick_yx[y][x];
2003 autopick_obj = object_autopick_yx[y][x];
2007 /* Clear old display */
2008 Term_putstr(0, y, 12, 0, " ");
2010 if (match_autopick != -1)
2012 display_shortened_item_name(autopick_obj, y);
2015 char buf[13] = "\0";
2016 strncpy(buf,autopick_list[match_autopick].name,12);
2024 /* Player location */
2025 (*cy) = py / yrat + 1 + ROW_MAP;
2027 (*cx) = px / xrat + 1 + COL_MAP;
2029 (*cx) = (px / xrat + 1) * 2 + COL_MAP;
2031 /* Restore lighting effects */
2032 view_special_lite = old_view_special_lite;
2033 view_granite_lite = old_view_granite_lite;
2035 /* Free each line map */
2036 for (y = 0; y < (hgt + 2); y++)
2038 /* Free one row each array */
2039 C_FREE(ma[y], (wid + 2), byte);
2040 C_FREE(mc[y], (wid + 2), char);
2041 C_FREE(mp[y], (wid + 2), byte);
2042 C_FREE(match_autopick_yx[y], (wid + 2), int);
2043 C_FREE(object_autopick_yx[y], (wid + 2), object_type **);
2046 /* Free each line map */
2047 C_FREE(ma, (hgt + 2), byte_ptr);
2048 C_FREE(mc, (hgt + 2), char_ptr);
2049 C_FREE(mp, (hgt + 2), byte_ptr);
2050 C_FREE(match_autopick_yx, (hgt + 2), sint_ptr);
2051 C_FREE(object_autopick_yx, (hgt + 2), object_type **);
2053 /* Free each line map */
2054 for (y = 0; y < (cur_hgt + 2); y++)
2056 /* Free one row each array */
2057 C_FREE(bigma[y], (cur_wid + 2), byte);
2058 C_FREE(bigmc[y], (cur_wid + 2), char);
2059 C_FREE(bigmp[y], (cur_wid + 2), byte);
2062 /* Free each line map */
2063 C_FREE(bigma, (cur_hgt + 2), byte_ptr);
2064 C_FREE(bigmc, (cur_hgt + 2), char_ptr);
2065 C_FREE(bigmp, (cur_hgt + 2), byte_ptr);
2070 * Display a "small-scale" map of the dungeon for the player
2072 * Currently, the "player" is displayed on the map. XXX XXX XXX
2074 void do_cmd_view_map(void)
2079 /* Save the screen */
2084 prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
2086 prt("Please wait...", 0, 0);
2092 /* Clear the screen */
2095 display_autopick = 0;
2097 /* Display the map */
2098 display_map(&cy, &cx);
2101 if(max_autopick && !p_ptr->wild_mode)
2103 display_autopick = ITEM_DISPLAY;
2110 int wid, hgt, row_message;
2112 Term_get_size(&wid, &hgt);
2113 row_message = hgt - 1;
2116 put_str("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤('M':½¦¤¦ 'N':ÊüÃÖ 'D':M+N 'K':²õ¤¹¥¢¥¤¥Æ¥à¤òɽ¼¨)", row_message, 1);
2118 put_str(" Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items.", row_message, 1);
2121 /* Hilite the player */
2122 move_cursor(cy, cx);
2127 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2129 flag = DONT_AUTOPICK;
2131 flag = DO_AUTODESTROY;
2133 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2139 if (~display_autopick & flag)
2140 display_autopick |= flag;
2142 display_autopick &= ~flag;
2143 /* Display the map */
2144 display_map(&cy, &cx);
2147 display_autopick = 0;
2153 put_str("²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 23, 30);
2155 put_str("Hit any key to continue", 23, 30);
2156 #endif /* Hilite the player */
2157 move_cursor(cy, cx);
2162 /* Restore the screen */
2171 * Some comments on the cave grid flags. -BEN-
2174 * One of the major bottlenecks in previous versions of Angband was in
2175 * the calculation of "line of sight" from the player to various grids,
2176 * such as monsters. This was such a nasty bottleneck that a lot of
2177 * silly things were done to reduce the dependancy on "line of sight",
2178 * for example, you could not "see" any grids in a lit room until you
2179 * actually entered the room, and there were all kinds of bizarre grid
2180 * flags to enable this behavior. This is also why the "call light"
2181 * spells always lit an entire room.
2183 * The code below provides functions to calculate the "field of view"
2184 * for the player, which, once calculated, provides extremely fast
2185 * calculation of "line of sight from the player", and to calculate
2186 * the "field of torch lite", which, again, once calculated, provides
2187 * extremely fast calculation of "which grids are lit by the player's
2188 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2189 * "GRID_LITE", as appropriate, these functions maintain an array for
2190 * each of these two flags, each array containing the locations of all
2191 * of the grids marked with the appropriate flag, which can be used to
2192 * very quickly scan through all of the grids in a given set.
2194 * To allow more "semantically valid" field of view semantics, whenever
2195 * the field of view (or the set of torch lit grids) changes, all of the
2196 * grids in the field of view (or the set of torch lit grids) are "drawn"
2197 * so that changes in the world will become apparent as soon as possible.
2198 * This has been optimized so that only grids which actually "change" are
2199 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2200 * of the grids which are entering or leaving the relevent set of grids.
2202 * These new methods are so efficient that the old nasty code was removed.
2204 * Note that there is no reason to "update" the "viewable space" unless
2205 * the player "moves", or walls/doors are created/destroyed, and there
2206 * is no reason to "update" the "torch lit grids" unless the field of
2207 * view changes, or the "light radius" changes. This means that when
2208 * the player is resting, or digging, or doing anything that does not
2209 * involve movement or changing the state of the dungeon, there is no
2210 * need to update the "view" or the "lite" regions, which is nice.
2212 * Note that the calls to the nasty "los()" function have been reduced
2213 * to a bare minimum by the use of the new "field of view" calculations.
2215 * I wouldn't be surprised if slight modifications to the "update_view()"
2216 * function would allow us to determine "reverse line-of-sight" as well
2217 * as "normal line-of-sight", which would allow monsters to use a more
2218 * "correct" calculation to determine if they can "see" the player. For
2219 * now, monsters simply "cheat" somewhat and assume that if the player
2220 * has "line of sight" to the monster, then the monster can "pretend"
2221 * that it has "line of sight" to the player.
2224 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2225 * grid and maintains an array of all "CAVE_LITE" grids.
2227 * This set of grids is the complete set of all grids which are lit by
2228 * the players light source, which allows the "player_can_see_bold()"
2229 * function to work very quickly.
2231 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2232 * fact, the player (unless blind) can always "see" all grids which are
2233 * marked as "CAVE_LITE", unless they are "off screen".
2236 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2237 * grid and maintains an array of all "CAVE_VIEW" grids.
2239 * This set of grids is the complete set of all grids within line of sight
2240 * of the player, allowing the "player_has_los_bold()" macro to work very
2244 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2245 * temporary internal flag to mark those grids which are not only in view,
2246 * but which are also "easily" in line of sight of the player. This flag
2247 * is always cleared when we are done.
2250 * The current "update_lite()" and "update_view()" algorithms use the
2251 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2252 * to keep track of which grids were previously marked as "CAVE_LITE" or
2253 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2255 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2256 * for various other purposes, such as spreading lite or darkness during
2257 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2260 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2261 * in some way permanently lit. However, for the player to "see" anything
2262 * in the grid, as determined by "player_can_see()", the player must not be
2263 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2264 * grids, even if marked as "perma lit", are only illuminated if they touch
2265 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2268 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2269 * that even if the player cannot "see" the grid, he "knows" the terrain in
2270 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2271 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2272 * or when one of the "memorize floor grids" options induces memorization.
2274 * Objects are "memorized" in a different way, using a special "marked" flag
2275 * on the object itself, which is set when an object is observed or detected.
2278 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2279 * and should be illuminated by "lite room" and "darkness" spells.
2282 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2283 * and should be unavailable for "teleportation" destinations.
2286 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2287 * which is observed, and the "view_torch_grids" allows the player to memorize
2288 * every torch-lit grid. The player will always memorize important walls,
2289 * doors, stairs, and other terrain features, as well as any "detected" grids.
