3 * @brief ダンジョンの基礎部分実装(主にマスの実装) / low level dungeon routines -BEN-
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * Support for Adam Bolt's tileset, lighting and transparency effects\n
13 * by Robert Ruehlmann (rr9@angband.org)\n
15 * 2013 Deskull Doxygen向けのコメント整理\n
21 static byte display_autopick; /*!< 自動拾い状態の設定フラグ */
22 static int match_autopick;
23 static object_type *autopick_obj; /*!< 各種自動拾い処理時に使うオブジェクトポインタ */
24 static int feat_priority; /*!< マップ縮小表示時に表示すべき地形の優先度を保管する */
27 * @brief 2点間の距離をニュートン・ラプソン法で算出する / Distance between two points via Newton-Raphson technique
34 POSITION distance (POSITION y1, POSITION x1, POSITION y2, POSITION x2)
36 POSITION dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
37 POSITION dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
39 /* Squared distance */
40 POSITION target = (dy * dy) + (dx * dx);
42 /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */
43 POSITION d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
48 if (!dy || !dx) return d;
52 /* Approximate error */
53 err = (target - d * d) / (2 * d);
55 /* No error - we are done */
66 * @brief 地形が罠持ちであるかの判定を行う。 / Return TRUE if the given feature is a trap
68 * @return 罠持ちの地形ならばTRUEを返す。
70 bool is_trap(IDX feat)
72 return have_flag(f_info[feat].flags, FF_TRAP);
76 * @brief マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
77 * @param c_ptr マス構造体の参照ポインタ
78 * @return 看破済みの罠があるならTRUEを返す。
80 bool is_known_trap(cave_type *c_ptr)
82 if (!c_ptr->mimic && !cave_have_flag_grid(c_ptr, FF_SECRET) &&
83 is_trap(c_ptr->feat)) return TRUE;
89 * @brief 地形が閉じたドアであるかの判定を行う。 / Return TRUE if the given grid is a closed door
91 * @return 閉じたドアのある地形ならばTRUEを返す。
93 bool is_closed_door(IDX feat)
95 feature_type *f_ptr = &f_info[feat];
97 return (have_flag(f_ptr->flags, FF_OPEN) || have_flag(f_ptr->flags, FF_BASH)) &&
98 !have_flag(f_ptr->flags, FF_MOVE);
102 * @brief マスに隠されたドアがあるかの判定を行う。 / Return TRUE if the given grid is a hidden closed door
103 * @param c_ptr マス構造体の参照ポインタ
104 * @return 隠されたドアがあるならTRUEを返す。
106 bool is_hidden_door(cave_type *c_ptr)
108 if ((c_ptr->mimic || cave_have_flag_grid(c_ptr, FF_SECRET)) &&
109 is_closed_door(c_ptr->feat))
116 * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
121 * @return LOSが通っているならTRUEを返す。
123 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
124 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
126 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
128 * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
129 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
130 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
132 * We assume that the "mathematical corner" of a non-floor tile does not\n
133 * block line of sight.\n
135 * Because this function uses (short) ints for all calculations, overflow may\n
136 * occur if dx and dy exceed 90.\n
138 * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
139 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
140 * we can use integer arithmetic.\n
142 * We travel from start to finish along the longer axis, starting at the border\n
143 * between the first and second tiles, where the y offset = .5 * slope, taking\n
144 * into account the scale factor. See below.\n
146 * Also note that this function and the "move towards target" code do NOT\n
147 * share the same properties. Thus, you can see someone, target them, and\n
148 * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
149 * by clever choice of target locations, you can sometimes throw a "curve".\n
151 * Note that "line of sight" is not "reflexive" in all cases.\n
153 * Use the "projectable()" routine to test "spell/missile line of sight".\n
155 * Use the "update_view()" function to determine player line-of-sight.\n
157 bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
177 /* Slope, or 1/Slope, of LOS */
181 /* Extract the offset */
185 /* Extract the absolute offset */
190 /* Handle adjacent (or identical) grids */
191 if ((ax < 2) && (ay < 2)) return TRUE;
194 /* Paranoia -- require "safe" origin */
195 /* if (!in_bounds(y1, x1)) return FALSE; */
196 /* if (!in_bounds(y2, x2)) return FALSE; */
199 /* Directly South/North */
202 /* South -- check for walls */
205 for (ty = y1 + 1; ty < y2; ty++)
207 if (!cave_los_bold(ty, x1)) return FALSE;
211 /* North -- check for walls */
214 for (ty = y1 - 1; ty > y2; ty--)
216 if (!cave_los_bold(ty, x1)) return FALSE;
224 /* Directly East/West */
227 /* East -- check for walls */
230 for (tx = x1 + 1; tx < x2; tx++)
232 if (!cave_los_bold(y1, tx)) return FALSE;
236 /* West -- check for walls */
239 for (tx = x1 - 1; tx > x2; tx--)
241 if (!cave_los_bold(y1, tx)) return FALSE;
250 /* Extract some signs */
251 sx = (dx < 0) ? -1 : 1;
252 sy = (dy < 0) ? -1 : 1;
255 /* Vertical "knights" */
260 if (cave_los_bold(y1 + sy, x1)) return TRUE;
264 /* Horizontal "knights" */
269 if (cave_los_bold(y1, x1 + sx)) return TRUE;
274 /* Calculate scale factor div 2 */
277 /* Calculate scale factor */
281 /* Travel horizontally */
284 /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
290 /* Consider the special case where slope == 1. */
301 /* Note (below) the case (qy == f2), where */
302 /* the LOS exactly meets the corner of a tile. */
305 if (!cave_los_bold(ty, tx)) return FALSE;
316 if (!cave_los_bold(ty, tx)) return FALSE;
329 /* Travel vertically */
332 /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
348 /* Note (below) the case (qx == f2), where */
349 /* the LOS exactly meets the corner of a tile. */
352 if (!cave_los_bold(ty, tx)) return FALSE;
363 if (!cave_los_bold(ty, tx)) return FALSE;
380 #define COMPLEX_WALL_ILLUMINATION /*!< 照明状態を壁により影響を受ける、より複雑な判定に切り替えるマクロ */
384 * @brief 指定された座標のマスが現在照らされているかを返す。 / Check for "local" illumination
387 * @return 指定された座標に照明がかかっているならTRUEを返す。。
389 static bool check_local_illumination(int y, int x)
391 /* Hack -- move towards player */
392 int yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
393 int xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
395 /* Check for "local" illumination */
397 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
399 /* Check for "complex" illumination */
400 if ((feat_supports_los(get_feat_mimic(&cave[yy][xx])) &&
401 (cave[yy][xx].info & CAVE_GLOW)) ||
402 (feat_supports_los(get_feat_mimic(&cave[y][xx])) &&
403 (cave[y][xx].info & CAVE_GLOW)) ||
404 (feat_supports_los(get_feat_mimic(&cave[yy][x])) &&
405 (cave[yy][x].info & CAVE_GLOW)))
411 #else /* COMPLEX_WALL_ILLUMINATION */
413 /* Check for "simple" illumination */
414 return (cave[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
416 #endif /* COMPLEX_WALL_ILLUMINATION */
420 /*! 対象座標のマスの照明状態を更新する際の補助処理マクロ */
421 #define update_local_illumination_aux(Y, X) \
423 if (player_has_los_bold((Y), (X))) \
425 /* Update the monster */ \
426 if (cave[(Y)][(X)].m_idx) update_mon(cave[(Y)][(X)].m_idx, FALSE); \
428 /* Notice and redraw */ \
429 note_spot((Y), (X)); \
430 lite_spot((Y), (X)); \
435 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
440 void update_local_illumination(POSITION y, POSITION x)
445 if (!in_bounds(y, x)) return;
447 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
449 if ((y != p_ptr->y) && (x != p_ptr->x))
451 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
452 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
453 update_local_illumination_aux(yy, xx);
454 update_local_illumination_aux(y, xx);
455 update_local_illumination_aux(yy, x);
457 else if (x != p_ptr->x) /* y == p_ptr->y */
459 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
460 for (i = -1; i <= 1; i++)
463 update_local_illumination_aux(yy, xx);
466 update_local_illumination_aux(yy, x);
468 update_local_illumination_aux(yy, x);
470 else if (y != p_ptr->y) /* x == p_ptr->x */
472 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
473 for (i = -1; i <= 1; i++)
476 update_local_illumination_aux(yy, xx);
479 update_local_illumination_aux(y, xx);
481 update_local_illumination_aux(y, xx);
483 else /* Player's grid */
485 for (i = 0; i < 8; i++)
489 update_local_illumination_aux(yy, xx);
493 #else /* COMPLEX_WALL_ILLUMINATION */
495 if ((y != p_ptr->y) && (x != p_ptr->x))
497 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
498 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
499 update_local_illumination_aux(yy, xx);
501 else if (x != p_ptr->x) /* y == p_ptr->y */
503 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
504 for (i = -1; i <= 1; i++)
507 update_local_illumination_aux(yy, xx);
510 else if (y != p_ptr->y) /* x == p_ptr->x */
512 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
513 for (i = -1; i <= 1; i++)
516 update_local_illumination_aux(yy, xx);
519 else /* Player's grid */
521 for (i = 0; i < 8; i++)
525 update_local_illumination_aux(yy, xx);
529 #endif /* COMPLEX_WALL_ILLUMINATION */
534 * @brief 指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
537 * @return 視覚に収められる状態ならTRUEを返す
539 * He must have vision, illumination, and line of sight.\n
541 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
542 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
544 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
545 * that a wall is visible from any direction. That would be odd. Except\n
546 * under wizard light, which might make sense. Thus, for walls, we require\n
547 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
548 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
549 * in line of sight of the player.\n
551 * This extra check is expensive, but it provides a more "correct" semantics.\n
553 * Note that we should not run this check on walls which are "outer walls" of\n
554 * the dungeon, or we will induce a memory fault, but actually verifying all\n
555 * of the locations would be extremely expensive.\n
557 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
558 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
559 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
560 * and the player has more important things on his mind when he is attacking a\n
561 * monster vault. It is annoying, but an extremely important optimization.\n
563 * Note that "glowing walls" are only considered to be "illuminated" if the\n
564 * grid which is next to the wall in the direction of the player is also a\n
565 * "glowing" grid. This prevents the player from being able to "see" the\n
566 * walls of illuminated rooms from a corridor outside the room.\n
568 bool player_can_see_bold(POSITION y, POSITION x)
572 /* Blind players see nothing */
573 if (p_ptr->blind) return FALSE;
575 /* Access the cave grid */
578 /* Note that "torch-lite" yields "illumination" */
579 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
581 /* Require line of sight to the grid */
582 if (!player_has_los_bold(y, x)) return FALSE;
584 /* Noctovision of Ninja */
585 if (p_ptr->see_nocto) return TRUE;
587 /* Require "perma-lite" of the grid */
588 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
590 /* Feature code (applying "mimic" field) */
591 /* Floors are simple */
592 if (feat_supports_los(get_feat_mimic(c_ptr))) return TRUE;
594 /* Check for "local" illumination */
595 return check_local_illumination(y, x);
599 * @brief 指定された座標をプレイヤー収められていない状態かどうか / Returns true if the player's grid is dark
600 * @return 視覚に収められていないならTRUEを返す
601 * @details player_can_see_bold()関数の返り値の否定を返している。
605 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
610 * @brief 指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
613 * @return 各種の変更が可能ならTRUEを返す。
615 * 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
617 bool cave_valid_bold(POSITION y, POSITION x)
619 cave_type *c_ptr = &cave[y][x];
620 OBJECT_IDX this_o_idx, next_o_idx = 0;
622 /* Forbid perma-grids */
623 if (cave_perma_grid(c_ptr)) return (FALSE);
626 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
631 o_ptr = &o_list[this_o_idx];
633 /* Acquire next object */
634 next_o_idx = o_ptr->next_o_idx;
636 /* Forbid artifact grids */
637 if (object_is_artifact(o_ptr)) return (FALSE);
648 * 一般的にモンスターシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal monster codes
650 static char image_monster_hack[] = \
651 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
654 * 一般的にオブジェクトシンボルとして扱われる記号を定義する(幻覚処理向け) / Hack -- Legal object codes
656 static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~";
659 * @brief モンスターの表示を幻覚状態に差し替える / Mega-Hack -- Hallucinatory monster
664 static void image_monster(byte *ap, char *cp)
666 /* Random symbol from set above */
669 monster_race *r_ptr = &r_info[randint1(max_r_idx - 1)];
678 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
679 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
687 * @brief オブジェクトの表示を幻覚状態に差し替える / Hallucinatory object
692 static void image_object(byte *ap, char *cp)
696 object_kind *k_ptr = &k_info[randint1(max_k_idx-1)];
703 int n = sizeof(image_object_hack) - 1;
705 *cp = image_object_hack[randint0(n)];
714 * @brief オブジェクト&モンスターの表示を幻覚状態に差し替える / Hack -- Random hallucination
719 static void image_random(byte *ap, char *cp)
721 /* Normally, assume monsters */
722 if (randint0(100) < 75)
724 image_monster(ap, cp);
727 /* Otherwise, assume objects */
730 image_object(ap, cp);
735 * 照明の表現を行うための色合いの関係を{暗闇時, 照明時} で定義する /
736 * This array lists the effects of "brightness" on various "base" colours.\n
738 * This is used to do dynamic lighting effects in ascii :-)\n
739 * At the moment, only the various "floor" tiles are affected.\n
741 * The layout of the array is [x][0] = light and [x][1] = dark.\n
743 static byte lighting_colours[16][2] =
746 {TERM_L_DARK, TERM_DARK},
749 {TERM_YELLOW, TERM_SLATE},
752 {TERM_WHITE, TERM_L_DARK},
755 {TERM_L_UMBER, TERM_UMBER},
758 {TERM_RED, TERM_RED},
761 {TERM_L_GREEN, TERM_GREEN},
764 {TERM_BLUE, TERM_BLUE},
767 {TERM_L_UMBER, TERM_RED},
770 {TERM_SLATE, TERM_L_DARK},
773 {TERM_WHITE, TERM_SLATE},
776 {TERM_L_RED, TERM_BLUE},
779 {TERM_YELLOW, TERM_ORANGE},
782 {TERM_L_RED, TERM_L_RED},
785 {TERM_L_GREEN, TERM_GREEN},
788 {TERM_L_BLUE, TERM_L_BLUE},
791 {TERM_L_UMBER, TERM_UMBER}
798 void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX])
800 byte s_attr = f_attr[F_LIT_STANDARD];
801 byte s_char = f_char[F_LIT_STANDARD];
804 if (is_ascii_graphics(s_attr)) /* For ASCII */
806 f_attr[F_LIT_LITE] = lighting_colours[s_attr & 0x0f][0];
807 f_attr[F_LIT_DARK] = lighting_colours[s_attr & 0x0f][1];
808 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_char[i] = s_char;
810 else /* For tile graphics */
812 for (i = F_LIT_NS_BEGIN; i < F_LIT_MAX; i++) f_attr[i] = s_attr;
813 f_char[F_LIT_LITE] = s_char + 2;
814 f_char[F_LIT_DARK] = s_char + 1;
820 * モンスターにより照明が消されている地形か否かを判定する。 / Is this grid "darkened" by monster?
