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#include "AppHdr.h"
#include "map-knowledge.h"
#include "cloud.h"
#include "coordit.h"
#include "directn.h"
#include "env.h"
#include "level-state-type.h"
#include "notes.h"
#include "religion.h"
#include "terrain.h"
#ifdef USE_TILE
#include "tilepick.h"
#include "tileview.h"
#endif
#include "tiles-build-specific.h"
#include "travel.h"
#include "view.h"
void set_terrain_mapped(const coord_def gc)
{
map_cell* cell = &env.map_knowledge(gc);
cell->flags &= (~MAP_CHANGED_FLAG);
cell->flags |= MAP_MAGIC_MAPPED_FLAG;
#ifdef USE_TILE
// This may have changed the explore horizon, so update adjacent minimap
// squares as well.
for (adjacent_iterator ai(gc, false); ai; ++ai)
tiles.update_minimap(*ai);
#endif
}
int count_detected_mons()
{
int count = 0;
for (rectangle_iterator ri(BOUNDARY_BORDER - 1); ri; ++ri)
{
// Don't expose new dug out areas:
// Note: assumptions are being made here about how
// terrain can change (eg it used to be solid, and
// thus monster/item free).
if (env.map_knowledge(*ri).changed())
continue;
if (env.map_knowledge(*ri).detected_monster())
count++;
}
return count;
}
void clear_map(bool clear_items, bool clear_mons)
{
for (rectangle_iterator ri(BOUNDARY_BORDER - 1); ri; ++ri)
{
const coord_def p = *ri;
map_cell& cell = env.map_knowledge(p);
if (!cell.known() || cell.visible())
continue;
cell.clear_cloud();
if (clear_items)
cell.clear_item();
if (clear_mons && !mons_class_is_stationary(cell.monster()))
cell.clear_monster();
#ifdef USE_TILE
tile_reset_fg(p);
#endif
}
}
void clear_map_or_travel_trail()
{
if (Options.show_travel_trail && env.travel_trail.size())
{
mpr("Clearing travel trail.");
clear_travel_trail();
}
else
{
mpr("Clearing monster memory.");
/* Items (other than corpses) cannot in general be moved or destroyed
* once they have been seen, so there is no need to clear them.
*/
clear_map();
crawl_view.set_player_at(you.pos());
}
}
static void _automap_from(int x, int y, int level)
{
if (level)
{
magic_mapping(LOS_MAX_RANGE * level, 25,
true, false, true, false, true,
coord_def(x,y));
}
}
static int _map_quality()
{
return you.get_mutation_level(MUT_PASSIVE_MAPPING);
}
void reautomap_level()
{
int passive = _map_quality();
for (int x = X_BOUND_1; x <= X_BOUND_2; ++x)
for (int y = Y_BOUND_1; y <= Y_BOUND_2; ++y)
if (env.map_knowledge[x][y].flags & MAP_SEEN_FLAG)
_automap_from(x, y, passive);
}
void set_terrain_seen(const coord_def pos)
{
const dungeon_feature_type feat = env.grid(pos);
map_cell* cell = &env.map_knowledge(pos);
// First time we've seen a notable feature.
if (!(cell->flags & MAP_SEEN_FLAG))
{
_automap_from(pos.x, pos.y, _map_quality());
if (!is_boring_terrain(feat)
&& (!env.map_forgotten
|| ~(*env.map_forgotten)(pos).flags & MAP_SEEN_FLAG))
{
string desc = feature_description_at(pos, false, DESC_A) + ".";
take_note(Note(NOTE_SEEN_FEAT, 0, 0, desc));
}
}
cell->flags &= (~MAP_CHANGED_FLAG);
cell->flags |= MAP_SEEN_FLAG;
#ifdef USE_TILE
// This may have changed the explore horizon, so update adjacent minimap
// squares as well.
for (adjacent_iterator ai(pos, false); ai; ++ai)
tiles.update_minimap(*ai);
#endif
}
void set_terrain_visible(const coord_def c)
{
map_cell* cell = &env.map_knowledge(c);
set_terrain_seen(c);
if (!(cell->flags & MAP_VISIBLE_FLAG))
{
cell->flags |= MAP_VISIBLE_FLAG;
env.visible.insert(c);
}
cell->flags &= ~(MAP_DETECTED_MONSTER | MAP_DETECTED_ITEM);
}
void clear_terrain_visibility()
{
for (auto c : env.visible)
env.map_knowledge(c).flags &= ~MAP_VISIBLE_FLAG;
env.visible.clear();
}
void map_cell::set_detected_item()
{
clear_item();
flags |= MAP_DETECTED_ITEM;
_item = make_unique<item_def>();
_item->base_type = OBJ_DETECTED;
_item->rnd = 1;
}
static bool _floor_mf(map_feature mf)
{
return mf == MF_FLOOR || mf == MF_WATER || mf == MF_DEEP_WATER
|| mf == MF_LAVA;
}
bool is_explore_horizon(const coord_def& c)
{
// Not useful when there's maprot destroying your exploration anyway.
if (player_in_branch(BRANCH_ABYSS))
return false;
if (env.map_knowledge(c).feat() != DNGN_UNSEEN)
return false;
// Note: c might be on map edge, walkable squares not really.
for (adjacent_iterator ai(c); ai; ++ai)
if (in_bounds(*ai))
{
const auto& cell = env.map_knowledge(*ai);
dungeon_feature_type feat = cell.feat();
if (feat != DNGN_UNSEEN
&& (!feat_is_solid(feat) || feat_is_door(feat))
&& !(cell.flags & MAP_MAGIC_MAPPED_FLAG))
{
return true;
}
}
return false;
}
/**
* What map feature is present in the given coordinate, for minimap purposes?