2291 * Note that the new "update_view()" method allows, among other things, a room
2292 * to be "partially" seen as the player approaches it, with a growing cone of
2293 * floor appearing as the player gets closer to the door. Also, by not turning
2294 * on the "memorize perma-lit grids" option, the player will only "see" those
2295 * floor grids which are actually in line of sight.
2297 * And my favorite "plus" is that you can now use a special option to draw the
2298 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2299 * grids dimly), providing a "pretty" effect as the player runs around, and
2300 * to efficiently display the "torch lite" in a special color.
2303 * Some comments on the "update_view()" algorithm...
2305 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2306 * and only has to call "los()" on the borderline cases. The major axes/diags
2307 * even terminate early when they hit walls. I need to find a quick way
2308 * to "terminate" the other scans.
2310 * Note that in the worst case (a big empty area with say 5% scattered walls),
2311 * each of the 1500 or so nearby grids is checked once, most of them getting
2312 * an "instant" rating, and only a small portion requiring a call to "los()".
2314 * The only time that the algorithm appears to be "noticeably" too slow is
2315 * when running, and this is usually only important in town, since the town
2316 * provides about the worst scenario possible, with large open regions and
2317 * a few scattered obstructions. There is a special "efficiency" option to
2318 * allow the player to reduce his field of view in town, if needed.
2320 * In the "best" case (say, a normal stretch of corridor), the algorithm
2321 * makes one check for each viewable grid, and makes no calls to "los()".
2322 * So running in corridors is very fast, and if a lot of monsters are
2323 * nearby, it is much faster than the old methods.
2325 * Note that resting, most normal commands, and several forms of running,
2326 * plus all commands executed near large groups of monsters, are strictly
2327 * more efficient with "update_view()" that with the old "compute los() on
2328 * demand" method, primarily because once the "field of view" has been
2329 * calculated, it does not have to be recalculated until the player moves
2330 * (or a wall or door is created or destroyed).
2332 * Note that we no longer have to do as many "los()" checks, since once the
2333 * "view" region has been built, very few things cause it to be "changed"
2334 * (player movement, and the opening/closing of doors, changes in wall status).
2335 * Note that door/wall changes are only relevant when the door/wall itself is
2336 * in the "view" region.
2338 * The algorithm seems to only call "los()" from zero to ten times, usually
2339 * only when coming down a corridor into a room, or standing in a room, just
2340 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2341 * we will be reducing the calls to "los()".
2343 * I am thinking in terms of an algorithm that "walks" from the central point
2344 * out to the maximal "distance", at each point, determining the "view" code
2345 * (above). For each grid not on a major axis or diagonal, the "view" code
2346 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2347 * (the one along the nearest diagonal, and the one next to that one, see
2348 * "update_view_aux()"...).
2350 * We "memorize" the viewable space array, so that at the cost of under 3000
2351 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2352 * each grid actually in the "viewable space". And for another 3000 bytes,
2353 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2354 * are also used by other routines, thus reducing the cost to almost nothing.
2356 * A similar thing is done for "forget_lite()" in which case the savings are
2357 * much less, but save us from doing bizarre maintenance checking.
2359 * In the worst "normal" case (in the middle of the town), the reachable space
2360 * actually reaches to more than half of the largest possible "circle" of view,
2361 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2362 * where all the walls have been removed), the reachable space actually reaches
2363 * the theoretical maximum size of just under 1500 grids.
2365 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2366 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2367 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2368 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2369 * entire possible space (including initialization) in one step per grid. If
2370 * we do the "clearing" as a separate step (and use an array of "view" grids),
2371 * then the clearing will take as many steps as grids that were viewed, and the
2372 * algorithm will be able to "stop" scanning at various points.
2373 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2384 * Actually erase the entire "lite" array, redrawing every grid
2386 void forget_lite(void)
2390 /* None to forget */
2391 if (!lite_n) return;
2393 /* Clear them all */
2394 for (i = 0; i < lite_n; i++)
2399 /* Forget "LITE" flag */
2400 cave[y][x].info &= ~(CAVE_LITE);
2403 /* lite_spot(y, x); Perhaps don't need? */
2412 * For delayed visual update
2414 #define cave_note_and_redraw_later(C,Y,X) \
2416 (C)->info |= CAVE_NOTE; \
2417 cave_redraw_later((C), (Y), (X)); \
2422 * For delayed visual update
2424 #define cave_redraw_later(C,Y,X) \
2426 if (!((C)->info & CAVE_REDRAW)) \
2428 (C)->info |= CAVE_REDRAW; \
2429 redraw_y[redraw_n] = (Y); \
2430 redraw_x[redraw_n++] = (X); \
2438 * This macro allows us to efficiently add a grid to the "lite" array,
2439 * note that we are never called for illegal grids, or for grids which
2440 * have already been placed into the "lite" array, and we are never
2441 * called when the "lite" array is full.
2443 #define cave_lite_hack(Y,X) \
2445 if (!(cave[Y][X].info & (CAVE_LITE))) \
2447 cave[Y][X].info |= (CAVE_LITE); \
2448 lite_y[lite_n] = (Y); \
2449 lite_x[lite_n++] = (X); \
2455 * Update the set of grids "illuminated" by the player's lite.
2457 * This routine needs to use the results of "update_view()"
2459 * Note that "blindness" does NOT affect "torch lite". Be careful!
2461 * We optimize most lites (all non-artifact lites) by using "obvious"
2462 * facts about the results of "small" lite radius, and we attempt to
2463 * list the "nearby" grids before the more "distant" ones in the
2464 * array of torch-lit grids.
2466 * We assume that "radius zero" lite is in fact no lite at all.