822 #define darkened_grid(C) \
823 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
828 * @brief Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
830 * Basically, we "paint" the chosen attr/char in several passes, starting\n
831 * with any known "terrain features" (defaulting to darkness), then adding\n
832 * any known "objects", and finally, adding any known "monsters". This\n
833 * is not the fastest method but since most of the calls to this function\n
834 * are made for grids with no monsters or objects, it is fast enough.\n
836 * Note that this function, if used on the grid containing the "player",\n
837 * will return the attr/char of the grid underneath the player, and not\n
838 * the actual player attr/char itself, allowing a lot of optimization\n
839 * in various "display" functions.\n
841 * Note that the "zero" entry in the feature/object/monster arrays are\n
842 * used to provide "special" attr/char codes, with "monster zero" being\n
843 * used for the player attr/char, "object zero" being used for the "stack"\n
844 * attr/char, and "feature zero" being used for the "nothing" attr/char,\n
845 * though this function makes use of only "feature zero".\n
847 * Note that monsters can have some "special" flags, including "ATTR_MULTI",\n
848 * which means their color changes, and "ATTR_CLEAR", which means they take\n
849 * the color of whatever is under them, and "CHAR_CLEAR", which means that\n
850 * they take the symbol of whatever is under them. Technically, the flag\n
851 * "CHAR_MULTI" is supposed to indicate that a monster looks strange when\n
852 * examined, but this flag is currently ignored.\n
854 * Currently, we do nothing with multi-hued objects, because there are\n
855 * not any. If there were, they would have to set "shimmer_objects"\n
856 * when they were created, and then new "shimmer" code in "dungeon.c"\n
857 * would have to be created handle the "shimmer" effect, and the code\n
858 * in "cave.c" would have to be updated to create the shimmer effect.\n
860 * Note the effects of hallucination. Objects always appear as random\n
861 * "objects", monsters as random "monsters", and normal grids occasionally\n
862 * appear as random "monsters" or "objects", but note that these random\n
863 * "monsters" and "objects" are really just "colored ascii symbols".\n
865 * Note that "floors" and "invisible traps" (and "zero" features) are\n
866 * drawn as "floors" using a special check for optimization purposes,\n
867 * and these are the only features which get drawn using the special\n
868 * lighting effects activated by "view_special_lite".\n
870 * Note the use of the "mimic" field in the "terrain feature" processing,\n
871 * which allows any feature to "pretend" to be another feature. This is\n
872 * used to "hide" secret doors, and to make all "doors" appear the same,\n
873 * and all "walls" appear the same, and "hidden" treasure stay hidden.\n
874 * It is possible to use this field to make a feature "look" like a floor,\n
875 * but the "special lighting effects" for floors will not be used.\n
877 * Note the use of the new "terrain feature" information. Note that the\n
878 * assumption that all interesting "objects" and "terrain features" are\n
879 * memorized allows extremely optimized processing below. Note the use\n
880 * of separate flags on objects to mark them as memorized allows a grid\n
881 * to have memorized "terrain" without granting knowledge of any object\n
882 * which may appear in that grid.\n
884 * Note the efficient code used to determine if a "floor" grid is\n
885 * "memorized" or "viewable" by the player, where the test for the\n
886 * grid being "viewable" is based on the facts that (1) the grid\n
887 * must be "lit" (torch-lit or perma-lit), (2) the grid must be in\n
888 * line of sight, and (3) the player must not be blind, and uses the\n
889 * assumption that all torch-lit grids are in line of sight.\n
891 * Note that floors (and invisible traps) are the only grids which are\n
892 * not memorized when seen, so only these grids need to check to see if\n
893 * the grid is "viewable" to the player (if it is not memorized). Since\n
894 * most non-memorized grids are in fact walls, this induces *massive*\n
895 * efficiency, at the cost of *forcing* the memorization of non-floor\n
896 * grids when they are first seen. Note that "invisible traps" are\n
897 * always treated exactly like "floors", which prevents "cheating".\n
899 * Note the "special lighting effects" which can be activated for floor\n
900 * grids using the "view_special_lite" option (for "white" floor grids),\n
901 * causing certain grids to be displayed using special colors. If the\n
902 * player is "blind", we will use "dark gray", else if the grid is lit\n
903 * by the torch, and the "view_yellow_lite" option is set, we will use\n
904 * "yellow", else if the grid is "dark", we will use "dark gray", else\n
905 * if the grid is not "viewable", and the "view_bright_lite" option is\n
906 * set, and the we will use "slate" (gray). We will use "white" for all\n
907 * other cases, in particular, for illuminated viewable floor grids.\n
909 * Note the "special lighting effects" which can be activated for wall\n
910 * grids using the "view_granite_lite" option (for "white" wall grids),\n
911 * causing certain grids to be displayed using special colors. If the\n
912 * player is "blind", we will use "dark gray", else if the grid is lit\n
913 * by the torch, and the "view_yellow_lite" option is set, we will use\n
914 * "yellow", else if the "view_bright_lite" option is set, and the grid\n
915 * is not "viewable", or is "dark", or is glowing, but not when viewed\n
916 * from the player's current location, we will use "slate" (gray). We\n
917 * will use "white" for all other cases, in particular, for correctly\n
918 * illuminated viewable wall grids.\n
920 * Note that, when "view_granite_lite" is set, we use an inline version\n
921 * of the "player_can_see_bold()" function to check the "viewability" of\n
922 * grids when the "view_bright_lite" option is set, and we do NOT use\n
923 * any special colors for "dark" wall grids, since this would allow the\n
924 * player to notice the walls of illuminated rooms from a hallway that\n
925 * happened to run beside the room. The alternative, by the way, would\n
926 * be to prevent the generation of hallways next to rooms, but this\n
927 * would still allow problems when digging towards a room.\n
929 * Note that bizarre things must be done when the "attr" and/or "char"\n
930 * codes have the "high-bit" set, since these values are used to encode\n
931 * various "special" pictures in some versions, and certain situations,\n
932 * such as "multi-hued" or "clear" monsters, cause the attr/char codes\n
933 * to be "scrambled" in various ways.\n
935 * Note that eventually we may use the "&" symbol for embedded treasure,\n
936 * and use the "*" symbol to indicate multiple objects, though this will\n
937 * have to wait for Angband 2.8.0 or later. Note that currently, this\n
938 * is not important, since only one object or terrain feature is allowed\n
939 * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char.\n
941 * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of\n
942 * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n
943 * then a whole lot of code should be changed... XXX XXX\n
945 void map_info(POSITION y, POSITION x, byte *ap, char *cp, byte *tap, char *tcp)
948 cave_type *c_ptr = &cave[y][x];
950 s16b this_o_idx, next_o_idx = 0;
952 /* Feature code (applying "mimic" field) */
953 s16b feat = get_feat_mimic(c_ptr);
956 feature_type *f_ptr = &f_info[feat];
961 /* Boring grids (floors, etc) */
962 if (!have_flag(f_ptr->flags, FF_REMEMBER))
965 * Handle Memorized or visible floor
967 * No visual when blinded.
968 * (to prevent strange effects on darkness breath)
970 * - Can see grids with CAVE_MARK.
971 * - Can see grids with CAVE_LITE or CAVE_MNLT.
972 * (Such grids also have CAVE_VIEW)
973 * - Can see grids with CAVE_VIEW unless darkened by monsters.
976 ((c_ptr->info & (CAVE_MARK | CAVE_LITE | CAVE_MNLT)) ||
977 ((c_ptr->info & CAVE_VIEW) && (((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) || p_ptr->see_nocto))))
979 /* Normal attr/char */
980 a = f_ptr->x_attr[F_LIT_STANDARD];
981 c = f_ptr->x_char[F_LIT_STANDARD];
983 if (p_ptr->wild_mode)
985 /* Special lighting effects */
987 if (view_special_lite && !is_daytime())
989 /* Use a darkened colour/tile */
990 a = f_ptr->x_attr[F_LIT_DARK];
991 c = f_ptr->x_char[F_LIT_DARK];
995 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
996 else if (darkened_grid(c_ptr))
998 /* Unsafe cave grid -- idea borrowed from Unangband */
999 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1001 /* Access darkness */
1002 f_ptr = &f_info[feat];
1004 /* Char and attr of darkness */
1005 a = f_ptr->x_attr[F_LIT_STANDARD];
1006 c = f_ptr->x_char[F_LIT_STANDARD];
1009 /* Special lighting effects */
1010 else if (view_special_lite)
1012 /* Handle "torch-lit" grids */
1013 if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1016 if (view_yellow_lite)
1018 /* Use a brightly lit colour/tile */
1019 a = f_ptr->x_attr[F_LIT_LITE];
1020 c = f_ptr->x_char[F_LIT_LITE];
1024 /* Handle "dark" grids */
1025 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1027 /* Use a darkened colour/tile */
1028 a = f_ptr->x_attr[F_LIT_DARK];
1029 c = f_ptr->x_char[F_LIT_DARK];
1032 /* Handle "out-of-sight" grids */
1033 else if (!(c_ptr->info & CAVE_VIEW))
1036 if (view_bright_lite)
1038 /* Use a darkened colour/tile */
1039 a = f_ptr->x_attr[F_LIT_DARK];
1040 c = f_ptr->x_char[F_LIT_DARK];
1049 /* Unsafe cave grid -- idea borrowed from Unangband */
1050 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1052 /* Access darkness */
1053 f_ptr = &f_info[feat];
1055 /* Normal attr/char */
1056 a = f_ptr->x_attr[F_LIT_STANDARD];
1057 c = f_ptr->x_char[F_LIT_STANDARD];
1061 /* Interesting grids (non-floors) */
1064 /* Memorized grids */
1065 if (c_ptr->info & CAVE_MARK)
1067 /* Normal attr/char */
1068 a = f_ptr->x_attr[F_LIT_STANDARD];
1069 c = f_ptr->x_char[F_LIT_STANDARD];
1071 if (p_ptr->wild_mode)
1073 /* Special lighting effects */
1074 /* Handle "blind" or "night" */
1075 if (view_granite_lite && (p_ptr->blind || !is_daytime()))
1077 /* Use a darkened colour/tile */
1078 a = f_ptr->x_attr[F_LIT_DARK];
1079 c = f_ptr->x_char[F_LIT_DARK];
1083 /* Mega-Hack -- Handle "in-sight" and "darkened" grids */
1084 else if (darkened_grid(c_ptr) && !p_ptr->blind)
1086 if (have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT))
1088 /* Unsafe cave grid -- idea borrowed from Unangband */
1089 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1091 /* Access darkness */
1092 f_ptr = &f_info[feat];
1094 /* Char and attr of darkness */
1095 a = f_ptr->x_attr[F_LIT_STANDARD];
1096 c = f_ptr->x_char[F_LIT_STANDARD];
1098 else if (view_granite_lite && view_bright_lite)
1100 /* Use a darkened colour/tile */
1101 a = f_ptr->x_attr[F_LIT_DARK];
1102 c = f_ptr->x_char[F_LIT_DARK];
1106 /* Special lighting effects */
1107 else if (view_granite_lite)
1109 /* Handle "blind" */
1112 /* Use a darkened colour/tile */
1113 a = f_ptr->x_attr[F_LIT_DARK];
1114 c = f_ptr->x_char[F_LIT_DARK];
1117 /* Handle "torch-lit" grids */
1118 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1121 if (view_yellow_lite)
1123 /* Use a brightly lit colour/tile */
1124 a = f_ptr->x_attr[F_LIT_LITE];
1125 c = f_ptr->x_char[F_LIT_LITE];
1129 /* Handle "view_bright_lite" */
1130 else if (view_bright_lite)
1133 if (!(c_ptr->info & CAVE_VIEW))
1135 /* Use a darkened colour/tile */
1136 a = f_ptr->x_attr[F_LIT_DARK];
1137 c = f_ptr->x_char[F_LIT_DARK];
1141 else if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1143 /* Use a darkened colour/tile */
1144 a = f_ptr->x_attr[F_LIT_DARK];
1145 c = f_ptr->x_char[F_LIT_DARK];
1148 /* Not glowing correctly */
1149 else if (!have_flag(f_ptr->flags, FF_LOS) && !check_local_illumination(y, x))
1151 /* Use a darkened colour/tile */
1152 a = f_ptr->x_attr[F_LIT_DARK];
1153 c = f_ptr->x_char[F_LIT_DARK];
1162 /* Unsafe cave grid -- idea borrowed from Unangband */
1163 feat = (view_unsafe_grids && (c_ptr->info & CAVE_UNSAFE)) ? feat_undetected : feat_none;
1165 /* Access feature */
1166 f_ptr = &f_info[feat];
1168 /* Normal attr/char */
1169 a = f_ptr->x_attr[F_LIT_STANDARD];
1170 c = f_ptr->x_char[F_LIT_STANDARD];
1174 if (feat_priority == -1) feat_priority = f_ptr->priority;
1176 /* Save the terrain info for the transparency effects */
1184 /* Hack -- rare random hallucination, except on outer dungeon walls */
1190 image_random(ap, cp);
1195 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1199 /* Acquire object */
1200 o_ptr = &o_list[this_o_idx];
1202 /* Acquire next object */
1203 next_o_idx = o_ptr->next_o_idx;
1205 /* Memorized objects */
1206 if (o_ptr->marked & OM_FOUND)
1208 if (display_autopick)
1212 match_autopick = is_autopick(o_ptr);
1213 if(match_autopick == -1)
1216 act = autopick_list[match_autopick].action;
1218 if ((act & DO_DISPLAY) && (act & display_autopick))
1220 autopick_obj = o_ptr;
1224 match_autopick = -1;
1229 (*cp) = object_char(o_ptr);
1232 (*ap) = object_attr(o_ptr);
1236 /* Hack -- hallucination */
1237 if (p_ptr->image) image_object(ap, cp);
1245 /* Handle monsters */
1246 if (c_ptr->m_idx && display_autopick == 0 )
1248 monster_type *m_ptr = &m_list[c_ptr->m_idx];
1250 /* Visible monster */
1253 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1261 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1262 * flags are always unseen.
1264 if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1270 /* Hallucinatory monster */
1271 image_monster(ap, cp);
1276 /* Monster attr/char */
1280 /* Normal monsters */
1281 if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_SHAPECHANGER | RF1_ATTR_CLEAR
1282 | RF1_ATTR_MULTI | RF1_ATTR_SEMIRAND)))
1284 /* Desired monster attr/char */
1290 * Monsters with both CHAR_CLEAR and ATTR_CLEAR
1291 * flags are always unseen.