*
* @param gc The grid coordinate in question.
* @return The most important feature in the given coordinate.
*/
map_feature get_cell_map_feature(const coord_def& gc)
{
if (is_explore_horizon(gc))
return MF_EXPLORE_HORIZON;
return get_cell_map_feature(env.map_knowledge(gc));
}
map_feature get_cell_map_feature(const map_cell& cell)
{
// known but not seen monster
if (cell.detected_monster())
return MF_MONS_HOSTILE; // hostile by default
// known but not seen item
if (cell.detected_item())
return MF_ITEM;
const map_feature base_feature = get_feature_def(cell.feat()).minimap;
// handle magic mapping etc effects (known but not seen)
if ((base_feature == MF_WALL || base_feature == MF_FLOOR)
&& cell.known() && !cell.seen())
{
return (base_feature == MF_WALL) ? MF_MAP_WALL : MF_MAP_FLOOR;
}
// exciting features get precedence...
if (!_floor_mf(base_feature))
return base_feature;
// ... but some things can take precedence over the floor
// first clouds...
// XXX: should items have higher priority? (pro: easier to spot un-grabbed
// items, con: harder to spot what's blocking auto-travel)
if (cell.cloud())
{
show_type show;
show.cls = SH_CLOUD;
const map_feature cloud_feature = get_feature_def(show).minimap;
if (cloud_feature != MF_SKIP) // XXX: does this ever happen?
return cloud_feature;
}
// then items...
if (cell.item())
{
const map_feature item_feature = get_feature_def(*cell.item()).minimap;
if (item_feature != MF_SKIP) // can this happen?
return item_feature;
}
// then firewood.
if (cell.monster() != MONS_NO_MONSTER
&& mons_class_is_firewood(cell.monster()))
{
return MF_MONS_NO_EXP;
}
if (base_feature == MF_SKIP) // can this happen?
return MF_UNSEEN;
return base_feature;
}
/// Iter over all known-but-unseen clouds & remove known-gone clouds.
void update_cloud_knowledge()
{
for (int x = X_BOUND_1; x <= X_BOUND_2; ++x)
{
for (int y = Y_BOUND_1; y <= Y_BOUND_2; ++y)
{
if (env.map_knowledge[x][y].update_cloud_state())
{
#ifdef USE_TILE
tile_draw_map_cell({x, y}, true);
#endif
#ifdef USE_TILE_WEB
tiles.mark_for_redraw({x, y});
#endif
}
}
}
}
/// If there's a cloud in this cell that we know should be gone, remove it.
/// Returns true if a cloud was removed.
bool map_cell::update_cloud_state()
{
if (visible())
return false; // we're already up-to-date
// player non-opaque clouds vanish instantly out of los
if (_cloud && _cloud->killer == KILL_YOU_MISSILE
&& !is_opaque_cloud(_cloud->type))
{
clear_cloud();
return true;
}
// still winds KOs all clouds, even those out of LOS
if (_cloud && env.level_state & LSTATE_STILL_WINDS)
{
clear_cloud();
return true;
}
// TODO: track decay & vanish appropriately (based on some worst case?)
return false;
}
/**
* Find the known map bounds as a pair of coordinates. This is a minimal
* bounding box containing all areas of the map known by the player.
* @return A pair of coord_defs. This is { (-1,-1), (-1,-1) } if the map is not
* known at all (this state shouldn't arise during normal gameplay, but
* may arise in weird limiting cases, like during levelgen or in
* tests).
*/
std::pair<coord_def, coord_def> known_map_bounds() {
int min_x = GXM, max_x = 0, min_y = 0, max_y = 0;
bool found_y = false;
for (int j = 0; j < GYM; j++)
for (int i = 0; i < GXM; i++)
{
if (env.map_knowledge[i][j].known())
{
if (!found_y)
{
found_y = true;
min_y = j;
}
max_y = j;
if (i < min_x)
min_x = i;
if (i > max_x)
max_x = i;
}
}
if (!found_y)
min_x = max_x = min_y = max_y = -1;
return std::make_pair(coord_def(min_x, min_y), coord_def(max_x, max_y));
}
/**
* Are the given coordinates in the minimal bounding box of the known map?
* @param p A coord_def to test.
* @return True if p is in the bounding box, false otherwise.
*/
bool in_known_map_bounds(const coord_def& p)
{
std::pair<coord_def, coord_def> b = known_map_bounds();
return p.x >= b.first.x && p.y >= b.first.y
&& p.x <= b.second.x && p.y <= b.second.y;
}
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