2468 * Torch Lantern Artifacts
2478 void update_lite(void)
2480 int i, x, y, min_x, max_x, min_y, max_y;
2481 int p = p_ptr->cur_lite;
2484 /*** Special case ***/
2487 /* Hack -- Player has no lite */
2490 /* Forget the old lite */
2491 /* forget_lite(); Perhaps don't need? */
2493 /* Add it to later visual update */
2494 cave_redraw_later(&cave[py][px], py, px);
2498 /*** Save the old "lite" grids for later ***/
2500 /* Clear them all */
2501 for (i = 0; i < lite_n; i++)
2506 /* Mark the grid as not "lite" */
2507 cave[y][x].info &= ~(CAVE_LITE);
2509 /* Mark the grid as "seen" */
2510 cave[y][x].info |= (CAVE_TEMP);
2512 /* Add it to the "seen" set */
2522 /*** Collect the new "lite" grids ***/
2524 /* Radius 1 -- torch radius */
2528 cave_lite_hack(py, px);
2531 cave_lite_hack(py+1, px);
2532 cave_lite_hack(py-1, px);
2533 cave_lite_hack(py, px+1);
2534 cave_lite_hack(py, px-1);
2536 /* Diagonal grids */
2537 cave_lite_hack(py+1, px+1);
2538 cave_lite_hack(py+1, px-1);
2539 cave_lite_hack(py-1, px+1);
2540 cave_lite_hack(py-1, px-1);
2543 /* Radius 2 -- lantern radius */
2546 /* South of the player */
2547 if (cave_los_bold(py + 1, px))
2549 cave_lite_hack(py+2, px);
2550 cave_lite_hack(py+2, px+1);
2551 cave_lite_hack(py+2, px-1);
2554 /* North of the player */
2555 if (cave_los_bold(py - 1, px))
2557 cave_lite_hack(py-2, px);
2558 cave_lite_hack(py-2, px+1);
2559 cave_lite_hack(py-2, px-1);
2562 /* East of the player */
2563 if (cave_los_bold(py, px + 1))
2565 cave_lite_hack(py, px+2);
2566 cave_lite_hack(py+1, px+2);
2567 cave_lite_hack(py-1, px+2);
2570 /* West of the player */
2571 if (cave_los_bold(py, px - 1))
2573 cave_lite_hack(py, px-2);
2574 cave_lite_hack(py+1, px-2);
2575 cave_lite_hack(py-1, px-2);
2579 /* Radius 3+ -- artifact radius */
2584 /* Paranoia -- see "LITE_MAX" */
2587 /* South-East of the player */
2588 if (cave_los_bold(py + 1, px + 1))
2590 cave_lite_hack(py+2, px+2);
2593 /* South-West of the player */
2594 if (cave_los_bold(py + 1, px - 1))
2596 cave_lite_hack(py+2, px-2);
2599 /* North-East of the player */
2600 if (cave_los_bold(py - 1, px + 1))
2602 cave_lite_hack(py-2, px+2);
2605 /* North-West of the player */
2606 if (cave_los_bold(py - 1, px - 1))
2608 cave_lite_hack(py-2, px-2);
2613 if (min_y < 0) min_y = 0;
2617 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2621 if (min_x < 0) min_x = 0;
2625 if (max_x > cur_wid-1) max_x = cur_wid-1;
2627 /* Scan the maximal box */
2628 for (y = min_y; y <= max_y; y++)
2630 for (x = min_x; x <= max_x; x++)
2632 int dy = (py > y) ? (py - y) : (y - py);
2633 int dx = (px > x) ? (px - x) : (x - px);
2635 /* Skip the "central" grids (above) */
2636 if ((dy <= 2) && (dx <= 2)) continue;
2638 /* Hack -- approximate the distance */
2639 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2641 /* Skip distant grids */
2642 if (d > p) continue;
2644 /* Viewable, nearby, grids get "torch lit" */
2645 if (player_has_los_bold(y, x))
2647 /* This grid is "torch lit" */
2648 cave_lite_hack(y, x);
2655 /*** Complete the algorithm ***/
2657 /* Draw the new grids */
2658 for (i = 0; i < lite_n; i++)
2663 c_ptr = &cave[y][x];
2665 /* Update fresh grids */
2666 if (c_ptr->info & (CAVE_TEMP)) continue;
2668 /* Add it to later visual update */
2669 cave_note_and_redraw_later(c_ptr, y, x);
2672 /* Clear them all */
2673 for (i = 0; i < temp_n; i++)
2678 c_ptr = &cave[y][x];
2680 /* No longer in the array */
2681 c_ptr->info &= ~(CAVE_TEMP);
2683 /* Update stale grids */
2684 if (c_ptr->info & (CAVE_LITE)) continue;
2686 /* Add it to later visual update */
2687 cave_redraw_later(c_ptr, y, x);
2693 /* Mega-Hack -- Visual update later */
2694 p_ptr->update |= (PU_DELAY_VIS);
2698 static bool mon_invis;
2699 static s16b mon_fy, mon_fx;
2702 * Add a square to the changes array
2704 static void mon_lite_hack(int y, int x)
2707 int midpoint, dpf, d;
2709 /* We trust this grid is in bounds */
2710 /* if (!in_bounds2(y, x)) return; */
2712 c_ptr = &cave[y][x];
2714 /* Want a unlit square in view of the player */
2715 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2717 if (!cave_los_grid(c_ptr))
2719 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2720 if (mon_invis) return;
2722 /* Hack -- Prevent monster lite leakage in walls */
2724 /* Horizontal walls between player and a monster */
2725 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2729 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2731 /* Only first wall viewed from mid-x is lit */
2734 if (!cave_los_bold(y, x + 1)) return;
2736 else if (x > midpoint)
2738 if (!cave_los_bold(y, x - 1)) return;
2742 /* Vertical walls between player and a monster */
2743 if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx)))
2747 midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf);
2749 /* Only first wall viewed from mid-y is lit */
2752 if (!cave_los_bold(y + 1, x)) return;
2754 else if (y > midpoint)
2756 if (!cave_los_bold(y - 1, x)) return;
2761 /* We trust temp_n does not exceed TEMP_MAX */
2764 if (!(c_ptr->info & CAVE_MNDK))
2766 /* Save this square */
2775 /* No longer dark */
2776 c_ptr->info &= ~(CAVE_MNDK);
2780 c_ptr->info |= CAVE_MNLT;
2785 * Add a square to the changes array
2787 static void mon_dark_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 and undarkened square in view of the player */
2798 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2800 if (!cave_los_grid(c_ptr))
2802 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2803 if (mon_invis) return;
2805 /* Hack -- Prevent monster dark lite leakage in walls */
2807 /* Horizontal walls between player and a monster */
2808 if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy)))
2812 midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf);
2814 /* Only first wall viewed from mid-x is lit */
2817 if (!cave_los_bold(y, x + 1)) return;
2819 else if (x > midpoint)
2821 if (!cave_los_bold(y, x - 1)) 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;
2844 /* We trust temp_n does not exceed TEMP_MAX */
2846 /* Save this square */
2852 c_ptr->info |= CAVE_MNDK;
2857 * Update squares illuminated or darkened by monsters.
2859 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2860 * denote squares illuminated by monsters.
2862 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2863 * updating. Only squares in view of the player, whos state
2864 * changes are drawn via lite_spot().
2866 void update_mon_lite(void)
2872 void (*add_mon_lite)(int, int);
2876 /* Non-Ninja player in the darkness */
2877 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2878 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
2880 /* Clear all monster lit squares */
2881 for (i = 0; i < mon_lite_n; i++)
2884 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
2886 /* Set temp or xtra flag */
2887 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
2889 /* Clear monster illumination flag */
2890 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
2893 /* Empty temp list of new squares to lite up */
2896 /* Loop through monsters, adding newly lit squares to changes list */
2897 for (i = 1; i < m_max; i++)
2899 monster_type *m_ptr = &m_list[i];
2900 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2902 /* Skip dead monsters */
2903 if (!m_ptr->r_idx) continue;
2905 /* Is it too far away? */
2906 if (m_ptr->cdis > dis_lim) continue;
2908 /* If a monster stops time, break */
2909 if (world_monster) break;
2911 /* Get lite radius */
2914 /* Note the radii are cumulative */
2915 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
2916 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
2917 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
2918 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
2920 /* Exit if has no light */
2924 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (m_ptr->csleep || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
2925 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
2926 add_mon_lite = mon_lite_hack;
2930 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (m_ptr->csleep || (!dun_level && !is_daytime()))) continue;
2931 add_mon_lite = mon_dark_hack;
2932 rad = -rad; /* Use absolute value */
2935 /* Access the location */
2939 /* Is the monster visible? */
2940 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
2942 /* The square it is on */
2943 add_mon_lite(mon_fy, mon_fx);
2945 /* Adjacent squares */
2946 add_mon_lite(mon_fy + 1, mon_fx);
2947 add_mon_lite(mon_fy - 1, mon_fx);
2948 add_mon_lite(mon_fy, mon_fx + 1);
2949 add_mon_lite(mon_fy, mon_fx - 1);
2950 add_mon_lite(mon_fy + 1, mon_fx + 1);
2951 add_mon_lite(mon_fy + 1, mon_fx - 1);
2952 add_mon_lite(mon_fy - 1, mon_fx + 1);
2953 add_mon_lite(mon_fy - 1, mon_fx - 1);
2958 /* South of the monster */