1293 else if ((r_ptr->flags1 & (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR)) == (RF1_CHAR_CLEAR | RF1_ATTR_CLEAR))
1300 /*** Monster's attr ***/
1301 if ((r_ptr->flags1 & RF1_ATTR_CLEAR) && (*ap != TERM_DARK) && !use_graphics)
1306 else if ((r_ptr->flags1 & RF1_ATTR_MULTI) && !use_graphics)
1308 /* Multi-hued attr */
1309 if (r_ptr->flags2 & RF2_ATTR_ANY) *ap = randint1(15);
1310 else switch (randint1(7))
1312 case 1: *ap = TERM_RED; break;
1313 case 2: *ap = TERM_L_RED; break;
1314 case 3: *ap = TERM_WHITE; break;
1315 case 4: *ap = TERM_L_GREEN; break;
1316 case 5: *ap = TERM_BLUE; break;
1317 case 6: *ap = TERM_L_DARK; break;
1318 case 7: *ap = TERM_GREEN; break;
1321 else if ((r_ptr->flags1 & RF1_ATTR_SEMIRAND) && !use_graphics)
1323 /* Use semi-random attr (usually mimics' colors vary) */
1324 *ap = c_ptr->m_idx % 15 + 1;
1332 /*** Monster's char ***/
1333 if ((r_ptr->flags1 & RF1_CHAR_CLEAR) && (*cp != ' ') && !use_graphics)
1338 else if (r_ptr->flags1 & RF1_SHAPECHANGER)
1342 monster_race *tmp_r_ptr = &r_info[randint1(max_r_idx - 1)];
1343 *cp = tmp_r_ptr->x_char;
1344 *ap = tmp_r_ptr->x_attr;
1348 *cp = (one_in_(25) ?
1349 image_object_hack[randint0(sizeof(image_object_hack) - 1)] :
1350 image_monster_hack[randint0(sizeof(image_monster_hack) - 1)]);
1363 /* Handle "player" */
1364 if (player_bold(y, x))
1366 monster_race *r_ptr = &r_info[0];
1368 /* Get the "player" attr */
1369 *ap = r_ptr->x_attr;
1371 /* Get the "player" char */
1372 *cp = r_ptr->x_char;
1380 * Calculate panel colum of a location in the map
1382 static int panel_col_of(int col)
1384 col -= panel_col_min;
1385 if (use_bigtile) col *= 2;
1391 * Moves the cursor to a given MAP (y,x) location
1393 void move_cursor_relative(int row, int col)
1395 /* Real co-ords convert to screen positions */
1396 row -= panel_row_prt;
1399 Term_gotoxy(panel_col_of(col), row);
1405 * Place an attr/char pair at the given map coordinate, if legal.
1407 void print_rel(char c, byte a, int y, int x)
1409 /* Only do "legal" locations */
1410 if (panel_contains(y, x))
1412 /* Hack -- fake monochrome */
1415 if (world_monster) a = TERM_DARK;
1416 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1417 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1420 /* Draw the char using the attr */
1421 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, 0, 0);
1430 * Memorize interesting viewable object/features in the given grid
1432 * This function should only be called on "legal" grids.
1434 * This function will memorize the object and/or feature in the given
1435 * grid, if they are (1) viewable and (2) interesting. Note that all
1436 * objects are interesting, all terrain features except floors (and
1437 * invisible traps) are interesting, and floors (and invisible traps)
1438 * are interesting sometimes (depending on various options involving
1439 * the illumination of floor grids).
1441 * The automatic memorization of all objects and non-floor terrain
1442 * features as soon as they are displayed allows incredible amounts
1443 * of optimization in various places, especially "map_info()".
1445 * Note that the memorization of objects is completely separate from
1446 * the memorization of terrain features, preventing annoying floor
1447 * memorization when a detected object is picked up from a dark floor,
1448 * and object memorization when an object is dropped into a floor grid
1449 * which is memorized but out-of-sight.
1451 * This function should be called every time the "memorization" of
1452 * a grid (or the object in a grid) is called into question, such
1453 * as when an object is created in a grid, when a terrain feature
1454 * "changes" from "floor" to "non-floor", when any grid becomes
1455 * "illuminated" or "viewable", and when a "floor" grid becomes
1458 * Note the relatively efficient use of this function by the various
1459 * "update_view()" and "update_lite()" calls, to allow objects and
1460 * terrain features to be memorized (and drawn) whenever they become
1461 * viewable or illuminated in any way, but not when they "maintain"
1462 * or "lose" their previous viewability or illumination.
1464 * Note the butchered "internal" version of "player_can_see_bold()",
1465 * optimized primarily for the most common cases, that is, for the
1466 * non-marked floor grids.
1468 void note_spot(int y, int x)
1470 cave_type *c_ptr = &cave[y][x];
1472 s16b this_o_idx, next_o_idx = 0;
1475 /* Blind players see nothing */
1476 if (p_ptr->blind) return;
1478 /* Analyze non-torch-lit grids */
1479 if (!(c_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1481 /* Require line of sight to the grid */
1482 if (!(c_ptr->info & (CAVE_VIEW))) return;
1484 /* Require "perma-lite" of the grid */
1485 if ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1488 if (!p_ptr->see_nocto) return;
1493 /* Hack -- memorize objects */
1494 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1496 object_type *o_ptr = &o_list[this_o_idx];
1498 /* Acquire next object */
1499 next_o_idx = o_ptr->next_o_idx;
1501 /* Memorize objects */
1502 o_ptr->marked |= OM_FOUND;
1506 /* Hack -- memorize grids */
1507 if (!(c_ptr->info & (CAVE_MARK)))
1509 /* Feature code (applying "mimic" field) */
1510 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
1512 /* Memorize some "boring" grids */
1513 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1515 /* Option -- memorize all torch-lit floors */
1516 if (view_torch_grids &&
1517 ((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1520 c_ptr->info |= (CAVE_MARK);
1523 /* Option -- memorize all perma-lit floors */
1524 else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1527 c_ptr->info |= (CAVE_MARK);
1531 /* Memorize normal grids */
1532 else if (have_flag(f_ptr->flags, FF_LOS))
1535 c_ptr->info |= (CAVE_MARK);
1538 /* Memorize torch-lit walls */
1539 else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
1542 c_ptr->info |= (CAVE_MARK);
1545 /* Memorize walls seen by noctovision of Ninja */
1546 else if (p_ptr->see_nocto)
1549 c_ptr->info |= (CAVE_MARK);
1552 /* Memorize certain non-torch-lit wall grids */
1553 else if (check_local_illumination(y, x))
1556 c_ptr->info |= (CAVE_MARK);
1560 /* Memorize terrain of the grid */
1561 c_ptr->info |= (CAVE_KNOWN);
1565 void display_dungeon(void)
1574 for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++)
1576 for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++)
1578 if (in_bounds2(y, x))
1581 /* Examine the grid */
1582 map_info(y, x, &a, &c, &ta, &tc);
1584 /* Hack -- fake monochrome */
1587 if (world_monster) a = TERM_DARK;
1588 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1589 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1592 /* Hack -- Queue it */
1593 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1597 /* Clear out-of-bound tiles */
1599 /* Access darkness */
1600 feature_type *f_ptr = &f_info[feat_none];
1603 a = f_ptr->x_attr[F_LIT_STANDARD];
1606 c = f_ptr->x_char[F_LIT_STANDARD];
1608 /* Hack -- Queue it */
1609 Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
1617 * Redraw (on the screen) a given MAP location
1619 * This function should only be called on "legal" grids
1621 void lite_spot(int y, int x)
1623 /* Redraw if on screen */
1624 if (panel_contains(y, x) && in_bounds2(y, x))
1632 /* Examine the grid */
1633 map_info(y, x, &a, &c, &ta, &tc);
1635 /* Hack -- fake monochrome */
1638 if (world_monster) a = TERM_DARK;
1639 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1640 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1643 /* Hack -- Queue it */
1644 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1646 /* Update sub-windows */
1647 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1653 * Prints the map of the dungeon
1655 * Note that, for efficiency, we contain an "optimized" version
1656 * of both "lite_spot()" and "print_rel()", and that we use the
1657 * "lite_spot()" function to display the player grid, if needed.
1665 s16b xmin, xmax, ymin, ymax;
1670 Term_get_size(&wid, &hgt);
1672 /* Remove map offset */
1676 /* Access the cursor state */
1677 (void)Term_get_cursor(&v);
1679 /* Hide the cursor */
1680 (void)Term_set_cursor(0);
1683 xmin = (0 < panel_col_min) ? panel_col_min : 0;
1684 xmax = (cur_wid - 1 > panel_col_max) ? panel_col_max : cur_wid - 1;
1685 ymin = (0 < panel_row_min) ? panel_row_min : 0;
1686 ymax = (cur_hgt - 1 > panel_row_max) ? panel_row_max : cur_hgt - 1;
1688 /* Bottom section of screen */
1689 for (y = 1; y <= ymin - panel_row_prt; y++)
1691 /* Erase the section */
1692 Term_erase(COL_MAP, y, wid);
1695 /* Top section of screen */
1696 for (y = ymax - panel_row_prt; y <= hgt; y++)
1698 /* Erase the section */
1699 Term_erase(COL_MAP, y, wid);
1703 for (y = ymin; y <= ymax; y++)
1705 /* Scan the columns of row "y" */
1706 for (x = xmin; x <= xmax; x++)
1714 /* Determine what is there */
1715 map_info(y, x, &a, &c, &ta, &tc);
1717 /* Hack -- fake monochrome */
1720 if (world_monster) a = TERM_DARK;
1721 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1722 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1725 /* Efficiency -- Redraw that grid of the map */
1726 Term_queue_bigchar(panel_col_of(x), y-panel_row_prt, a, c, ta, tc);
1730 /* Display player */
1731 lite_spot(p_ptr->y, p_ptr->x);
1733 /* Restore the cursor */
1734 (void)Term_set_cursor(v);
1740 * print project path
1742 void prt_path(int y, int x)
1747 byte_hack default_color = TERM_SLATE;
1749 if (!display_path) return;
1750 if (-1 == project_length)
1753 /* Get projection path */
1754 path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH|PROJECT_THRU);
1757 p_ptr->redraw |= (PR_MAP);
1763 for (i = 0; i < path_n; i++)
1765 int ny = GRID_Y(path_g[i]);
1766 int nx = GRID_X(path_g[i]);
1767 cave_type *c_ptr = &cave[ny][nx];
1769 if (panel_contains(ny, nx))
1771 byte a = default_color;
1777 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
1779 /* Determine what is there */
1780 map_info(ny, nx, &a, &c, &ta, &tc);
1782 if (!is_ascii_graphics(a))
1784 else if (c == '.' && (a == TERM_WHITE || a == TERM_L_WHITE))
1786 else if (a == default_color)
1792 if (world_monster) a = TERM_DARK;
1793 else if (IS_INVULN() || world_player) a = TERM_WHITE;
1794 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1799 /* Hack -- Queue it */
1800 Term_queue_bigchar(panel_col_of(nx), ny-panel_row_prt, a, c, ta, tc);
1804 if ((c_ptr->info & CAVE_MARK) && !cave_have_flag_grid(c_ptr, FF_PROJECT)) break;
1807 if (nx == x && ny == y) default_color = TERM_L_DARK;
1812 static cptr simplify_list[][2] =
1819 {"^Amulet of ", "\""},
1820 {"^Scroll of ", "?"},
1821 {"^Scroll titled ", "?"},
1822 {"^Wand of " , "-"},
1824 {"^Staff of " , "_"},
1825 {"^Potion of ", "!"},
1837 static void display_shortened_item_name(object_type *o_ptr, int y)
1844 object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY));
1845 attr = tval_to_attr[o_ptr->tval % 128];
1850 strcpy(buf, _("何か奇妙な物", "something strange"));
1853 for (c = buf; *c; c++)
1856 for (i = 0; simplify_list[i][1]; i++)
1858 cptr org_w = simplify_list[i][0];
1868 if (!strncmp(c, org_w, strlen(org_w)))
1871 cptr tmp = simplify_list[i][1];
1874 tmp = c + strlen(org_w);
1890 if(len + 2 > 12) break;
1897 if(len + 1 > 12) break;
1903 Term_putstr(0, y, 12, attr, buf);
1907 * Display a "small-scale" map of the dungeon in the active Term
1909 void display_map(int *cy, int *cx)
1926 /* Save lighting effects */
1927 bool old_view_special_lite = view_special_lite;
1928 bool old_view_granite_lite = view_granite_lite;
1930 int hgt, wid, yrat, xrat;
1932 int **match_autopick_yx;
1933 object_type ***object_autopick_yx;
1936 Term_get_size(&wid, &hgt);
1939 if (use_bigtile) wid /= 2;
1941 yrat = (cur_hgt + hgt - 1) / hgt;
1942 xrat = (cur_wid + wid - 1) / wid;
1944 /* Disable lighting effects */
1945 view_special_lite = FALSE;
1946 view_granite_lite = FALSE;
1948 /* Allocate the maps */
1949 C_MAKE(ma, (hgt + 2), byte_ptr);
1950 C_MAKE(mc, (hgt + 2), char_ptr);
1951 C_MAKE(mp, (hgt + 2), byte_ptr);
1952 C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr);
1953 C_MAKE(object_autopick_yx, (hgt + 2), object_type **);
1955 /* Allocate and wipe each line map */
1956 for (y = 0; y < (hgt + 2); y++)
1958 /* Allocate one row each array */
1959 C_MAKE(ma[y], (wid + 2), byte);
1960 C_MAKE(mc[y], (wid + 2), char);
1961 C_MAKE(mp[y], (wid + 2), byte);
1962 C_MAKE(match_autopick_yx[y], (wid + 2), int);
1963 C_MAKE(object_autopick_yx[y], (wid + 2), object_type *);
1965 for (x = 0; x < wid + 2; ++x)
1967 match_autopick_yx[y][x] = -1;
1968 object_autopick_yx[y][x] = NULL;
1971 ma[y][x] = TERM_WHITE;
1979 /* Allocate the maps */
1980 C_MAKE(bigma, (cur_hgt + 2), byte_ptr);
1981 C_MAKE(bigmc, (cur_hgt + 2), char_ptr);
1982 C_MAKE(bigmp, (cur_hgt + 2), byte_ptr);
1984 /* Allocate and wipe each line map */
1985 for (y = 0; y < (cur_hgt + 2); y++)
1987 /* Allocate one row each array */
1988 C_MAKE(bigma[y], (cur_wid + 2), byte);
1989 C_MAKE(bigmc[y], (cur_wid + 2), char);
1990 C_MAKE(bigmp[y], (cur_wid + 2), byte);
1992 for (x = 0; x < cur_wid + 2; ++x)
1995 bigma[y][x] = TERM_WHITE;
2003 /* Fill in the map */
2004 for (i = 0; i < cur_wid; ++i)
2006 for (j = 0; j < cur_hgt; ++j)
2016 /* Extract the current attr/char at that map location */
2017 map_info(j, i, &ta, &tc, &ta, &tc);
2019 /* Extract the priority */
2020 tp = (byte_hack)feat_priority;
2022 if(match_autopick!=-1
2023 && (match_autopick_yx[y][x] == -1
2024 || match_autopick_yx[y][x] > match_autopick))
2026 match_autopick_yx[y][x] = match_autopick;
2027 object_autopick_yx[y][x] = autopick_obj;
2031 /* Save the char, attr and priority */
2032 bigmc[j+1][i+1] = tc;
2033 bigma[j+1][i+1] = ta;
2034 bigmp[j+1][i+1] = tp;
2038 for (j = 0; j < cur_hgt; ++j)
2040 for (i = 0; i < cur_wid; ++i)
2046 tc = bigmc[j+1][i+1];
2047 ta = bigma[j+1][i+1];
2048 tp = bigmp[j+1][i+1];
2050 /* rare feature has more priority */
2056 for (t = 0; t < 8; t++)
2058 if (tc == bigmc[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]] &&
2059 ta == bigma[j+1+ddy_cdd[t]][i+1+ddx_cdd[t]])
2069 /* Save the char, attr and priority */
2082 /* Draw the corners */
2083 mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
2085 /* Draw the horizontal edges */
2086 for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
2088 /* Draw the vertical edges */
2089 for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
2092 /* Display each map line in order */
2093 for (y = 0; y < hgt + 2; ++y)
2095 /* Start a new line */
2096 Term_gotoxy(COL_MAP, y);
2098 /* Display the line */
2099 for (x = 0; x < wid + 2; ++x)
2104 /* Hack -- fake monochrome */
2107 if (world_monster) ta = TERM_DARK;
2108 else if (IS_INVULN() || world_player) ta = TERM_WHITE;
2109 else if (p_ptr->wraith_form) ta = TERM_L_DARK;
2112 /* Add the character */
2113 Term_add_bigch(ta, tc);
2118 for (y = 1; y < hgt + 1; ++y)
2120 match_autopick = -1;
2121 for (x = 1; x <= wid; x++){
2122 if (match_autopick_yx[y][x] != -1 &&
2123 (match_autopick > match_autopick_yx[y][x] ||
2124 match_autopick == -1)){
2125 match_autopick = match_autopick_yx[y][x];
2126 autopick_obj = object_autopick_yx[y][x];
2130 /* Clear old display */
2131 Term_putstr(0, y, 12, 0, " ");
2133 if (match_autopick != -1)
2135 display_shortened_item_name(autopick_obj, y);
2138 char buf[13] = "\0";
2139 strncpy(buf,autopick_list[match_autopick].name,12);
2147 /* Player location */
2148 (*cy) = p_ptr->y / yrat + 1 + ROW_MAP;
2150 (*cx) = p_ptr->x / xrat + 1 + COL_MAP;
2152 (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP;
2154 /* Restore lighting effects */
2155 view_special_lite = old_view_special_lite;
2156 view_granite_lite = old_view_granite_lite;
2158 /* Free each line map */
2159 for (y = 0; y < (hgt + 2); y++)
2161 /* Free one row each array */
2162 C_KILL(ma[y], (wid + 2), byte);
2163 C_KILL(mc[y], (wid + 2), char);
2164 C_KILL(mp[y], (wid + 2), byte);
2165 C_KILL(match_autopick_yx[y], (wid + 2), int);
2166 C_KILL(object_autopick_yx[y], (wid + 2), object_type *);
2169 /* Free each line map */
2170 C_KILL(ma, (hgt + 2), byte_ptr);
2171 C_KILL(mc, (hgt + 2), char_ptr);
2172 C_KILL(mp, (hgt + 2), byte_ptr);
2173 C_KILL(match_autopick_yx, (hgt + 2), sint_ptr);
2174 C_KILL(object_autopick_yx, (hgt + 2), object_type **);
2176 /* Free each line map */
2177 for (y = 0; y < (cur_hgt + 2); y++)
2179 /* Free one row each array */
2180 C_KILL(bigma[y], (cur_wid + 2), byte);
2181 C_KILL(bigmc[y], (cur_wid + 2), char);
2182 C_KILL(bigmp[y], (cur_wid + 2), byte);
2185 /* Free each line map */
2186 C_KILL(bigma, (cur_hgt + 2), byte_ptr);
2187 C_KILL(bigmc, (cur_hgt + 2), char_ptr);
2188 C_KILL(bigmp, (cur_hgt + 2), byte_ptr);
2193 * Display a "small-scale" map of the dungeon for the player
2195 * Currently, the "player" is displayed on the map. XXX XXX XXX
2197 void do_cmd_view_map(void)
2202 /* Save the screen */
2206 prt(_("お待ち下さい...", "Please wait..."), 0, 0);
2211 /* Clear the screen */
2214 display_autopick = 0;
2216 /* Display the map */
2217 display_map(&cy, &cx);
2220 if(max_autopick && !p_ptr->wild_mode)
2222 display_autopick = ITEM_DISPLAY;
2229 int wid, hgt, row_message;
2231 Term_get_size(&wid, &hgt);
2232 row_message = hgt - 1;
2234 put_str(_("何かキーを押してください('M':拾う 'N':放置 'D':M+N 'K':壊すアイテムを表示)",
2235 " Hit M, N(for ~), K(for !), or D(same as M+N) to display auto-picker items."), row_message, 1);
2237 /* Hilite the player */
2238 move_cursor(cy, cx);
2243 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK);
2245 flag = DONT_AUTOPICK;
2247 flag = DO_AUTODESTROY;
2249 flag = (DO_AUTOPICK | DO_QUERY_AUTOPICK | DONT_AUTOPICK);
2255 if (~display_autopick & flag)
2256 display_autopick |= flag;
2258 display_autopick &= ~flag;
2259 /* Display the map */
2260 display_map(&cy, &cx);
2263 display_autopick = 0;
2268 put_str(_("何かキーを押すとゲームに戻ります", "Hit any key to continue"), 23, 30);
2269 /* Hilite the player */
2270 move_cursor(cy, cx);
2275 /* Restore the screen */
2284 * Some comments on the cave grid flags. -BEN-
2287 * One of the major bottlenecks in previous versions of Angband was in
2288 * the calculation of "line of sight" from the player to various grids,
2289 * such as monsters. This was such a nasty bottleneck that a lot of
2290 * silly things were done to reduce the dependancy on "line of sight",
2291 * for example, you could not "see" any grids in a lit room until you
2292 * actually entered the room, and there were all kinds of bizarre grid
2293 * flags to enable this behavior. This is also why the "call light"
2294 * spells always lit an entire room.
2296 * The code below provides functions to calculate the "field of view"
2297 * for the player, which, once calculated, provides extremely fast
2298 * calculation of "line of sight from the player", and to calculate
2299 * the "field of torch lite", which, again, once calculated, provides
2300 * extremely fast calculation of "which grids are lit by the player's
2301 * lite source". In addition to marking grids as "GRID_VIEW" and/or
2302 * "GRID_LITE", as appropriate, these functions maintain an array for
2303 * each of these two flags, each array containing the locations of all
2304 * of the grids marked with the appropriate flag, which can be used to
2305 * very quickly scan through all of the grids in a given set.
2307 * To allow more "semantically valid" field of view semantics, whenever
2308 * the field of view (or the set of torch lit grids) changes, all of the
2309 * grids in the field of view (or the set of torch lit grids) are "drawn"
2310 * so that changes in the world will become apparent as soon as possible.
2311 * This has been optimized so that only grids which actually "change" are
2312 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
2313 * of the grids which are entering or leaving the relevent set of grids.
2315 * These new methods are so efficient that the old nasty code was removed.
2317 * Note that there is no reason to "update" the "viewable space" unless
2318 * the player "moves", or walls/doors are created/destroyed, and there
2319 * is no reason to "update" the "torch lit grids" unless the field of
2320 * view changes, or the "light radius" changes. This means that when
2321 * the player is resting, or digging, or doing anything that does not
2322 * involve movement or changing the state of the dungeon, there is no
2323 * need to update the "view" or the "lite" regions, which is nice.
2325 * Note that the calls to the nasty "los()" function have been reduced
2326 * to a bare minimum by the use of the new "field of view" calculations.
2328 * I wouldn't be surprised if slight modifications to the "update_view()"
2329 * function would allow us to determine "reverse line-of-sight" as well
2330 * as "normal line-of-sight", which would allow monsters to use a more
2331 * "correct" calculation to determine if they can "see" the player. For
2332 * now, monsters simply "cheat" somewhat and assume that if the player
2333 * has "line of sight" to the monster, then the monster can "pretend"
2334 * that it has "line of sight" to the player.
2337 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
2338 * grid and maintains an array of all "CAVE_LITE" grids.
2340 * This set of grids is the complete set of all grids which are lit by
2341 * the players light source, which allows the "player_can_see_bold()"
2342 * function to work very quickly.
2344 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
2345 * fact, the player (unless blind) can always "see" all grids which are
2346 * marked as "CAVE_LITE", unless they are "off screen".
2349 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
2350 * grid and maintains an array of all "CAVE_VIEW" grids.
2352 * This set of grids is the complete set of all grids within line of sight
2353 * of the player, allowing the "player_has_los_bold()" macro to work very
2357 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
2358 * temporary internal flag to mark those grids which are not only in view,
2359 * but which are also "easily" in line of sight of the player. This flag
2360 * is always cleared when we are done.
2363 * The current "update_lite()" and "update_view()" algorithms use the
2364 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
2365 * to keep track of which grids were previously marked as "CAVE_LITE" or
2366 * "CAVE_VIEW", which allows us to optimize the "screen updates".
2368 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
2369 * for various other purposes, such as spreading lite or darkness during
2370 * "lite_room()" / "unlite_room()", and for calculating monster flow.
2373 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
2374 * in some way permanently lit. However, for the player to "see" anything
2375 * in the grid, as determined by "player_can_see()", the player must not be
2376 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
2377 * grids, even if marked as "perma lit", are only illuminated if they touch
2378 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
2381 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
2382 * that even if the player cannot "see" the grid, he "knows" the terrain in
2383 * that grid. This is used to "remember" walls/doors/stairs/floors when they
2384 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
2385 * or when one of the "memorize floor grids" options induces memorization.
2387 * Objects are "memorized" in a different way, using a special "marked" flag
2388 * on the object itself, which is set when an object is observed or detected.
2391 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
2392 * and should be illuminated by "lite room" and "darkness" spells.
2395 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
2396 * and should be unavailable for "teleportation" destinations.
2399 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
2400 * which is observed, and the "view_torch_grids" allows the player to memorize
2401 * every torch-lit grid. The player will always memorize important walls,
2402 * doors, stairs, and other terrain features, as well as any "detected" grids.
2404 * Note that the new "update_view()" method allows, among other things, a room
2405 * to be "partially" seen as the player approaches it, with a growing cone of
2406 * floor appearing as the player gets closer to the door. Also, by not turning
2407 * on the "memorize perma-lit grids" option, the player will only "see" those
2408 * floor grids which are actually in line of sight.
2410 * And my favorite "plus" is that you can now use a special option to draw the
2411 * "floors" in the "viewable region" brightly (actually, to draw the *other*
2412 * grids dimly), providing a "pretty" effect as the player runs around, and
2413 * to efficiently display the "torch lite" in a special color.
2416 * Some comments on the "update_view()" algorithm...
2418 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
2419 * and only has to call "los()" on the borderline cases. The major axes/diags
2420 * even terminate early when they hit walls. I need to find a quick way
2421 * to "terminate" the other scans.
2423 * Note that in the worst case (a big empty area with say 5% scattered walls),
2424 * each of the 1500 or so nearby grids is checked once, most of them getting
2425 * an "instant" rating, and only a small portion requiring a call to "los()".
2427 * The only time that the algorithm appears to be "noticeably" too slow is
2428 * when running, and this is usually only important in town, since the town
2429 * provides about the worst scenario possible, with large open regions and
2430 * a few scattered obstructions. There is a special "efficiency" option to
2431 * allow the player to reduce his field of view in town, if needed.
2433 * In the "best" case (say, a normal stretch of corridor), the algorithm
2434 * makes one check for each viewable grid, and makes no calls to "los()".
2435 * So running in corridors is very fast, and if a lot of monsters are
2436 * nearby, it is much faster than the old methods.
2438 * Note that resting, most normal commands, and several forms of running,
2439 * plus all commands executed near large groups of monsters, are strictly
2440 * more efficient with "update_view()" that with the old "compute los() on
2441 * demand" method, primarily because once the "field of view" has been
2442 * calculated, it does not have to be recalculated until the player moves
2443 * (or a wall or door is created or destroyed).
2445 * Note that we no longer have to do as many "los()" checks, since once the
2446 * "view" region has been built, very few things cause it to be "changed"
2447 * (player movement, and the opening/closing of doors, changes in wall status).
2448 * Note that door/wall changes are only relevant when the door/wall itself is
2449 * in the "view" region.
2451 * The algorithm seems to only call "los()" from zero to ten times, usually
2452 * only when coming down a corridor into a room, or standing in a room, just
2453 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
2454 * we will be reducing the calls to "los()".
2456 * I am thinking in terms of an algorithm that "walks" from the central point
2457 * out to the maximal "distance", at each point, determining the "view" code
2458 * (above). For each grid not on a major axis or diagonal, the "view" code
2459 * depends on the "cave_los_bold()" and "view" of exactly two other grids
2460 * (the one along the nearest diagonal, and the one next to that one, see
2461 * "update_view_aux()"...).
2463 * We "memorize" the viewable space array, so that at the cost of under 3000
2464 * bytes, we reduce the time taken by "forget_view()" to one assignment for
2465 * each grid actually in the "viewable space". And for another 3000 bytes,
2466 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
2467 * are also used by other routines, thus reducing the cost to almost nothing.
2469 * A similar thing is done for "forget_lite()" in which case the savings are
2470 * much less, but save us from doing bizarre maintenance checking.
2472 * In the worst "normal" case (in the middle of the town), the reachable space
2473 * actually reaches to more than half of the largest possible "circle" of view,
2474 * or about 800 grids, and in the worse case (in the middle of a dungeon level
2475 * where all the walls have been removed), the reachable space actually reaches
2476 * the theoretical maximum size of just under 1500 grids.
2478 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
2479 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
2480 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
2481 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
2482 * entire possible space (including initialization) in one step per grid. If
2483 * we do the "clearing" as a separate step (and use an array of "view" grids),
2484 * then the clearing will take as many steps as grids that were viewed, and the
2485 * algorithm will be able to "stop" scanning at various points.
2486 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
2497 * Actually erase the entire "lite" array, redrawing every grid
2499 void forget_lite(void)
2503 /* None to forget */
2504 if (!lite_n) return;
2506 /* Clear them all */
2507 for (i = 0; i < lite_n; i++)
2512 /* Forget "LITE" flag */
2513 cave[y][x].info &= ~(CAVE_LITE);
2516 /* lite_spot(y, x); Perhaps don't need? */
2525 * For delayed visual update
2527 #define cave_note_and_redraw_later(C,Y,X) \
2529 (C)->info |= CAVE_NOTE; \
2530 cave_redraw_later((C), (Y), (X)); \
2535 * For delayed visual update
2537 #define cave_redraw_later(C,Y,X) \
2539 if (!((C)->info & CAVE_REDRAW)) \
2541 (C)->info |= CAVE_REDRAW; \
2542 redraw_y[redraw_n] = (Y); \
2543 redraw_x[redraw_n++] = (X); \
2551 * This macro allows us to efficiently add a grid to the "lite" array,
2552 * note that we are never called for illegal grids, or for grids which
2553 * have already been placed into the "lite" array, and we are never
2554 * called when the "lite" array is full.