2959 if (cave_los_bold(mon_fy + 1, mon_fx))
2961 add_mon_lite(mon_fy + 2, mon_fx + 1);
2962 add_mon_lite(mon_fy + 2, mon_fx);
2963 add_mon_lite(mon_fy + 2, mon_fx - 1);
2965 c_ptr = &cave[mon_fy + 2][mon_fx];
2968 if ((rad == 3) && cave_los_grid(c_ptr))
2970 add_mon_lite(mon_fy + 3, mon_fx + 1);
2971 add_mon_lite(mon_fy + 3, mon_fx);
2972 add_mon_lite(mon_fy + 3, mon_fx - 1);
2976 /* North of the monster */
2977 if (cave_los_bold(mon_fy - 1, mon_fx))
2979 add_mon_lite(mon_fy - 2, mon_fx + 1);
2980 add_mon_lite(mon_fy - 2, mon_fx);
2981 add_mon_lite(mon_fy - 2, mon_fx - 1);
2983 c_ptr = &cave[mon_fy - 2][mon_fx];
2986 if ((rad == 3) && cave_los_grid(c_ptr))
2988 add_mon_lite(mon_fy - 3, mon_fx + 1);
2989 add_mon_lite(mon_fy - 3, mon_fx);
2990 add_mon_lite(mon_fy - 3, mon_fx - 1);
2994 /* East of the monster */
2995 if (cave_los_bold(mon_fy, mon_fx + 1))
2997 add_mon_lite(mon_fy + 1, mon_fx + 2);
2998 add_mon_lite(mon_fy, mon_fx + 2);
2999 add_mon_lite(mon_fy - 1, mon_fx + 2);
3001 c_ptr = &cave[mon_fy][mon_fx + 2];
3004 if ((rad == 3) && cave_los_grid(c_ptr))
3006 add_mon_lite(mon_fy + 1, mon_fx + 3);
3007 add_mon_lite(mon_fy, mon_fx + 3);
3008 add_mon_lite(mon_fy - 1, mon_fx + 3);
3012 /* West of the monster */
3013 if (cave_los_bold(mon_fy, mon_fx - 1))
3015 add_mon_lite(mon_fy + 1, mon_fx - 2);
3016 add_mon_lite(mon_fy, mon_fx - 2);
3017 add_mon_lite(mon_fy - 1, mon_fx - 2);
3019 c_ptr = &cave[mon_fy][mon_fx - 2];
3022 if ((rad == 3) && cave_los_grid(c_ptr))
3024 add_mon_lite(mon_fy + 1, mon_fx - 3);
3025 add_mon_lite(mon_fy, mon_fx - 3);
3026 add_mon_lite(mon_fy - 1, mon_fx - 3);
3034 /* South-East of the monster */
3035 if (cave_los_bold(mon_fy + 1, mon_fx + 1))
3037 add_mon_lite(mon_fy + 2, mon_fx + 2);
3040 /* South-West of the monster */
3041 if (cave_los_bold(mon_fy + 1, mon_fx - 1))
3043 add_mon_lite(mon_fy + 2, mon_fx - 2);
3046 /* North-East of the monster */
3047 if (cave_los_bold(mon_fy - 1, mon_fx + 1))
3049 add_mon_lite(mon_fy - 2, mon_fx + 2);
3052 /* North-West of the monster */
3053 if (cave_los_bold(mon_fy - 1, mon_fx - 1))
3055 add_mon_lite(mon_fy - 2, mon_fx - 2);
3060 /* Save end of list of new squares */
3064 * Look at old set flags to see if there are any changes.
3066 for (i = 0; i < mon_lite_n; i++)
3071 /* We trust this grid is in bounds */
3074 c_ptr = &cave[fy][fx];
3076 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3078 /* It it no longer lit? */
3079 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3081 /* It is now unlit */
3082 /* Add it to later visual update */
3083 cave_note_and_redraw_later(c_ptr, fy, fx);
3086 else /* Pervious darkened */
3088 /* It it no longer darken? */
3089 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3091 /* It is now undarken */
3092 /* Add it to later visual update */
3093 cave_note_and_redraw_later(c_ptr, fy, fx);
3097 /* Add to end of temp array */
3098 temp_x[temp_n] = (byte)fx;
3099 temp_y[temp_n] = (byte)fy;
3103 /* Clear the lite array */
3106 /* Copy the temp array into the lit array lighting the new squares. */
3107 for (i = 0; i < end_temp; i++)
3112 /* We trust this grid is in bounds */
3115 c_ptr = &cave[fy][fx];
3117 if (c_ptr->info & CAVE_MNLT) /* Lit */
3119 /* The is the square newly lit and visible? */
3120 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3123 /* Add it to later visual update */
3124 cave_note_and_redraw_later(c_ptr, fy, fx);
3129 /* The is the square newly darkened and visible? */
3130 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3132 /* It is now darkened */
3133 /* Add it to later visual update */
3134 cave_note_and_redraw_later(c_ptr, fy, fx);
3138 /* Save in the monster lit or darkened array */
3139 mon_lite_x[mon_lite_n] = fx;
3140 mon_lite_y[mon_lite_n] = fy;
3144 /* Clear the temp flag for the old lit or darken grids */
3145 for (i = end_temp; i < temp_n; i++)
3147 /* We trust this grid is in bounds */
3149 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3152 /* Finished with temp_n */
3155 /* Mega-Hack -- Visual update later */
3156 p_ptr->update |= (PU_DELAY_VIS);
3158 p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE;
3160 if (p_ptr->special_defense & NINJA_S_STEALTH)
3162 if (p_ptr->old_monlite != p_ptr->monlite)
3167 msg_print("±Æ¤Îʤ¤¤¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
3169 msg_print("Your mantle of shadow become thin.");
3175 msg_print("±Æ¤Îʤ¤¤¤¬Ç»¤¯¤Ê¤Ã¤¿¡ª");
3177 msg_print("Your mantle of shadow restored its original darkness.");
3182 p_ptr->old_monlite = p_ptr->monlite;
3185 void clear_mon_lite(void)
3190 /* Clear all monster lit squares */
3191 for (i = 0; i < mon_lite_n; i++)
3194 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3196 /* Clear monster illumination flag */
3197 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3200 /* Empty the array */
3207 * Clear the viewable space
3209 void forget_view(void)
3215 /* None to forget */
3216 if (!view_n) return;
3218 /* Clear them all */
3219 for (i = 0; i < view_n; i++)
3224 /* Access the grid */
3225 c_ptr = &cave[y][x];
3227 /* Forget that the grid is viewable */
3228 c_ptr->info &= ~(CAVE_VIEW);
3230 if (!panel_contains(y, x)) continue;
3232 /* Update the screen */
3233 /* lite_spot(y, x); Perhaps don't need? */
3243 * This macro allows us to efficiently add a grid to the "view" array,
3244 * note that we are never called for illegal grids, or for grids which
3245 * have already been placed into the "view" array, and we are never
3246 * called when the "view" array is full.
3248 #define cave_view_hack(C,Y,X) \
3250 if (!((C)->info & (CAVE_VIEW))){\
3251 (C)->info |= (CAVE_VIEW); \
3252 view_y[view_n] = (Y); \
3253 view_x[view_n] = (X); \
3260 * Helper function for "update_view()" below
3262 * We are checking the "viewability" of grid (y,x) by the player.
3264 * This function assumes that (y,x) is legal (i.e. on the map).
3266 * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x)
3267 * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x).
3269 * Note that we are using the "CAVE_XTRA" field for marking grids as
3270 * "easily viewable". This bit is cleared at the end of "update_view()".
3272 * This function adds (y,x) to the "viewable set" if necessary.
3274 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3276 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3278 bool f1, f2, v1, v2, z1, z2, wall;
3282 cave_type *g1_c_ptr;
3283 cave_type *g2_c_ptr;
3285 /* Access the grids */
3286 g1_c_ptr = &cave[y1][x1];
3287 g2_c_ptr = &cave[y2][x2];
3290 /* Check for walls */
3291 f1 = (cave_los_grid(g1_c_ptr));
3292 f2 = (cave_los_grid(g2_c_ptr));
3294 /* Totally blocked by physical walls */
3295 if (!f1 && !f2) return (TRUE);
3298 /* Check for visibility */
3299 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3300 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3302 /* Totally blocked by "unviewable neighbors" */
3303 if (!v1 && !v2) return (TRUE);
3306 /* Access the grid */
3307 c_ptr = &cave[y][x];
3310 /* Check for walls */
3311 wall = (!cave_los_grid(c_ptr));
3314 /* Check the "ease" of visibility */
3315 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3316 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3318 /* Hack -- "easy" plus "easy" yields "easy" */
3321 c_ptr->info |= (CAVE_XTRA);
3323 cave_view_hack(c_ptr, y, x);
3328 /* Hack -- primary "easy" yields "viewed" */
3331 cave_view_hack(c_ptr, y, x);
3336 /* Hack -- "view" plus "view" yields "view" */
3339 /* c_ptr->info |= (CAVE_XTRA); */
3341 cave_view_hack(c_ptr, y, x);
3347 /* Mega-Hack -- the "los()" function works poorly on walls */
3350 cave_view_hack(c_ptr, y, x);
3356 /* Hack -- check line of sight */
3357 if (los(py, px, y, x))
3359 cave_view_hack(c_ptr, y, x);
3365 /* Assume no line of sight. */
3372 * Calculate the viewable space
3374 * 1: Process the player
3375 * 1a: The player is always (easily) viewable
3376 * 2: Process the diagonals
3377 * 2a: The diagonals are (easily) viewable up to the first wall
3378 * 2b: But never go more than 2/3 of the "full" distance
3379 * 3: Process the main axes
3380 * 3a: The main axes are (easily) viewable up to the first wall
3381 * 3b: But never go more than the "full" distance
3382 * 4: Process sequential "strips" in each of the eight octants
3383 * 4a: Each strip runs along the previous strip
3384 * 4b: The main axes are "previous" to the first strip
3385 * 4c: Process both "sides" of each "direction" of each strip
3386 * 4c1: Each side aborts as soon as possible
3387 * 4c2: Each side tells the next strip how far it has to check
3389 * Note that the octant processing involves some pretty interesting
3390 * observations involving when a grid might possibly be viewable from
3391 * a given grid, and on the order in which the strips are processed.