2556 #define cave_lite_hack(Y,X) \
2558 if (!(cave[Y][X].info & (CAVE_LITE))) \
2560 cave[Y][X].info |= (CAVE_LITE); \
2561 lite_y[lite_n] = (Y); \
2562 lite_x[lite_n++] = (X); \
2568 * Update the set of grids "illuminated" by the player's lite.
2570 * This routine needs to use the results of "update_view()"
2572 * Note that "blindness" does NOT affect "torch lite". Be careful!
2574 * We optimize most lites (all non-artifact lites) by using "obvious"
2575 * facts about the results of "small" lite radius, and we attempt to
2576 * list the "nearby" grids before the more "distant" ones in the
2577 * array of torch-lit grids.
2579 * We assume that "radius zero" lite is in fact no lite at all.
2581 * Torch Lantern Artifacts
2591 void update_lite(void)
2593 int i, x, y, min_x, max_x, min_y, max_y;
2594 int p = p_ptr->cur_lite;
2597 /*** Special case ***/
2600 /* Hack -- Player has no lite */
2603 /* Forget the old lite */
2604 /* forget_lite(); Perhaps don't need? */
2606 /* Add it to later visual update */
2607 cave_redraw_later(&cave[p_ptr->y][p_ptr->x], p_ptr->y, p_ptr->x);
2611 /*** Save the old "lite" grids for later ***/
2613 /* Clear them all */
2614 for (i = 0; i < lite_n; i++)
2619 /* Mark the grid as not "lite" */
2620 cave[y][x].info &= ~(CAVE_LITE);
2622 /* Mark the grid as "seen" */
2623 cave[y][x].info |= (CAVE_TEMP);
2625 /* Add it to the "seen" set */
2635 /*** Collect the new "lite" grids ***/
2637 /* Radius 1 -- torch radius */
2641 cave_lite_hack(p_ptr->y, p_ptr->x);
2644 cave_lite_hack(p_ptr->y+1, p_ptr->x);
2645 cave_lite_hack(p_ptr->y-1, p_ptr->x);
2646 cave_lite_hack(p_ptr->y, p_ptr->x+1);
2647 cave_lite_hack(p_ptr->y, p_ptr->x-1);
2649 /* Diagonal grids */
2650 cave_lite_hack(p_ptr->y+1, p_ptr->x+1);
2651 cave_lite_hack(p_ptr->y+1, p_ptr->x-1);
2652 cave_lite_hack(p_ptr->y-1, p_ptr->x+1);
2653 cave_lite_hack(p_ptr->y-1, p_ptr->x-1);
2656 /* Radius 2 -- lantern radius */
2659 /* South of the player */
2660 if (cave_los_bold(p_ptr->y + 1, p_ptr->x))
2662 cave_lite_hack(p_ptr->y+2, p_ptr->x);
2663 cave_lite_hack(p_ptr->y+2, p_ptr->x+1);
2664 cave_lite_hack(p_ptr->y+2, p_ptr->x-1);
2667 /* North of the player */
2668 if (cave_los_bold(p_ptr->y - 1, p_ptr->x))
2670 cave_lite_hack(p_ptr->y-2, p_ptr->x);
2671 cave_lite_hack(p_ptr->y-2, p_ptr->x+1);
2672 cave_lite_hack(p_ptr->y-2, p_ptr->x-1);
2675 /* East of the player */
2676 if (cave_los_bold(p_ptr->y, p_ptr->x + 1))
2678 cave_lite_hack(p_ptr->y, p_ptr->x+2);
2679 cave_lite_hack(p_ptr->y+1, p_ptr->x+2);
2680 cave_lite_hack(p_ptr->y-1, p_ptr->x+2);
2683 /* West of the player */
2684 if (cave_los_bold(p_ptr->y, p_ptr->x - 1))
2686 cave_lite_hack(p_ptr->y, p_ptr->x-2);
2687 cave_lite_hack(p_ptr->y+1, p_ptr->x-2);
2688 cave_lite_hack(p_ptr->y-1, p_ptr->x-2);
2692 /* Radius 3+ -- artifact radius */
2697 /* Paranoia -- see "LITE_MAX" */
2700 /* South-East of the player */
2701 if (cave_los_bold(p_ptr->y + 1, p_ptr->x + 1))
2703 cave_lite_hack(p_ptr->y+2, p_ptr->x+2);
2706 /* South-West of the player */
2707 if (cave_los_bold(p_ptr->y + 1, p_ptr->x - 1))
2709 cave_lite_hack(p_ptr->y+2, p_ptr->x-2);
2712 /* North-East of the player */
2713 if (cave_los_bold(p_ptr->y - 1, p_ptr->x + 1))
2715 cave_lite_hack(p_ptr->y-2, p_ptr->x+2);
2718 /* North-West of the player */
2719 if (cave_los_bold(p_ptr->y - 1, p_ptr->x - 1))
2721 cave_lite_hack(p_ptr->y-2, p_ptr->x-2);
2725 min_y = p_ptr->y - p;
2726 if (min_y < 0) min_y = 0;
2729 max_y = p_ptr->y + p;
2730 if (max_y > cur_hgt-1) max_y = cur_hgt-1;
2733 min_x = p_ptr->x - p;
2734 if (min_x < 0) min_x = 0;
2737 max_x = p_ptr->x + p;
2738 if (max_x > cur_wid-1) max_x = cur_wid-1;
2740 /* Scan the maximal box */
2741 for (y = min_y; y <= max_y; y++)
2743 for (x = min_x; x <= max_x; x++)
2745 int dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y);
2746 int dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x);
2748 /* Skip the "central" grids (above) */
2749 if ((dy <= 2) && (dx <= 2)) continue;
2751 /* Hack -- approximate the distance */
2752 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2754 /* Skip distant grids */
2755 if (d > p) continue;
2757 /* Viewable, nearby, grids get "torch lit" */
2758 if (cave[y][x].info & CAVE_VIEW)
2760 /* This grid is "torch lit" */
2761 cave_lite_hack(y, x);
2768 /*** Complete the algorithm ***/
2770 /* Draw the new grids */
2771 for (i = 0; i < lite_n; i++)
2776 c_ptr = &cave[y][x];
2778 /* Update fresh grids */
2779 if (c_ptr->info & (CAVE_TEMP)) continue;
2781 /* Add it to later visual update */
2782 cave_note_and_redraw_later(c_ptr, y, x);
2785 /* Clear them all */
2786 for (i = 0; i < temp_n; i++)
2791 c_ptr = &cave[y][x];
2793 /* No longer in the array */
2794 c_ptr->info &= ~(CAVE_TEMP);
2796 /* Update stale grids */
2797 if (c_ptr->info & (CAVE_LITE)) continue;
2799 /* Add it to later visual update */
2800 cave_redraw_later(c_ptr, y, x);
2806 /* Mega-Hack -- Visual update later */
2807 p_ptr->update |= (PU_DELAY_VIS);
2811 static bool mon_invis;
2812 static POSITION mon_fy, mon_fx;
2815 * Add a square to the changes array
2817 static void mon_lite_hack(POSITION y, POSITION x)
2823 /* We trust this grid is in bounds */
2824 /* if (!in_bounds2(y, x)) return; */
2826 c_ptr = &cave[y][x];
2828 /* Want a unlit square in view of the player */
2829 if ((c_ptr->info & (CAVE_MNLT | CAVE_VIEW)) != CAVE_VIEW) return;
2831 if (!cave_los_grid(c_ptr))
2833 /* Hack -- Prevent monster lite leakage in walls */
2835 /* Horizontal walls between player and a monster */
2836 if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
2838 dpf = p_ptr->y - mon_fy;
2840 midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
2842 /* Only first wall viewed from mid-x is lit */
2845 if (!cave_los_bold(y, x + 1)) return;
2847 else if (x > midpoint)
2849 if (!cave_los_bold(y, x - 1)) return;
2852 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2853 else if (mon_invis) return;
2856 /* Vertical walls between player and a monster */
2857 if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
2859 dpf = p_ptr->x - mon_fx;
2861 midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
2863 /* Only first wall viewed from mid-y is lit */
2866 if (!cave_los_bold(y + 1, x)) return;
2868 else if (y > midpoint)
2870 if (!cave_los_bold(y - 1, x)) return;
2873 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2874 else if (mon_invis) return;
2878 /* We trust temp_n does not exceed TEMP_MAX */
2881 if (!(c_ptr->info & CAVE_MNDK))
2883 /* Save this square */
2892 /* No longer dark */
2893 c_ptr->info &= ~(CAVE_MNDK);
2897 c_ptr->info |= CAVE_MNLT;
2902 * Add a square to the changes array
2904 static void mon_dark_hack(POSITION y, POSITION x)
2907 int midpoint, dpf, d;
2909 /* We trust this grid is in bounds */
2910 /* if (!in_bounds2(y, x)) return; */
2912 c_ptr = &cave[y][x];
2914 /* Want a unlit and undarkened square in view of the player */
2915 if ((c_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW) return;
2917 if (!cave_los_grid(c_ptr) && !cave_have_flag_grid(c_ptr, FF_PROJECT))
2919 /* Hack -- Prevent monster dark lite leakage in walls */
2921 /* Horizontal walls between player and a monster */
2922 if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy)))
2924 dpf = p_ptr->y - mon_fy;
2926 midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf);
2928 /* Only first wall viewed from mid-x is lit */
2931 if (!cave_los_bold(y, x + 1) && !cave_have_flag_bold(y, x + 1, FF_PROJECT)) return;
2933 else if (x > midpoint)
2935 if (!cave_los_bold(y, x - 1) && !cave_have_flag_bold(y, x - 1, FF_PROJECT)) return;
2938 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2939 else if (mon_invis) return;
2942 /* Vertical walls between player and a monster */
2943 if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx)))
2945 dpf = p_ptr->x - mon_fx;
2947 midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf);
2949 /* Only first wall viewed from mid-y is lit */
2952 if (!cave_los_bold(y + 1, x) && !cave_have_flag_bold(y + 1, x, FF_PROJECT)) return;
2954 else if (y > midpoint)
2956 if (!cave_los_bold(y - 1, x) && !cave_have_flag_bold(y - 1, x, FF_PROJECT)) return;
2959 /* Hack XXX XXX - Is it a wall and monster not in LOS? */
2960 else if (mon_invis) return;
2964 /* We trust temp_n does not exceed TEMP_MAX */
2966 /* Save this square */
2972 c_ptr->info |= CAVE_MNDK;
2977 * Update squares illuminated or darkened by monsters.
2979 * Hack - use the CAVE_ROOM flag (renamed to be CAVE_MNLT) to
2980 * denote squares illuminated by monsters.
2982 * The CAVE_TEMP and CAVE_XTRA flag are used to store the state during the
2983 * updating. Only squares in view of the player, whos state
2984 * changes are drawn via lite_spot().
2986 void update_mon_lite(void)
2992 void (*add_mon_lite)(POSITION, POSITION);
2997 /* Non-Ninja player in the darkness */
2998 int dis_lim = ((d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto) ?
2999 (MAX_SIGHT / 2 + 1) : (MAX_SIGHT + 3);
3001 /* Clear all monster lit squares */
3002 for (i = 0; i < mon_lite_n; i++)
3005 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3007 /* Set temp or xtra flag */
3008 c_ptr->info |= (c_ptr->info & CAVE_MNLT) ? CAVE_TEMP : CAVE_XTRA;
3010 /* Clear monster illumination flag */
3011 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3014 /* Empty temp list of new squares to lite up */
3017 /* If a monster stops time, don't process */
3020 monster_type *m_ptr;
3021 monster_race *r_ptr;
3023 /* Loop through monsters, adding newly lit squares to changes list */
3024 for (i = 1; i < m_max; i++)
3027 r_ptr = &r_info[m_ptr->r_idx];
3029 /* Skip dead monsters */
3030 if (!m_ptr->r_idx) continue;
3032 /* Is it too far away? */
3033 if (m_ptr->cdis > dis_lim) continue;
3035 /* Get lite radius */
3038 /* Note the radii are cumulative */
3039 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) rad++;
3040 if (r_ptr->flags7 & (RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) rad += 2;
3041 if (r_ptr->flags7 & (RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) rad--;
3042 if (r_ptr->flags7 & (RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) rad -= 2;
3044 /* Exit if has no light */
3048 if (!(r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && is_daytime()) || p_ptr->inside_battle)) continue;
3049 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) rad = 1;
3050 add_mon_lite = mon_lite_hack;
3055 if (!(r_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) && (MON_CSLEEP(m_ptr) || (!dun_level && !is_daytime()))) continue;
3056 add_mon_lite = mon_dark_hack;
3057 f_flag = FF_PROJECT;
3058 rad = -rad; /* Use absolute value */
3061 /* Access the location */
3065 /* Is the monster visible? */
3066 mon_invis = !(cave[mon_fy][mon_fx].info & CAVE_VIEW);
3068 /* The square it is on */
3069 add_mon_lite(mon_fy, mon_fx);
3071 /* Adjacent squares */
3072 add_mon_lite(mon_fy + 1, mon_fx);
3073 add_mon_lite(mon_fy - 1, mon_fx);
3074 add_mon_lite(mon_fy, mon_fx + 1);
3075 add_mon_lite(mon_fy, mon_fx - 1);
3076 add_mon_lite(mon_fy + 1, mon_fx + 1);
3077 add_mon_lite(mon_fy + 1, mon_fx - 1);
3078 add_mon_lite(mon_fy - 1, mon_fx + 1);
3079 add_mon_lite(mon_fy - 1, mon_fx - 1);
3084 /* South of the monster */
3085 if (cave_have_flag_bold(mon_fy + 1, mon_fx, f_flag))
3087 add_mon_lite(mon_fy + 2, mon_fx + 1);
3088 add_mon_lite(mon_fy + 2, mon_fx);
3089 add_mon_lite(mon_fy + 2, mon_fx - 1);
3091 c_ptr = &cave[mon_fy + 2][mon_fx];
3094 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3096 add_mon_lite(mon_fy + 3, mon_fx + 1);
3097 add_mon_lite(mon_fy + 3, mon_fx);
3098 add_mon_lite(mon_fy + 3, mon_fx - 1);
3102 /* North of the monster */
3103 if (cave_have_flag_bold(mon_fy - 1, mon_fx, f_flag))
3105 add_mon_lite(mon_fy - 2, mon_fx + 1);
3106 add_mon_lite(mon_fy - 2, mon_fx);
3107 add_mon_lite(mon_fy - 2, mon_fx - 1);
3109 c_ptr = &cave[mon_fy - 2][mon_fx];
3112 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3114 add_mon_lite(mon_fy - 3, mon_fx + 1);
3115 add_mon_lite(mon_fy - 3, mon_fx);
3116 add_mon_lite(mon_fy - 3, mon_fx - 1);
3120 /* East of the monster */
3121 if (cave_have_flag_bold(mon_fy, mon_fx + 1, f_flag))
3123 add_mon_lite(mon_fy + 1, mon_fx + 2);
3124 add_mon_lite(mon_fy, mon_fx + 2);
3125 add_mon_lite(mon_fy - 1, mon_fx + 2);
3127 c_ptr = &cave[mon_fy][mon_fx + 2];
3130 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3132 add_mon_lite(mon_fy + 1, mon_fx + 3);
3133 add_mon_lite(mon_fy, mon_fx + 3);
3134 add_mon_lite(mon_fy - 1, mon_fx + 3);
3138 /* West of the monster */
3139 if (cave_have_flag_bold(mon_fy, mon_fx - 1, f_flag))
3141 add_mon_lite(mon_fy + 1, mon_fx - 2);
3142 add_mon_lite(mon_fy, mon_fx - 2);
3143 add_mon_lite(mon_fy - 1, mon_fx - 2);
3145 c_ptr = &cave[mon_fy][mon_fx - 2];
3148 if ((rad == 3) && cave_have_flag_grid(c_ptr, f_flag))
3150 add_mon_lite(mon_fy + 1, mon_fx - 3);
3151 add_mon_lite(mon_fy, mon_fx - 3);
3152 add_mon_lite(mon_fy - 1, mon_fx - 3);
3160 /* South-East of the monster */
3161 if (cave_have_flag_bold(mon_fy + 1, mon_fx + 1, f_flag))
3163 add_mon_lite(mon_fy + 2, mon_fx + 2);
3166 /* South-West of the monster */
3167 if (cave_have_flag_bold(mon_fy + 1, mon_fx - 1, f_flag))
3169 add_mon_lite(mon_fy + 2, mon_fx - 2);
3172 /* North-East of the monster */
3173 if (cave_have_flag_bold(mon_fy - 1, mon_fx + 1, f_flag))
3175 add_mon_lite(mon_fy - 2, mon_fx + 2);
3178 /* North-West of the monster */
3179 if (cave_have_flag_bold(mon_fy - 1, mon_fx - 1, f_flag))
3181 add_mon_lite(mon_fy - 2, mon_fx - 2);
3187 /* Save end of list of new squares */
3191 * Look at old set flags to see if there are any changes.
3193 for (i = 0; i < mon_lite_n; i++)
3198 /* We trust this grid is in bounds */
3201 c_ptr = &cave[fy][fx];
3203 if (c_ptr->info & CAVE_TEMP) /* Pervious lit */
3205 /* It it no longer lit? */
3206 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNLT)) == CAVE_VIEW)
3208 /* It is now unlit */
3209 /* Add it to later visual update */
3210 cave_note_and_redraw_later(c_ptr, fy, fx);
3213 else /* Pervious darkened */
3215 /* It it no longer darken? */
3216 if ((c_ptr->info & (CAVE_VIEW | CAVE_MNDK)) == CAVE_VIEW)
3218 /* It is now undarken */
3219 /* Add it to later visual update */
3220 cave_note_and_redraw_later(c_ptr, fy, fx);
3224 /* Add to end of temp array */
3225 temp_x[temp_n] = fx;
3226 temp_y[temp_n] = fy;
3230 /* Clear the lite array */
3233 /* Copy the temp array into the lit array lighting the new squares. */
3234 for (i = 0; i < end_temp; i++)
3239 /* We trust this grid is in bounds */
3242 c_ptr = &cave[fy][fx];
3244 if (c_ptr->info & CAVE_MNLT) /* Lit */
3246 /* The is the square newly lit and visible? */
3247 if ((c_ptr->info & (CAVE_VIEW | CAVE_TEMP)) == CAVE_VIEW)
3250 /* Add it to later visual update */
3251 cave_note_and_redraw_later(c_ptr, fy, fx);
3256 /* The is the square newly darkened and visible? */
3257 if ((c_ptr->info & (CAVE_VIEW | CAVE_XTRA)) == CAVE_VIEW)
3259 /* It is now darkened */
3260 /* Add it to later visual update */
3261 cave_note_and_redraw_later(c_ptr, fy, fx);
3265 /* Save in the monster lit or darkened array */
3266 mon_lite_x[mon_lite_n] = fx;
3267 mon_lite_y[mon_lite_n] = fy;
3271 /* Clear the temp flag for the old lit or darken grids */
3272 for (i = end_temp; i < temp_n; i++)
3274 /* We trust this grid is in bounds */
3276 cave[temp_y[i]][temp_x[i]].info &= ~(CAVE_TEMP | CAVE_XTRA);
3279 /* Finished with temp_n */
3282 /* Mega-Hack -- Visual update later */
3283 p_ptr->update |= (PU_DELAY_VIS);
3285 p_ptr->monlite = (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT) ? TRUE : FALSE;
3287 if (p_ptr->special_defense & NINJA_S_STEALTH)
3289 if (p_ptr->old_monlite != p_ptr->monlite)
3293 msg_print(_("影の覆いが薄れた気がする。", "Your mantle of shadow become thin."));
3297 msg_print(_("影の覆いが濃くなった!", "Your mantle of shadow restored its original darkness."));
3301 p_ptr->old_monlite = p_ptr->monlite;
3304 void clear_mon_lite(void)
3309 /* Clear all monster lit squares */
3310 for (i = 0; i < mon_lite_n; i++)
3313 c_ptr = &cave[mon_lite_y[i]][mon_lite_x[i]];
3315 /* Clear monster illumination flag */
3316 c_ptr->info &= ~(CAVE_MNLT | CAVE_MNDK);
3319 /* Empty the array */
3326 * Clear the viewable space
3328 void forget_view(void)
3334 /* None to forget */
3335 if (!view_n) return;
3337 /* Clear them all */
3338 for (i = 0; i < view_n; i++)
3343 /* Access the grid */
3344 c_ptr = &cave[y][x];
3346 /* Forget that the grid is viewable */
3347 c_ptr->info &= ~(CAVE_VIEW);
3349 /* if (!panel_contains(y, x)) continue; */
3351 /* Update the screen */
3352 /* lite_spot(y, x); Perhaps don't need? */
3362 * This macro allows us to efficiently add a grid to the "view" array,
3363 * note that we are never called for illegal grids, or for grids which
3364 * have already been placed into the "view" array, and we are never
3365 * called when the "view" array is full.
3367 #define cave_view_hack(C,Y,X) \
3369 if (!((C)->info & (CAVE_VIEW))){\
3370 (C)->info |= (CAVE_VIEW); \
3371 view_y[view_n] = (Y); \
3372 view_x[view_n] = (X); \
3379 * Helper function for "update_view()" below
3381 * We are checking the "viewability" of grid (y,x) by the player.
3383 * This function assumes that (y,x) is legal (i.e. on the map).
3385 * Grid (y1,x1) is on the "diagonal" between (p_ptr->y,p_ptr->x) and (y,x)
3386 * Grid (y2,x2) is "adjacent", also between (p_ptr->y,p_ptr->x) and (y,x).
3388 * Note that we are using the "CAVE_XTRA" field for marking grids as
3389 * "easily viewable". This bit is cleared at the end of "update_view()".
3391 * This function adds (y,x) to the "viewable set" if necessary.
3393 * This function now returns "TRUE" if vision is "blocked" by grid (y,x).
3395 static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2)
3397 bool f1, f2, v1, v2, z1, z2, wall;
3401 cave_type *g1_c_ptr;
3402 cave_type *g2_c_ptr;
3404 /* Access the grids */
3405 g1_c_ptr = &cave[y1][x1];
3406 g2_c_ptr = &cave[y2][x2];
3409 /* Check for walls */
3410 f1 = (cave_los_grid(g1_c_ptr));
3411 f2 = (cave_los_grid(g2_c_ptr));
3413 /* Totally blocked by physical walls */
3414 if (!f1 && !f2) return (TRUE);
3417 /* Check for visibility */
3418 v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW)));
3419 v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW)));
3421 /* Totally blocked by "unviewable neighbors" */
3422 if (!v1 && !v2) return (TRUE);
3425 /* Access the grid */
3426 c_ptr = &cave[y][x];
3429 /* Check for walls */
3430 wall = (!cave_los_grid(c_ptr));
3433 /* Check the "ease" of visibility */
3434 z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA)));
3435 z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA)));
3437 /* Hack -- "easy" plus "easy" yields "easy" */
3440 c_ptr->info |= (CAVE_XTRA);
3442 cave_view_hack(c_ptr, y, x);
3447 /* Hack -- primary "easy" yields "viewed" */
3450 cave_view_hack(c_ptr, y, x);
3455 /* Hack -- "view" plus "view" yields "view" */
3458 /* c_ptr->info |= (CAVE_XTRA); */
3460 cave_view_hack(c_ptr, y, x);
3466 /* Mega-Hack -- the "los()" function works poorly on walls */
3469 cave_view_hack(c_ptr, y, x);
3475 /* Hack -- check line of sight */
3476 if (los(p_ptr->y, p_ptr->x, y, x))
3478 cave_view_hack(c_ptr, y, x);
3484 /* Assume no line of sight. */
3491 * Calculate the viewable space
3493 * 1: Process the player
3494 * 1a: The player is always (easily) viewable
3495 * 2: Process the diagonals
3496 * 2a: The diagonals are (easily) viewable up to the first wall
3497 * 2b: But never go more than 2/3 of the "full" distance
3498 * 3: Process the main axes
3499 * 3a: The main axes are (easily) viewable up to the first wall
3500 * 3b: But never go more than the "full" distance
3501 * 4: Process sequential "strips" in each of the eight octants
3502 * 4a: Each strip runs along the previous strip
3503 * 4b: The main axes are "previous" to the first strip
3504 * 4c: Process both "sides" of each "direction" of each strip
3505 * 4c1: Each side aborts as soon as possible
3506 * 4c2: Each side tells the next strip how far it has to check
3508 * Note that the octant processing involves some pretty interesting
3509 * observations involving when a grid might possibly be viewable from
3510 * a given grid, and on the order in which the strips are processed.
3512 * Note the use of the mathematical facts shown below, which derive
3513 * from the fact that (1 < sqrt(2) < 1.5), and that the length of the
3514 * hypotenuse of a right triangle is primarily determined by the length
3515 * of the longest side, when one side is small, and is strictly less
3516 * than one-and-a-half times as long as the longest side when both of
3517 * the sides are large.
3519 * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R)
3520 * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R)
3522 * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2
3524 * These observations are important because the calculation of the actual
3525 * value of "hypot(dx,dy)" is extremely expensive, involving square roots,
3526 * while for small values (up to about 20 or so), the approximations above
3527 * are correct to within an error of at most one grid or so.
3529 * Observe the use of "full" and "over" in the code below, and the use of
3530 * the specialized calculation involving "limit", all of which derive from
3531 * the observations given above. Basically, we note that the "circle" of
3532 * view is completely contained in an "octagon" whose bounds are easy to
3533 * determine, and that only a few steps are needed to derive the actual
3534 * bounds of the circle given the bounds of the octagon.
3536 * Note that by skipping all the grids in the corners of the octagon, we
3537 * place an upper limit on the number of grids in the field of view, given
3538 * that "full" is never more than 20. Of the 1681 grids in the "square" of
3539 * view, only about 1475 of these are in the "octagon" of view, and even
3540 * fewer are in the "circle" of view, so 1500 or 1536 is more than enough
3541 * entries to completely contain the actual field of view.
3543 * Note also the care taken to prevent "running off the map". The use of
3544 * explicit checks on the "validity" of the "diagonal", and the fact that
3545 * the loops are never allowed to "leave" the map, lets "update_view_aux()"
3546 * use the optimized "cave_los_bold()" macro, and to avoid the overhead
3547 * of multiple checks on the validity of grids.
3549 * Note the "optimizations" involving the "se","sw","ne","nw","es","en",
3550 * "ws","wn" variables. They work like this: While travelling down the
3551 * south-bound strip just to the east of the main south axis, as soon as
3552 * we get to a grid which does not "transmit" viewing, if all of the strips
3553 * preceding us (in this case, just the main axis) had terminated at or before
3554 * the same point, then we can stop, and reset the "max distance" to ourself.
3555 * So, each strip (named by major axis plus offset, thus "se" in this case)
3556 * maintains a "blockage" variable, initialized during the main axis step,
3557 * and checks it whenever a blockage is observed. After processing each
3558 * strip as far as the previous strip told us to process, the next strip is
3559 * told not to go farther than the current strip's farthest viewable grid,
3560 * unless open space is still available. This uses the "k" variable.
3562 * Note the use of "inline" macros for efficiency. The "cave_los_grid()"
3563 * macro is a replacement for "cave_los_bold()" which takes a pointer to
3564 * a cave grid instead of its location. The "cave_view_hack()" macro is a
3565 * chunk of code which adds the given location to the "view" array if it
3566 * is not already there, using both the actual location and a pointer to
3567 * the cave grid. See above.
3569 * By the way, the purpose of this code is to reduce the dependancy on the
3570 * "los()" function which is slow, and, in some cases, not very accurate.
3572 * It is very possible that I am the only person who fully understands this
3573 * function, and for that I am truly sorry, but efficiency was very important
3574 * and the "simple" version of this function was just not fast enough. I am
3575 * more than willing to replace this function with a simpler one, if it is
3576 * equally efficient, and especially willing if the new function happens to
3577 * derive "reverse-line-of-sight" at the same time, since currently monsters
3578 * just use an optimized hack of "you see me, so I see you", and then use the
3579 * actual "projectable()" function to check spell attacks.