3393 * Note the use of the mathematical facts shown below, which derive
3394 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3395 * hypotenuse of a right triangle is primarily determined by the length
3396 * of the longest side, when one side is small, and is strictly less
3397 * than one-and-a-half times as long as the longest side when both of
3398 * the sides are large.
3400 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3401 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3403 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3405 * These observations are important because the calculation of the actual
3406 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3407 * while for small values (up to about 20 or so), the approximations above
3408 * are correct to within an error of at most one grid or so.
3410 * Observe the use of "full" and "over" in the code below, and the use of
3411 * the specialized calculation involving "limit", all of which derive from
3412 * the observations given above. Basically, we note that the "circle" of
3413 * view is completely contained in an "octagon" whose bounds are easy to
3414 * determine, and that only a few steps are needed to derive the actual
3415 * bounds of the circle given the bounds of the octagon.
3417 * Note that by skipping all the grids in the corners of the octagon, we
3418 * place an upper limit on the number of grids in the field of view, given
3419 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3420 * view, only about 1475 of these are in the "octagon" of view, and even
3421 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3422 * entries to completely contain the actual field of view.
3424 * Note also the care taken to prevent "running off the map". The use of
3425 * explicit checks on the "validity" of the "diagonal", and the fact that
3426 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3427 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3428 * of multiple checks on the validity of grids.
3430 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3431 * "ws","wn" variables. They work like this: While travelling down the
3432 * south-bound strip just to the east of the main south axis, as soon as
3433 * we get to a grid which does not "transmit" viewing, if all of the strips
3434 * preceding us (in this case, just the main axis) had terminated at or before
3435 * the same point, then we can stop, and reset the "max distance" to ourself.
3436 * So, each strip (named by major axis plus offset, thus "se" in this case)
3437 * maintains a "blockage" variable, initialized during the main axis step,
3438 * and checks it whenever a blockage is observed. After processing each
3439 * strip as far as the previous strip told us to process, the next strip is
3440 * told not to go farther than the current strip's farthest viewable grid,
3441 * unless open space is still available. This uses the "k" variable.
3443 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3444 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3445 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3446 * chunk of code which adds the given location to the "view" array if it
3447 * is not already there, using both the actual location and a pointer to
3448 * the cave grid. See above.
3450 * By the way, the purpose of this code is to reduce the dependancy on the
3451 * "los()" function which is slow, and, in some cases, not very accurate.
3453 * It is very possible that I am the only person who fully understands this
3454 * function, and for that I am truly sorry, but efficiency was very important
3455 * and the "simple" version of this function was just not fast enough. I am
3456 * more than willing to replace this function with a simpler one, if it is
3457 * equally efficient, and especially willing if the new function happens to
3458 * derive "reverse-line-of-sight" at the same time, since currently monsters
3459 * just use an optimized hack of "you see me, so I see you", and then use the
3460 * actual "projectable()" function to check spell attacks.
3462 void update_view(void)
3464 int n, m, d, k, y, x, z;
3466 int se, sw, ne, nw, es, en, ws, wn;
3470 int y_max = cur_hgt - 1;
3471 int x_max = cur_wid - 1;
3475 /*** Initialize ***/
3478 if (view_reduce_view && !dun_level)
3480 /* Full radius (10) */
3481 full = MAX_SIGHT / 2;
3483 /* Octagon factor (15) */
3484 over = MAX_SIGHT * 3 / 4;
3490 /* Full radius (20) */
3493 /* Octagon factor (30) */
3494 over = MAX_SIGHT * 3 / 2;
3498 /*** Step 0 -- Begin ***/
3500 /* Save the old "view" grids for later */
3501 for (n = 0; n < view_n; n++)
3506 /* Access the grid */
3507 c_ptr = &cave[y][x];
3509 /* Mark the grid as not in "view" */
3510 c_ptr->info &= ~(CAVE_VIEW);
3512 /* Mark the grid as "seen" */
3513 c_ptr->info |= (CAVE_TEMP);
3515 /* Add it to the "seen" set */
3521 /* Start over with the "view" array */
3524 /*** Step 1 -- adjacent grids ***/
3526 /* Now start on the player */
3530 /* Access the grid */
3531 c_ptr = &cave[y][x];
3533 /* Assume the player grid is easily viewable */
3534 c_ptr->info |= (CAVE_XTRA);
3536 /* Assume the player grid is viewable */
3537 cave_view_hack(c_ptr, y, x);
3540 /*** Step 2 -- Major Diagonals ***/
3545 /* Scan south-east */
3546 for (d = 1; d <= z; d++)
3548 c_ptr = &cave[y+d][x+d];
3549 c_ptr->info |= (CAVE_XTRA);
3550 cave_view_hack(c_ptr, y+d, x+d);
3551 if (!cave_los_grid(c_ptr)) break;
3554 /* Scan south-west */
3555 for (d = 1; d <= z; d++)
3557 c_ptr = &cave[y+d][x-d];
3558 c_ptr->info |= (CAVE_XTRA);
3559 cave_view_hack(c_ptr, y+d, x-d);
3560 if (!cave_los_grid(c_ptr)) break;
3563 /* Scan north-east */
3564 for (d = 1; d <= z; d++)
3566 c_ptr = &cave[y-d][x+d];
3567 c_ptr->info |= (CAVE_XTRA);
3568 cave_view_hack(c_ptr, y-d, x+d);
3569 if (!cave_los_grid(c_ptr)) break;
3572 /* Scan north-west */
3573 for (d = 1; d <= z; d++)
3575 c_ptr = &cave[y-d][x-d];
3576 c_ptr->info |= (CAVE_XTRA);
3577 cave_view_hack(c_ptr, y-d, x-d);
3578 if (!cave_los_grid(c_ptr)) break;
3582 /*** Step 3 -- major axes ***/
3585 for (d = 1; d <= full; d++)
3587 c_ptr = &cave[y+d][x];
3588 c_ptr->info |= (CAVE_XTRA);
3589 cave_view_hack(c_ptr, y+d, x);
3590 if (!cave_los_grid(c_ptr)) break;
3593 /* Initialize the "south strips" */
3597 for (d = 1; d <= full; d++)
3599 c_ptr = &cave[y-d][x];
3600 c_ptr->info |= (CAVE_XTRA);
3601 cave_view_hack(c_ptr, y-d, x);
3602 if (!cave_los_grid(c_ptr)) break;
3605 /* Initialize the "north strips" */
3609 for (d = 1; d <= full; d++)
3611 c_ptr = &cave[y][x+d];
3612 c_ptr->info |= (CAVE_XTRA);
3613 cave_view_hack(c_ptr, y, x+d);
3614 if (!cave_los_grid(c_ptr)) break;
3617 /* Initialize the "east strips" */
3621 for (d = 1; d <= full; d++)
3623 c_ptr = &cave[y][x-d];
3624 c_ptr->info |= (CAVE_XTRA);
3625 cave_view_hack(c_ptr, y, x-d);
3626 if (!cave_los_grid(c_ptr)) break;
3629 /* Initialize the "west strips" */
3633 /*** Step 4 -- Divide each "octant" into "strips" ***/
3635 /* Now check each "diagonal" (in parallel) */
3636 for (n = 1; n <= over / 2; n++)
3638 int ypn, ymn, xpn, xmn;
3641 /* Acquire the "bounds" of the maximal circle */