3581 void update_view(void)
3586 int se, sw, ne, nw, es, en, ws, wn;
3590 POSITION y_max = cur_hgt - 1;
3591 POSITION x_max = cur_wid - 1;
3595 /*** Initialize ***/
3598 if (view_reduce_view && !dun_level)
3600 /* Full radius (10) */
3601 full = MAX_SIGHT / 2;
3603 /* Octagon factor (15) */
3604 over = MAX_SIGHT * 3 / 4;
3610 /* Full radius (20) */
3613 /* Octagon factor (30) */
3614 over = MAX_SIGHT * 3 / 2;
3618 /*** Step 0 -- Begin ***/
3620 /* Save the old "view" grids for later */
3621 for (n = 0; n < view_n; n++)
3626 /* Access the grid */
3627 c_ptr = &cave[y][x];
3629 /* Mark the grid as not in "view" */
3630 c_ptr->info &= ~(CAVE_VIEW);
3632 /* Mark the grid as "seen" */
3633 c_ptr->info |= (CAVE_TEMP);
3635 /* Add it to the "seen" set */
3641 /* Start over with the "view" array */
3644 /*** Step 1 -- adjacent grids ***/
3646 /* Now start on the player */
3650 /* Access the grid */
3651 c_ptr = &cave[y][x];
3653 /* Assume the player grid is easily viewable */
3654 c_ptr->info |= (CAVE_XTRA);
3656 /* Assume the player grid is viewable */
3657 cave_view_hack(c_ptr, y, x);
3660 /*** Step 2 -- Major Diagonals ***/
3665 /* Scan south-east */
3666 for (d = 1; d <= z; d++)
3668 c_ptr = &cave[y+d][x+d];
3669 c_ptr->info |= (CAVE_XTRA);
3670 cave_view_hack(c_ptr, y+d, x+d);
3671 if (!cave_los_grid(c_ptr)) break;
3674 /* Scan south-west */
3675 for (d = 1; d <= z; d++)
3677 c_ptr = &cave[y+d][x-d];
3678 c_ptr->info |= (CAVE_XTRA);
3679 cave_view_hack(c_ptr, y+d, x-d);
3680 if (!cave_los_grid(c_ptr)) break;
3683 /* Scan north-east */
3684 for (d = 1; d <= z; d++)
3686 c_ptr = &cave[y-d][x+d];
3687 c_ptr->info |= (CAVE_XTRA);
3688 cave_view_hack(c_ptr, y-d, x+d);
3689 if (!cave_los_grid(c_ptr)) break;
3692 /* Scan north-west */
3693 for (d = 1; d <= z; d++)
3695 c_ptr = &cave[y-d][x-d];
3696 c_ptr->info |= (CAVE_XTRA);
3697 cave_view_hack(c_ptr, y-d, x-d);
3698 if (!cave_los_grid(c_ptr)) break;
3702 /*** Step 3 -- major axes ***/
3705 for (d = 1; d <= full; d++)
3707 c_ptr = &cave[y+d][x];
3708 c_ptr->info |= (CAVE_XTRA);
3709 cave_view_hack(c_ptr, y+d, x);
3710 if (!cave_los_grid(c_ptr)) break;
3713 /* Initialize the "south strips" */
3717 for (d = 1; d <= full; d++)
3719 c_ptr = &cave[y-d][x];
3720 c_ptr->info |= (CAVE_XTRA);
3721 cave_view_hack(c_ptr, y-d, x);
3722 if (!cave_los_grid(c_ptr)) break;
3725 /* Initialize the "north strips" */
3729 for (d = 1; d <= full; d++)
3731 c_ptr = &cave[y][x+d];
3732 c_ptr->info |= (CAVE_XTRA);
3733 cave_view_hack(c_ptr, y, x+d);
3734 if (!cave_los_grid(c_ptr)) break;
3737 /* Initialize the "east strips" */
3741 for (d = 1; d <= full; d++)
3743 c_ptr = &cave[y][x-d];
3744 c_ptr->info |= (CAVE_XTRA);
3745 cave_view_hack(c_ptr, y, x-d);
3746 if (!cave_los_grid(c_ptr)) break;
3749 /* Initialize the "west strips" */
3753 /*** Step 4 -- Divide each "octant" into "strips" ***/
3755 /* Now check each "diagonal" (in parallel) */
3756 for (n = 1; n <= over / 2; n++)
3758 int ypn, ymn, xpn, xmn;
3761 /* Acquire the "bounds" of the maximal circle */
3763 if (z > full - n) z = full - n;
3764 while ((z + n + (n>>1)) > full) z--;
3767 /* Access the four diagonal grids */
3777 /* Maximum distance */
3778 m = MIN(z, y_max - ypn);
3781 if ((xpn <= x_max) && (n < se))
3784 for (k = n, d = 1; d <= m; d++)
3786 /* Check grid "d" in strip "n", notice "blockage" */
3787 if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn))
3789 if (n + d >= se) break;
3792 /* Track most distant "non-blockage" */
3799 /* Limit the next strip */
3804 if ((xmn >= 0) && (n < sw))
3807 for (k = n, d = 1; d <= m; d++)
3809 /* Check grid "d" in strip "n", notice "blockage" */
3810 if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn))
3812 if (n + d >= sw) break;
3815 /* Track most distant "non-blockage" */
3822 /* Limit the next strip */
3831 /* Maximum distance */
3835 if ((xpn <= x_max) && (n < ne))
3838 for (k = n, d = 1; d <= m; d++)
3840 /* Check grid "d" in strip "n", notice "blockage" */
3841 if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn))
3843 if (n + d >= ne) break;
3846 /* Track most distant "non-blockage" */
3853 /* Limit the next strip */
3858 if ((xmn >= 0) && (n < nw))
3861 for (k = n, d = 1; d <= m; d++)
3863 /* Check grid "d" in strip "n", notice "blockage" */
3864 if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn))
3866 if (n + d >= nw) break;
3869 /* Track most distant "non-blockage" */
3876 /* Limit the next strip */
3885 /* Maximum distance */
3886 m = MIN(z, x_max - xpn);
3889 if ((ypn <= x_max) && (n < es))
3892 for (k = n, d = 1; d <= m; d++)
3894 /* Check grid "d" in strip "n", notice "blockage" */
3895 if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1))
3897 if (n + d >= es) break;
3900 /* Track most distant "non-blockage" */
3907 /* Limit the next strip */
3912 if ((ymn >= 0) && (n < en))
3915 for (k = n, d = 1; d <= m; d++)
3917 /* Check grid "d" in strip "n", notice "blockage" */
3918 if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1))
3920 if (n + d >= en) break;
3923 /* Track most distant "non-blockage" */
3930 /* Limit the next strip */
3939 /* Maximum distance */
3943 if ((ypn <= y_max) && (n < ws))
3946 for (k = n, d = 1; d <= m; d++)
3948 /* Check grid "d" in strip "n", notice "blockage" */
3949 if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1))
3951 if (n + d >= ws) break;
3954 /* Track most distant "non-blockage" */
3961 /* Limit the next strip */
3966 if ((ymn >= 0) && (n < wn))
3969 for (k = n, d = 1; d <= m; d++)
3971 /* Check grid "d" in strip "n", notice "blockage" */
3972 if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1))
3974 if (n + d >= wn) break;
3977 /* Track most distant "non-blockage" */
3984 /* Limit the next strip */
3991 /*** Step 5 -- Complete the algorithm ***/
3993 /* Update all the new grids */
3994 for (n = 0; n < view_n; n++)
3999 /* Access the grid */
4000 c_ptr = &cave[y][x];
4002 /* Clear the "CAVE_XTRA" flag */
4003 c_ptr->info &= ~(CAVE_XTRA);
4005 /* Update only newly viewed grids */
4006 if (c_ptr->info & (CAVE_TEMP)) continue;
4008 /* Add it to later visual update */
4009 cave_note_and_redraw_later(c_ptr, y, x);
4012 /* Wipe the old grids, update as needed */
4013 for (n = 0; n < temp_n; n++)
4018 /* Access the grid */
4019 c_ptr = &cave[y][x];
4021 /* No longer in the array */
4022 c_ptr->info &= ~(CAVE_TEMP);
4024 /* Update only non-viewable grids */
4025 if (c_ptr->info & (CAVE_VIEW)) continue;
4027 /* Add it to later visual update */
4028 cave_redraw_later(c_ptr, y, x);
4034 /* Mega-Hack -- Visual update later */
4035 p_ptr->update |= (PU_DELAY_VIS);
4040 * Mega-Hack -- Delayed visual update
4041 * Only used if update_view(), update_lite() or update_mon_lite() was called
4043 void delayed_visual_update(void)
4048 /* Update needed grids */
4049 for (i = 0; i < redraw_n; i++)
4054 /* Access the grid */
4055 c_ptr = &cave[y][x];
4057 /* Update only needed grids (prevent multiple updating) */
4058 if (!(c_ptr->info & CAVE_REDRAW)) continue;
4060 /* If required, note */
4061 if (c_ptr->info & CAVE_NOTE) note_spot(y, x);
4066 /* Hack -- Visual update of monster on this grid */
4067 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4069 /* No longer in the array */
4070 c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
4079 * Hack -- forget the "flow" information
4081 void forget_flow(void)
4085 /* Check the entire dungeon */
4086 for (y = 0; y < cur_hgt; y++)
4088 for (x = 0; x < cur_wid; x++)
4090 /* Forget the old data */
4091 cave[y][x].dist = 0;
4092 cave[y][x].cost = 0;
4093 cave[y][x].when = 0;
4100 * Hack - speed up the update_flow algorithm by only doing
4101 * it everytime the player moves out of LOS of the last
4104 static POSITION flow_x = 0;
4105 static POSITION flow_y = 0;
4110 * Hack -- fill in the "cost" field of every grid that the player
4111 * can "reach" with the number of steps needed to reach that grid.
4112 * This also yields the "distance" of the player from every grid.
4114 * In addition, mark the "when" of the grids that can reach
4115 * the player with the incremented value of "flow_n".
4117 * Hack -- use the "seen" array as a "circular queue".
4119 * We do not need a priority queue because the cost from grid
4120 * to grid is always "one" and we process them in order.
4122 void update_flow(void)
4128 /* Paranoia -- make sure the array is empty */
4131 /* The last way-point is on the map */
4132 if (running && in_bounds(flow_y, flow_x))
4134 /* The way point is in sight - do not update. (Speedup) */
4135 if (cave[flow_y][flow_x].info & CAVE_VIEW) return;
4138 /* Erase all of the current flow information */
4139 for (y = 0; y < cur_hgt; y++)
4141 for (x = 0; x < cur_wid; x++)
4143 cave[y][x].cost = 0;
4144 cave[y][x].dist = 0;
4148 /* Save player position */
4152 /* Add the player's grid to the queue */
4153 temp_y[0] = p_ptr->y;
4154 temp_x[0] = p_ptr->x;
4156 /* Now process the queue */
4157 while (flow_head != flow_tail)
4161 /* Extract the next entry */
4162 ty = temp_y[flow_tail];
4163 tx = temp_x[flow_tail];
4165 /* Forget that entry */
4166 if (++flow_tail == TEMP_MAX) flow_tail = 0;
4168 /* Add the "children" */
4169 for (d = 0; d < 8; d++)
4171 int old_head = flow_head;
4172 byte_hack m = cave[ty][tx].cost + 1;
4173 byte_hack n = cave[ty][tx].dist + 1;
4176 /* Child location */
4177 y = ty + ddy_ddd[d];
4178 x = tx + ddx_ddd[d];
4180 /* Ignore player's grid */
4181 if (player_bold(y, x)) continue;
4183 c_ptr = &cave[y][x];
4185 if (is_closed_door(c_ptr->feat)) m += 3;
4187 /* Ignore "pre-stamped" entries */
4188 if (c_ptr->dist != 0 && c_ptr->dist <= n && c_ptr->cost <= m) continue;
4190 /* Ignore "walls" and "rubble" */
4191 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4193 /* Save the flow cost */
4194 if (c_ptr->cost == 0 || c_ptr->cost > m) c_ptr->cost = m;
4195 if (c_ptr->dist == 0 || c_ptr->dist > n) c_ptr->dist = n;
4197 /* Hack -- limit flow depth */
4198 if (n == MONSTER_FLOW_DEPTH) continue;
4200 /* Enqueue that entry */
4201 temp_y[flow_head] = y;
4202 temp_x[flow_head] = x;
4204 /* Advance the queue */
4205 if (++flow_head == TEMP_MAX) flow_head = 0;
4207 /* Hack -- notice overflow by forgetting new entry */
4208 if (flow_head == flow_tail) flow_head = old_head;
4214 static int scent_when = 0;
4217 * Characters leave scent trails for perceptive monsters to track.
4219 * Smell is rather more limited than sound. Many creatures cannot use
4220 * it at all, it doesn't extend very far outwards from the character's
4221 * current position, and monsters can use it to home in the character,
4222 * but not to run away from him.
4224 * Smell is valued according to age. When a character takes his turn,
4225 * scent is aged by one, and new scent of the current age is laid down.
4226 * Speedy characters leave more scent, true, but it also ages faster,
4227 * which makes it harder to hunt them down.
4229 * Whenever the age count loops, most of the scent trail is erased and
4230 * the age of the remainder is recalculated.
4232 void update_smell(void)
4237 /* Create a table that controls the spread of scent */
4238 const int scent_adjust[5][5] =
4247 /* Loop the age and adjust scent values when necessary */
4248 if (++scent_when == 254)
4250 /* Scan the entire dungeon */
4251 for (y = 0; y < cur_hgt; y++)
4253 for (x = 0; x < cur_wid; x++)
4255 int w = cave[y][x].when;
4256 cave[y][x].when = (w > 128) ? (w - 128) : 0;
4265 /* Lay down new scent */
4266 for (i = 0; i < 5; i++)
4268 for (j = 0; j < 5; j++)
4272 /* Translate table to map grids */
4273 y = i + p_ptr->y - 2;
4274 x = j + p_ptr->x - 2;
4277 if (!in_bounds(y, x)) continue;
4279 c_ptr = &cave[y][x];
4281 /* Walls, water, and lava cannot hold scent. */
4282 if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !is_closed_door(c_ptr->feat)) continue;
4284 /* Grid must not be blocked by walls from the character */
4285 if (!player_has_los_bold(y, x)) continue;
4287 /* Note grids that are too far away */
4288 if (scent_adjust[i][j] == -1) continue;
4290 /* Mark the grid with new scent */
4291 c_ptr->when = scent_when + scent_adjust[i][j];
4298 * Hack -- map the current panel (plus some) ala "magic mapping"
4300 void map_area(POSITION range)
4305 feature_type *f_ptr;
4307 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4309 /* Scan that area */
4310 for (y = 1; y < cur_hgt - 1; y++)
4312 for (x = 1; x < cur_wid - 1; x++)
4314 if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
4316 c_ptr = &cave[y][x];
4318 /* Memorize terrain of the grid */
4319 c_ptr->info |= (CAVE_KNOWN);
4321 /* Feature code (applying "mimic" field) */
4322 feat = get_feat_mimic(c_ptr);
4323 f_ptr = &f_info[feat];
4325 /* All non-walls are "checked" */
4326 if (!have_flag(f_ptr->flags, FF_WALL))
4328 /* Memorize normal features */
4329 if (have_flag(f_ptr->flags, FF_REMEMBER))
4331 /* Memorize the object */
4332 c_ptr->info |= (CAVE_MARK);
4335 /* Memorize known walls */
4336 for (i = 0; i < 8; i++)
4338 c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
4340 /* Feature code (applying "mimic" field) */
4341 feat = get_feat_mimic(c_ptr);
4342 f_ptr = &f_info[feat];
4344 /* Memorize walls (etc) */
4345 if (have_flag(f_ptr->flags, FF_REMEMBER))
4347 /* Memorize the walls */
4348 c_ptr->info |= (CAVE_MARK);
4356 p_ptr->redraw |= (PR_MAP);
4359 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4365 * Light up the dungeon using "clairvoyance"
4367 * This function "illuminates" every grid in the dungeon, memorizes all
4368 * "objects", memorizes all grids as with magic mapping, and, under the
4369 * standard option settings (view_perma_grids but not view_torch_grids)
4370 * memorizes all floor grids too.
4372 * Note that if "view_perma_grids" is not set, we do not memorize floor
4373 * grids, since this would defeat the purpose of "view_perma_grids", not
4374 * that anyone seems to play without this option.