3643 if (z > full - n) z = full - n;
3644 while ((z + n + (n>>1)) > full) z--;
3647 /* Access the four diagonal grids */
3657 /* Maximum distance */
3658 m = MIN(z, y_max - ypn);
3661 if ((xpn <= x_max) && (n < se))
3664 for (k = n, d = 1; d <= m; d++)
3666 /* Check grid "d" in strip "n", notice "blockage" */
3667 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3669 if (n + d >= se) break;
3672 /* Track most distant "non-blockage" */
3679 /* Limit the next strip */
3684 if ((xmn >= 0) && (n < sw))
3687 for (k = n, d = 1; d <= m; d++)
3689 /* Check grid "d" in strip "n", notice "blockage" */
3690 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3692 if (n + d >= sw) break;
3695 /* Track most distant "non-blockage" */
3702 /* Limit the next strip */
3711 /* Maximum distance */
3715 if ((xpn <= x_max) && (n < ne))
3718 for (k = n, d = 1; d <= m; d++)
3720 /* Check grid "d" in strip "n", notice "blockage" */
3721 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3723 if (n + d >= ne) break;
3726 /* Track most distant "non-blockage" */
3733 /* Limit the next strip */
3738 if ((xmn >= 0) && (n < nw))
3741 for (k = n, d = 1; d <= m; d++)
3743 /* Check grid "d" in strip "n", notice "blockage" */
3744 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3746 if (n + d >= nw) break;
3749 /* Track most distant "non-blockage" */
3756 /* Limit the next strip */
3765 /* Maximum distance */
3766 m = MIN(z, x_max - xpn);
3769 if ((ypn <= x_max) && (n < es))
3772 for (k = n, d = 1; d <= m; d++)
3774 /* Check grid "d" in strip "n", notice "blockage" */
3775 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3777 if (n + d >= es) break;
3780 /* Track most distant "non-blockage" */
3787 /* Limit the next strip */
3792 if ((ymn >= 0) && (n < en))
3795 for (k = n, d = 1; d <= m; d++)
3797 /* Check grid "d" in strip "n", notice "blockage" */
3798 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3800 if (n + d >= en) break;
3803 /* Track most distant "non-blockage" */
3810 /* Limit the next strip */
3819 /* Maximum distance */
3823 if ((ypn <= y_max) && (n < ws))
3826 for (k = n, d = 1; d <= m; d++)
3828 /* Check grid "d" in strip "n", notice "blockage" */
3829 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3831 if (n + d >= ws) break;
3834 /* Track most distant "non-blockage" */
3841 /* Limit the next strip */
3846 if ((ymn >= 0) && (n < wn))
3849 for (k = n, d = 1; d <= m; d++)
3851 /* Check grid "d" in strip "n", notice "blockage" */
3852 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3854 if (n + d >= wn) break;
3857 /* Track most distant "non-blockage" */
3864 /* Limit the next strip */
3871 /*** Step 5 -- Complete the algorithm ***/
3873 /* Update all the new grids */
3874 for (n = 0; n < view_n; n++)
3879 /* Access the grid */
3880 c_ptr = &cave[y][x];
3882 /* Clear the "CAVE_XTRA" flag */
3883 c_ptr->info &= ~(CAVE_XTRA);
3885 /* Update only newly viewed grids */
3886 if (c_ptr->info & (CAVE_TEMP)) continue;
3888 /* Add it to later visual update */
3889 cave_note_and_redraw_later(c_ptr, y, x);
3892 /* Wipe the old grids, update as needed */
3893 for (n = 0; n < temp_n; n++)
3898 /* Access the grid */
3899 c_ptr = &cave[y][x];
3901 /* No longer in the array */
3902 c_ptr->info &= ~(CAVE_TEMP);
3904 /* Update only non-viewable grids */
3905 if (c_ptr->info & (CAVE_VIEW)) continue;
3907 /* Add it to later visual update */
3908 cave_redraw_later(c_ptr, y, x);
3914 /* Mega-Hack -- Visual update later */
3915 p_ptr->update |= (PU_DELAY_VIS);
3920 * Mega-Hack -- Delayed visual update
3921 * Only used if update_view(), update_lite() or update_mon_lite() was called
3923 void delayed_visual_update(void)
3928 /* Update needed grids */
3929 for (i = 0; i < redraw_n; i++)
3934 /* Access the grid */
3935 c_ptr = &cave[y][x];
3937 /* Update only needed grids (prevent multiple updating) */
3938 if (!(c_ptr->info & CAVE_REDRAW)) continue;
3940 /* If required, note */
3941 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
3946 /* Hack -- Visual update of monster on this grid */
3947 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
3949 /* No longer in the array */
3950 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
3959 * Hack -- forget the "flow" information
3961 void forget_flow(void)
3965 /* Check the entire dungeon */
3966 for (y = 0; y < cur_hgt; y++)
3968 for (x = 0; x < cur_wid; x++)
3970 /* Forget the old data */
3971 cave[y][x].dist = 0;
3972 cave[y][x].cost = 0;
3973 cave[y][x].when = 0;
3980 * Hack - speed up the update_flow algorithm by only doing
3981 * it everytime the player moves out of LOS of the last
3984 static u16b flow_x = 0;
3985 static u16b flow_y = 0;
3990 * Hack -- fill in the "cost" field of every grid that the player
3991 * can "reach" with the number of steps needed to reach that grid.
3992 * This also yields the "distance" of the player from every grid.
3994 * In addition, mark the "when" of the grids that can reach
3995 * the player with the incremented value of "flow_n".
3997 * Hack -- use the "seen" array as a "circular queue".
3999 * We do not need a priority queue because the cost from grid
4000 * to grid is always "one" and we process them in order.
4002 void update_flow(void)
4008 /* Paranoia -- make sure the array is empty */
4011 /* The last way-point is on the map */
4012 if (running && in_bounds(flow_y, flow_x))
4014 /* The way point is in sight - do not update. (Speedup) */
4015 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4018 /* Erase all of the current flow information */
4019 for (y = 0; y < cur_hgt; y++)
4021 for (x = 0; x < cur_wid; x++)
4023 cave[y][x].cost = 0;
4024 cave[y][x].dist = 0;
4028 /* Save player position */
4032 /* Add the player's grid to the queue */
4036 /* Now process the queue */
4037 while (flow_head != flow_tail)
4041 /* Extract the next entry */
4042 ty = temp_y[flow_tail];
4043 tx = temp_x[flow_tail];
4045 /* Forget that entry */
4046 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4048 /* Add the "children" */
4049 for (d = 0; d < 8; d++)
4051 int old_head = flow_head;
4052 int m = cave[ty][tx].cost + 1;
4053 int n = cave[ty][tx].dist + 1;
4056 /* Child location */
4057 y = ty + ddy_ddd[d];
4058 x = tx + ddx_ddd[d];
4060 /* Ignore player's grid */
4061 if (player_bold(y, x)) continue;
4063 c_ptr = &cave[y][x];
4065 if (is_closed_door(c_ptr->feat)) m += 3;
4067 /* Ignore "pre-stamped" entries */
4068 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4070 /* Ignore "walls" and "rubble" */
4071 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4073 /* Save the flow cost */
4074 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4075 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4077 /* Hack -- limit flow depth */
4078 if (n == MONSTER_FLOW_DEPTH) continue;
4080 /* Enqueue that entry */
4081 temp_y[flow_head] = y;
4082 temp_x[flow_head] = x;
4084 /* Advance the queue */
4085 if (++flow_head == TEMP_MAX) flow_head = 0;
4087 /* Hack -- notice overflow by forgetting new entry */
4088 if (flow_head == flow_tail) flow_head = old_head;
4094 static int scent_when = 0;
4097 * Characters leave scent trails for perceptive monsters to track.