4376 * Note that if "view_torch_grids" is set, we do not memorize floor grids,
4377 * since this would prevent the use of "view_torch_grids" as a method to
4378 * keep track of what grids have been observed directly.
4380 void wiz_lite(bool ninja)
4384 feature_type *f_ptr;
4386 /* Memorize objects */
4387 for (i = 1; i < o_max; i++)
4389 object_type *o_ptr = &o_list[i];
4391 /* Skip dead objects */
4392 if (!o_ptr->k_idx) continue;
4394 /* Skip held objects */
4395 if (o_ptr->held_m_idx) continue;
4398 o_ptr->marked |= OM_FOUND;
4401 /* Scan all normal grids */
4402 for (y = 1; y < cur_hgt - 1; y++)
4404 /* Scan all normal grids */
4405 for (x = 1; x < cur_wid - 1; x++)
4407 cave_type *c_ptr = &cave[y][x];
4409 /* Memorize terrain of the grid */
4410 c_ptr->info |= (CAVE_KNOWN);
4412 /* Feature code (applying "mimic" field) */
4413 feat = get_feat_mimic(c_ptr);
4414 f_ptr = &f_info[feat];
4416 /* Process all non-walls */
4417 if (!have_flag(f_ptr->flags, FF_WALL))
4419 /* Scan all neighbors */
4420 for (i = 0; i < 9; i++)
4422 int yy = y + ddy_ddd[i];
4423 int xx = x + ddx_ddd[i];
4426 c_ptr = &cave[yy][xx];
4428 /* Feature code (applying "mimic" field) */
4429 f_ptr = &f_info[get_feat_mimic(c_ptr)];
4431 /* Perma-lite the grid */
4432 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) && !ninja)
4434 c_ptr->info |= (CAVE_GLOW);
4437 /* Memorize normal features */
4438 if (have_flag(f_ptr->flags, FF_REMEMBER))
4440 /* Memorize the grid */
4441 c_ptr->info |= (CAVE_MARK);
4444 /* Perma-lit grids (newly and previously) */
4445 else if (c_ptr->info & CAVE_GLOW)
4447 /* Normally, memorize floors (see above) */
4448 if (view_perma_grids && !view_torch_grids)
4450 /* Memorize the grid */
4451 c_ptr->info |= (CAVE_MARK);
4459 /* Update the monsters */
4460 p_ptr->update |= (PU_MONSTERS);
4463 p_ptr->redraw |= (PR_MAP);
4466 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4468 if (p_ptr->special_defense & NINJA_S_STEALTH)
4470 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
4476 * Forget the dungeon map (ala "Thinking of Maud...").
4483 /* Forget every grid */
4484 for (y = 1; y < cur_hgt - 1; y++)
4486 for (x = 1; x < cur_wid - 1; x++)
4488 cave_type *c_ptr = &cave[y][x];
4490 /* Process the grid */
4491 c_ptr->info &= ~(CAVE_MARK | CAVE_IN_DETECT | CAVE_KNOWN);
4492 c_ptr->info |= (CAVE_UNSAFE);
4496 /* Forget every grid on horizontal edge */
4497 for (x = 0; x < cur_wid; x++)
4499 cave[0][x].info &= ~(CAVE_MARK);
4500 cave[cur_hgt - 1][x].info &= ~(CAVE_MARK);
4503 /* Forget every grid on vertical edge */
4504 for (y = 1; y < (cur_hgt - 1); y++)
4506 cave[y][0].info &= ~(CAVE_MARK);
4507 cave[y][cur_wid - 1].info &= ~(CAVE_MARK);
4510 /* Forget all objects */
4511 for (i = 1; i < o_max; i++)
4513 object_type *o_ptr = &o_list[i];
4515 /* Skip dead objects */
4516 if (!o_ptr->k_idx) continue;
4518 /* Skip held objects */
4519 if (o_ptr->held_m_idx) continue;
4521 /* Forget the object */
4522 o_ptr->marked &= OM_TOUCHED;
4525 /* Forget travel route when we have forgotten map */
4526 forget_travel_flow();
4528 /* Mega-Hack -- Forget the view and lite */
4529 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
4531 /* Update the view and lite */
4532 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
4534 /* Update the monsters */
4535 p_ptr->update |= (PU_MONSTERS);
4538 p_ptr->redraw |= (PR_MAP);
4541 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4549 * Change the "feat" flag for a grid, and notice/redraw the grid
4551 void cave_set_feat(POSITION y, POSITION x, IDX feat)
4553 cave_type *c_ptr = &cave[y][x];
4554 feature_type *f_ptr = &f_info[feat];
4555 bool old_los, old_mirror;
4557 if (!character_dungeon)
4559 /* Clear mimic type */
4562 /* Change the feature */
4565 /* Hack -- glow the GLOW terrain */
4566 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4570 for (i = 0; i < 9; i++)
4572 yy = y + ddy_ddd[i];
4573 xx = x + ddx_ddd[i];
4574 if (!in_bounds2(yy, xx)) continue;
4575 cave[yy][xx].info |= CAVE_GLOW;
4582 old_los = cave_have_flag_bold(y, x, FF_LOS);
4583 old_mirror = is_mirror_grid(c_ptr);
4585 /* Clear mimic type */
4588 /* Change the feature */
4591 /* Remove flag for mirror/glyph */
4592 c_ptr->info &= ~(CAVE_OBJECT);
4594 if (old_mirror && (d_info[dungeon_type].flags1 & DF1_DARKNESS))
4596 c_ptr->info &= ~(CAVE_GLOW);
4597 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4599 update_local_illumination(y, x);
4602 /* Check for change to boring grid */
4603 if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
4605 /* Update the monster */
4606 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4614 /* Check if los has changed */
4615 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
4618 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
4620 update_local_illumination(y, x);
4622 #endif /* COMPLEX_WALL_ILLUMINATION */
4624 /* Update the visuals */
4625 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
4628 /* Hack -- glow the GLOW terrain */
4629 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
4634 for (i = 0; i < 9; i++)
4636 yy = y + ddy_ddd[i];
4637 xx = x + ddx_ddd[i];
4638 if (!in_bounds2(yy, xx)) continue;
4639 cc_ptr = &cave[yy][xx];
4640 cc_ptr->info |= CAVE_GLOW;
4642 if (player_has_los_grid(cc_ptr))
4644 /* Update the monster */
4645 if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
4654 update_local_illumination(yy, xx);
4657 if (p_ptr->special_defense & NINJA_S_STEALTH)
4659 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
4665 IDX conv_dungeon_feat(IDX newfeat)
4667 feature_type *f_ptr = &f_info[newfeat];
4669 if (have_flag(f_ptr->flags, FF_CONVERT))
4671 switch (f_ptr->subtype)
4673 case CONVERT_TYPE_FLOOR:
4674 return floor_type[randint0(100)];
4675 case CONVERT_TYPE_WALL:
4676 return fill_type[randint0(100)];
4677 case CONVERT_TYPE_INNER:
4678 return feat_wall_inner;
4679 case CONVERT_TYPE_OUTER:
4680 return feat_wall_outer;
4681 case CONVERT_TYPE_SOLID:
4682 return feat_wall_solid;
4683 case CONVERT_TYPE_STREAM1:
4684 return d_info[dungeon_type].stream1;
4685 case CONVERT_TYPE_STREAM2:
4686 return d_info[dungeon_type].stream2;
4691 else return newfeat;
4696 * Take a feature, determine what that feature becomes
4697 * through applying the given action.
4699 IDX feat_state(IDX feat, int action)
4701 feature_type *f_ptr = &f_info[feat];
4704 /* Get the new feature */
4705 for (i = 0; i < MAX_FEAT_STATES; i++)
4707 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
4710 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
4712 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
4716 * Takes a location and action and changes the feature at that
4717 * location through applying the given action.
4719 void cave_alter_feat(int y, int x, int action)
4721 /* Set old feature */
4722 IDX oldfeat = cave[y][x].feat;
4724 /* Get the new feat */
4725 IDX newfeat = feat_state(oldfeat, action);
4728 if (newfeat == oldfeat) return;
4730 /* Set the new feature */
4731 cave_set_feat(y, x, newfeat);
4733 if (!(feature_action_flags[action] & FAF_NO_DROP))
4735 feature_type *old_f_ptr = &f_info[oldfeat];
4736 feature_type *f_ptr = &f_info[newfeat];
4740 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
4742 /* Place some gold */
4748 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - dun_level / 2)))
4751 place_object(y, x, 0L);
4755 if (found && character_dungeon && player_can_see_bold(y, x))
4757 msg_print(_("何かを発見した!", "You have found something!"));
4761 if (feature_action_flags[action] & FAF_CRASH_GLASS)
4763 feature_type *old_f_ptr = &f_info[oldfeat];
4765 if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
4767 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(dun_level, 100) / 4, GF_SHARDS,
4768 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
4774 /* Remove a mirror */
4775 void remove_mirror(int y, int x)
4777 cave_type *c_ptr = &cave[y][x];
4779 /* Remove the mirror */
4780 c_ptr->info &= ~(CAVE_OBJECT);
4783 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
4785 c_ptr->info &= ~(CAVE_GLOW);
4786 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
4788 /* Update the monster */
4789 if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
4791 update_local_illumination(y, x);
4803 * Return TRUE if there is a mirror on the grid.
4805 bool is_mirror_grid(cave_type *c_ptr)
4807 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MIRROR))
4815 * Return TRUE if there is a mirror on the grid.
4817 bool is_glyph_grid(cave_type *c_ptr)
4819 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_GLYPH))
4827 * Return TRUE if there is a mirror on the grid.
4829 bool is_explosive_rune_grid(cave_type *c_ptr)
4831 if ((c_ptr->info & CAVE_OBJECT) && have_flag(f_info[c_ptr->mimic].flags, FF_MINOR_GLYPH))
4839 * Calculate "incremental motion". Used by project() and shoot().
4840 * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
4842 void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
4844 POSITION dy, dx, dist, shift;
4846 /* Extract the distance travelled */
4847 dy = (*y < y1) ? y1 - *y : *y - y1;
4848 dx = (*x < x1) ? x1 - *x : *x - x1;
4850 /* Number of steps */
4851 dist = (dy > dx) ? dy : dx;
4853 /* We are calculating the next location */
4857 /* Calculate the total distance along each axis */
4858 dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
4859 dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
4861 /* Paranoia -- Hack -- no motion */
4862 if (!dy && !dx) return;
4865 /* Move mostly vertically */
4868 /* Extract a shift factor */
4869 shift = (dist * dx + (dy - 1) / 2) / dy;
4871 /* Sometimes move along the minor axis */
4872 (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
4874 /* Always move along major axis */
4875 (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
4878 /* Move mostly horizontally */
4881 /* Extract a shift factor */
4882 shift = (dist * dy + (dx - 1) / 2) / dx;
4884 /* Sometimes move along the minor axis */
4885 (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
4887 /* Always move along major axis */
4888 (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
4895 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
4896 * at the final destination, assuming no monster gets in the way.
4898 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
4900 bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
4907 /* Check the projection path */
4908 grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
4910 /* Identical grid */
4911 if (!grid_n) return TRUE;
4914 y = GRID_Y(grid_g[grid_n - 1]);
4915 x = GRID_X(grid_g[grid_n - 1]);
4917 /* May not end in an unrequested grid */
4918 if ((y != y2) || (x != x2)) return (FALSE);
4926 * Standard "find me a location" function
4928 * Obtains a legal location within the given distance of the initial
4929 * location, and with "los()" from the source to destination location.
4931 * This function is often called from inside a loop which searches for
4932 * locations while increasing the "d" distance.
4934 * Currently the "m" parameter is unused.
4936 void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
4940 /* Pick a location */
4943 /* Pick a new location */
4944 ny = rand_spread(y, d);
4945 nx = rand_spread(x, d);
4947 /* Ignore annoying locations */
4948 if (!in_bounds(ny, nx)) continue;
4950 /* Ignore "excessively distant" locations */
4951 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
4953 if (mode & PROJECT_LOS)
4955 if(los(y, x, ny, nx)) break;
4959 if(projectable(y, x, ny, nx)) break;
4964 /* Save the location */
4973 * Track a new monster
4975 void health_track(MONSTER_IDX m_idx)
4977 /* Mount monster is already tracked */
4978 if (m_idx && m_idx == p_ptr->riding) return;
4980 /* Track a new guy */
4981 p_ptr->health_who = m_idx;
4983 /* Redraw (later) */
4984 p_ptr->redraw |= (PR_HEALTH);
4990 * Hack -- track the given monster race
4992 void monster_race_track(MONRACE_IDX r_idx)
4994 /* Save this monster ID */
4995 p_ptr->monster_race_idx = r_idx;
4998 p_ptr->window |= (PW_MONSTER);
5004 * Hack -- track the given object kind
5006 void object_kind_track(IDX k_idx)
5008 /* Save this monster ID */
5009 p_ptr->object_kind_idx = k_idx;
5012 p_ptr->window |= (PW_OBJECT);
5018 * Something has happened to disturb the player.
5020 * The first arg indicates a major disturbance, which affects search.
5022 * The second arg is currently unused, but could induce output flush.
5024 * All disturbance cancels repeated commands, resting, and running.
5026 void disturb(int stop_search, int stop_travel)
5030 stop_travel = stop_travel;
5033 /* Cancel auto-commands */
5034 /* command_new = 0; */
5036 /* Cancel repeated commands */
5042 /* Redraw the state (later) */
5043 p_ptr->redraw |= (PR_STATE);
5046 /* Cancel Resting */
5047 if ((p_ptr->action == ACTION_REST) || (p_ptr->action == ACTION_FISH) || (stop_search && (p_ptr->action == ACTION_SEARCH)))
5050 set_action(ACTION_NONE);
5053 /* Cancel running */
5059 /* Check for new panel if appropriate */
5060 if (center_player && !center_running) verify_panel();
5062 /* Calculate torch radius */
5063 p_ptr->update |= (PU_TORCH);
5065 /* Update monster flow */
5066 p_ptr->update |= (PU_FLOW);
5075 /* Check for new panel if appropriate */
5076 if (center_player && !center_running) verify_panel();
5078 /* Calculate torch radius */
5079 p_ptr->update |= (PU_TORCH);
5083 /* Flush the input if requested */
5084 if (flush_disturb) flush();
5089 * Glow deep lava and building entrances in the floor
5091 void glow_deep_lava_and_bldg(void)
5093 int y, x, i, yy, xx;
5096 /* Not in the darkness dungeon */
5097 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) return;
5099 for (y = 0; y < cur_hgt; y++)
5101 for (x = 0; x < cur_wid; x++)
5103 c_ptr = &cave[y][x];
5105 /* Feature code (applying "mimic" field) */
5107 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_GLOW))
5109 for (i = 0; i < 9; i++)
5111 yy = y + ddy_ddd[i];
5112 xx = x + ddx_ddd[i];
5113 if (!in_bounds2(yy, xx)) continue;
5114 cave[yy][xx].info |= CAVE_GLOW;
5120 /* Update the view and lite */
5121 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
5124 p_ptr->redraw |= (PR_MAP);