4099 * Smell is rather more limited than sound. Many creatures cannot use
4100 * it at all, it doesn't extend very far outwards from the character's
4101 * current position, and monsters can use it to home in the character,
4102 * but not to run away from him.
4104 * Smell is valued according to age. When a character takes his turn,
4105 * scent is aged by one, and new scent of the current age is laid down.
4106 * Speedy characters leave more scent, true, but it also ages faster,
4107 * which makes it harder to hunt them down.
4109 * Whenever the age count loops, most of the scent trail is erased and
4110 * the age of the remainder is recalculated.
4112 void update_smell(void)
4117 /* Create a table that controls the spread of scent */
4118 const int scent_adjust[5][5] =
4127 /* Loop the age and adjust scent values when necessary */
4128 if (++scent_when == 254)
4130 /* Scan the entire dungeon */
4131 for (y = 0; y < cur_hgt; y++)
4133 for (x = 0; x < cur_wid; x++)
4135 int w = cave[y][x].when;
4136 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4145 /* Lay down new scent */
4146 for (i = 0; i < 5; i++)
4148 for (j = 0; j < 5; j++)
4152 /* Translate table to map grids */
4157 if (!in_bounds(y, x)) continue;
4159 c_ptr = &cave[y][x];
4161 /* Walls, water, and lava cannot hold scent. */
4162 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4164 /* Grid must not be blocked by walls from the character */
4165 if (!player_has_los_bold(y, x)) continue;
4167 /* Note grids that are too far away */
4168 if (scent_adjust[i][j] == -1) continue;
4170 /* Mark the grid with new scent */
4171 c_ptr->when = scent_when + scent_adjust[i][j];
4178 * Hack -- map the current panel (plus some) ala "magic mapping"
4180 void map_area(int range)
4185 feature_type *f_ptr;
4187 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4189 /* Scan that area */
4190 for (y = 1; y < cur_hgt - 1; y++)
4192 for (x = 1; x < cur_wid - 1; x++)
4194 if (distance(py, px, y, x) > range) continue;
4196 c_ptr = &cave[y][x];
4198 /* Feature code (applying "mimic" field) */
4199 feat = get_feat_mimic(c_ptr);
4200 f_ptr = &f_info[feat];
4202 /* All non-walls are "checked" */
4203 if (!have_flag(f_ptr->flags, FF_WALL))
4205 /* Memorize normal features */
4206 if (have_flag(f_ptr->flags, FF_REMEMBER))
4208 /* Memorize the object */
4209 c_ptr->info |= (CAVE_MARK);
4212 /* Memorize known walls */
4213 for (i = 0; i < 8; i++)
4215 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4217 /* Feature code (applying "mimic" field) */
4218 feat = get_feat_mimic(c_ptr);
4219 f_ptr = &f_info[feat];
4221 /* Memorize walls (etc) */
4222 if (have_flag(f_ptr->flags, FF_REMEMBER))
4224 /* Memorize the walls */
4225 c_ptr->info |= (CAVE_MARK);
4233 p_ptr->redraw |= (PR_MAP);
4236 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4242 * Light up the dungeon using "clairvoyance"
4244 * This function "illuminates" every grid in the dungeon, memorizes all
4245 * "objects", memorizes all grids as with magic mapping, and, under the
4246 * standard option settings (view_perma_grids but not view_torch_grids)
4247 * memorizes all floor grids too.
4249 * Note that if "view_perma_grids" is not set, we do not memorize floor
4250 * grids, since this would defeat the purpose of "view_perma_grids", not
4251 * that anyone seems to play without this option.
4253 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4254 * since this would prevent the use of "view_torch_grids" as a method to
4255 * keep track of what grids have been observed directly.
4257 void wiz_lite(bool ninja)
4261 feature_type *f_ptr;
4263 /* Memorize objects */
4264 for (i = 1; i < o_max; i++)
4266 object_type *o_ptr = &o_list[i];
4268 /* Skip dead objects */
4269 if (!o_ptr->k_idx) continue;
4271 /* Skip held objects */
4272 if (o_ptr->held_m_idx) continue;
4275 o_ptr->marked |= OM_FOUND;
4278 /* Scan all normal grids */
4279 for (y = 1; y < cur_hgt - 1; y++)
4281 /* Scan all normal grids */
4282 for (x = 1; x < cur_wid - 1; x++)
4284 cave_type *c_ptr = &cave[y][x];
4286 /* Feature code (applying "mimic" field) */
4287 feat = get_feat_mimic(c_ptr);
4288 f_ptr = &f_info[feat];
4290 /* Process all non-walls */
4291 if (!have_flag(f_ptr->flags, FF_WALL))
4293 /* Scan all neighbors */
4294 for (i = 0; i < 9; i++)
4296 int yy = y + ddy_ddd[i];
4297 int xx = x + ddx_ddd[i];
4300 c_ptr = &cave[yy][xx];
4302 /* Feature code (applying "mimic" field) */
4303 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4305 /* Perma-lite the grid */
4306 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4308 c_ptr->info |= (CAVE_GLOW);
4311 /* Memorize normal features */
4312 if (have_flag(f_ptr->flags, FF_REMEMBER))
4314 /* Memorize the grid */
4315 c_ptr->info |= (CAVE_MARK);
4318 /* Perma-lit grids (newly and previously) */
4319 else if (c_ptr->info & CAVE_GLOW)
4321 /* Normally, memorize floors (see above) */
4322 if (view_perma_grids && !view_torch_grids)
4324 /* Memorize the grid */
4325 c_ptr->info |= (CAVE_MARK);
4333 /* Update the monsters */
4334 p_ptr->update |= (PU_MONSTERS);
4337 p_ptr->redraw |= (PR_MAP);
4340 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4345 * Forget the dungeon map (ala "Thinking of Maud...").
4352 /* Forget every grid */
4353 for (y = 1; y < cur_hgt - 1; y++)
4355 for (x = 1; x < cur_wid - 1; x++)
4357 cave_type *c_ptr = &cave[y][x];
4359 /* Process the grid */
4360 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT);
4361 c_ptr->info |= (CAVE_UNSAFE);
4365 /* Forget every grid on horizontal edge */
4366 for (x = 0; x < cur_wid; x++)
4368 cave[0][x].info &= ~(CAVE_MARK);
4369 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4372 /* Forget every grid on vertical edge */
4373 for (y = 1; y < (cur_hgt - 1); y++)
4375 cave[y][0].info &= ~(CAVE_MARK);
4376 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4379 /* Forget all objects */
4380 for (i = 1; i < o_max; i++)
4382 object_type *o_ptr = &o_list[i];
4384 /* Skip dead objects */
4385 if (!o_ptr->k_idx) continue;
4387 /* Skip held objects */
4388 if (o_ptr->held_m_idx) continue;
4390 /* Forget the object */
4394 /* Mega-Hack -- Forget the view and lite */
4395 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4397 /* Update the view and lite */
4398 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4400 /* Update the monsters */
4401 p_ptr->update |= (PU_MONSTERS);
4404 p_ptr->redraw |= (PR_MAP);
4407 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4415 * Change the "feat" flag for a grid, and notice/redraw the grid
4417 void cave_set_feat(int y, int x, int feat)
4419 cave_type *c_ptr = &cave[y][x];
4420 feature_type *f_ptr = &f_info[feat];
4422 if (character_dungeon && is_mirror_grid(c_ptr) && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
4424 c_ptr->info &= ~(CAVE_GLOW);
4425 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4427 /* Remove flag for mirror/glyph */
4428 c_ptr->info &= ~(CAVE_OBJECT);
4431 /* Clear mimic type */
4434 /* Change the feature */
4437 if (character_dungeon)
4439 /* Check for change to boring grid */
4440 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4442 /* Check for change to out of sight grid */
4443 else if (!player_can_see_bold(y, x)) c_ptr->info &= ~(CAVE_MARK);
4452 /* Hack -- glow the deep lava */
4453 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4457 for (i = 0; i < 9; i++)
4459 yy = y + ddy_ddd[i];
4460 xx = x + ddx_ddd[i];
4461 if (!in_bounds2(yy, xx)) continue;
4462 cave[yy][xx].info |= CAVE_GLOW;
4463 if (character_dungeon && player_has_los_bold(yy, xx))
4476 int conv_dungeon_feat(int newfeat)
4478 feature_type *f_ptr = &f_info[newfeat];
4480 if (have_flag(f_ptr->flags, FF_CONVERT))
4482 switch (f_ptr->power)
4484 case CONVERT_TYPE_FLOOR:
4485 return floor_type[randint0(100)];
4486 case CONVERT_TYPE_WALL:
4487 return fill_type[randint0(100)];
4488 case CONVERT_TYPE_INNER:
4489 return feat_wall_inner;
4490 case CONVERT_TYPE_OUTER:
4491 return feat_wall_outer;
4492 case CONVERT_TYPE_SOLID:
4493 return feat_wall_solid;
4494 case CONVERT_TYPE_STREAM1:
4495 return d_info[dungeon_type].stream1;
4496 case CONVERT_TYPE_STREAM2:
4497 return d_info[dungeon_type].stream2;
4502 else return newfeat;
4507 * Take a feature, determine what that feature becomes
4508 * through applying the given action.
4510 int feat_state(int feat, int action)
4512 feature_type *f_ptr = &f_info[feat];
4515 /* Get the new feature */
4516 for (i = 0; i < MAX_FEAT_STATES; i++)
4518 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
4521 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4523 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
4527 * Takes a location and action and changes the feature at that
4528 * location through applying the given action.
4530 void cave_alter_feat(int y, int x, int action)
4532 /* Set old feature */
4533 int oldfeat = cave[y][x].feat;
4535 /* Get the new feat */
4536 int newfeat = feat_state(oldfeat, action);
4539 if (newfeat == oldfeat) return;
4541 /* Set the new feature */
4542 cave_set_feat(y, x, newfeat);
4544 if (!(feature_action_flags[action] & FAF_NO_DROP))
4546 feature_type *old_f_ptr = &f_info[oldfeat];
4547 feature_type *f_ptr = &f_info[newfeat];
4551 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4553 /* Place some gold */
4559 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4562 place_object(y, x, 0L);
4566 if (found && character_dungeon && player_can_see_bold(y, x))
4569 msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
4571 msg_print("You have found something!");
4578 /* Remove a mirror */
4579 void remove_mirror(int y, int x)
4581 /* Remove the mirror */
4582 cave[y][x].info &= ~(CAVE_OBJECT);
4583 cave[y][x].mimic = 0;
4585 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4587 cave[y][x].info &= ~(CAVE_GLOW);
4588 if( !view_torch_grids )cave[y][x].info &= ~(CAVE_MARK);
4599 * Return TRUE if there is a mirror on the grid.
4601 bool is_mirror_grid(cave_type *c_ptr)
4603 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4611 * Return TRUE if there is a mirror on the grid.
4613 bool is_glyph_grid(cave_type *c_ptr)
4615 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4623 * Return TRUE if there is a mirror on the grid.
4625 bool is_explosive_rune_grid(cave_type *c_ptr)
4627 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4635 * Calculate "incremental motion". Used by project() and shoot().
4636 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4638 void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
4640 int dy, dx, dist, shift;
4642 /* Extract the distance travelled */
4643 dy = (*y < y1) ? y1 - *y : *y - y1;
4644 dx = (*x < x1) ? x1 - *x : *x - x1;
4646 /* Number of steps */
4647 dist = (dy > dx) ? dy : dx;
4649 /* We are calculating the next location */
4653 /* Calculate the total distance along each axis */
4654 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4655 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4657 /* Paranoia -- Hack -- no motion */
4658 if (!dy && !dx) return;
4661 /* Move mostly vertically */
4664 /* Extract a shift factor */
4665 shift = (dist * dx + (dy - 1) / 2) / dy;
4667 /* Sometimes move along the minor axis */
4668 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4670 /* Always move along major axis */
4671 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4674 /* Move mostly horizontally */
4677 /* Extract a shift factor */
4678 shift = (dist * dy + (dx - 1) / 2) / dx;
4680 /* Sometimes move along the minor axis */
4681 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4683 /* Always move along major axis */
4684 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4691 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4692 * at the final destination, assuming no monster gets in the way.
4694 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4696 bool projectable(int y1, int x1, int y2, int x2)
4703 /* Check the projection path */
4704 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4706 /* Identical grid */
4707 if (!grid_n) return TRUE;
4710 y = GRID_Y(grid_g[grid_n - 1]);
4711 x = GRID_X(grid_g[grid_n - 1]);
4713 /* May not end in an unrequested grid */
4714 if ((y != y2) || (x != x2)) return (FALSE);
4722 * Standard "find me a location" function
4724 * Obtains a legal location within the given distance of the initial
4725 * location, and with "los()" from the source to destination location.
4727 * This function is often called from inside a loop which searches for
4728 * locations while increasing the "d" distance.
4730 * Currently the "m" parameter is unused.
4732 void scatter(int *yp, int *xp, int y, int x, int d, int m)
4739 /* Pick a location */
4742 /* Pick a new location */
4743 ny = rand_spread(y, d);
4744 nx = rand_spread(x, d);
4746 /* Ignore annoying locations */
4747 if (!in_bounds(ny, nx)) continue;
4749 /* Ignore "excessively distant" locations */
4750 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4752 /* Require "line of sight" */
4753 if (los(y, x, ny, nx)) break;
4756 /* Save the location */
4765 * Track a new monster
4767 void health_track(int m_idx)
4769 /* Mount monster is already tracked */
4770 if (m_idx && m_idx == p_ptr->riding) return;
4772 /* Track a new guy */
4773 p_ptr->health_who = m_idx;
4775 /* Redraw (later) */
4776 p_ptr->redraw |= (PR_HEALTH);
4782 * Hack -- track the given monster race
4784 void monster_race_track(int r_idx)
4786 /* Save this monster ID */
4787 p_ptr->monster_race_idx = r_idx;
4790 p_ptr->window |= (PW_MONSTER);
4796 * Hack -- track the given object kind
4798 void object_kind_track(int k_idx)
4800 /* Save this monster ID */
4801 p_ptr->object_kind_idx = k_idx;
4804 p_ptr->window |= (PW_OBJECT);
4810 * Something has happened to disturb the player.
4812 * The first arg indicates a major disturbance, which affects search.
4814 * The second arg is currently unused, but could induce output flush.
4816 * All disturbance cancels repeated commands, resting, and running.
4818 void disturb(int stop_search, int unused_flag)
4821 unused_flag = unused_flag;
4823 /* Cancel auto-commands */
4824 /* command_new = 0; */
4826 /* Cancel repeated commands */
4832 /* Redraw the state (later) */
4833 p_ptr->redraw |= (PR_STATE);
4836 /* Cancel Resting */
4837 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
4840 set_action(ACTION_NONE);
4843 /* Cancel running */
4849 /* Check for new panel if appropriate */
4850 if (center_player && !center_running) verify_panel();
4852 /* Calculate torch radius */
4853 p_ptr->update |= (PU_TORCH);
4855 /* Update monster flow */
4856 p_ptr->update |= (PU_FLOW);
4859 /* Flush the input if requested */
4860 if (flush_disturb) flush();
4865 * Glow deep lava and building entrances in the floor
4867 void glow_deep_lava_and_bldg(void)
4869 int y, x, i, yy, xx;
4872 /* Not in the darkness dungeon */
4873 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
4875 for (y = 0; y < cur_hgt; y++)
4877 for (x = 0; x < cur_wid; x++)
4879 c_ptr = &cave[y][x];
4881 /* Feature code (applying "mimic" field) */
4883 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
4885 for (i = 0; i < 9; i++)
4887 yy = y + ddy_ddd[i];
4888 xx = x + ddx_ddd[i];
4889 if (!in_bounds2(yy, xx)) continue;
4890 cave[yy][xx].info |= CAVE_GLOW;
4896 /* Update the view and lite */
4897 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4900 p_ptr->redraw |= (PR_MAP);