1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586
|
/**
* @file
* @brief Updates the screen via map_knowledge.
**/
#include "AppHdr.h"
#include "mpr.h"
#include "show.h"
#include "areas.h"
#include "cloud.h"
#include "coord.h"
#include "coordit.h"
#include "dgn-event.h"
#include "dgn-overview.h"
#include "dungeon.h"
#include "god-companions.h" // Beogh Blood for Blood markers
#include "item-prop.h"
#include "level-state-type.h"
#include "libutil.h"
#include "map-knowledge.h"
#include "mon-place.h"
#include "state.h"
#include "tag-version.h"
#include "terrain.h"
#include "rltiles/tiledef-main.h"
#ifdef USE_TILE
#include "tileview.h"
#endif
#include "tiles-build-specific.h"
#include "traps.h"
#include "travel.h"
#include "viewgeom.h"
#include "viewmap.h"
show_type::show_type()
: cls(SH_NOTHING),
feat(DNGN_UNSEEN),
item(SHOW_ITEM_NONE),
mons(MONS_NO_MONSTER),
colour(0)
{
}
show_type::show_type(monster_type montype)
: cls(SH_MONSTER),
feat(DNGN_UNSEEN),
item(SHOW_ITEM_NONE),
mons(montype),
colour(0)
{
}
show_type::show_type(dungeon_feature_type f)
: cls(SH_FEATURE),
feat(f),
item(SHOW_ITEM_NONE),
mons(MONS_NO_MONSTER),
colour(0)
{
}
static show_item_type _item_to_show_code(const item_def &item);
show_type::show_type(const item_def &it)
: cls(SH_ITEM),
feat(DNGN_UNSEEN),
item(_item_to_show_code(it)),
mons(MONS_NO_MONSTER),
colour(0)
{
}
show_type::show_type(show_item_type t)
: cls(SH_ITEM),
feat(DNGN_UNSEEN),
item(t),
mons(MONS_NO_MONSTER),
colour(0)
{
}
bool show_type::operator < (const show_type &other) const
{
if (cls < other.cls)
return false;
else if (cls > other.cls)
return true;
switch (cls)
{
case SH_FEATURE:
return feat < other.feat;
case SH_ITEM:
return item < other.item;
case SH_MONSTER:
return mons < other.mons;
default:
return false;
}
}
// Returns true if this is a monster that can be hidden for ^C
// purposes. All non-immobile monsters are removed from the map
// when the clear-map command (^C) is used.
bool show_type::is_cleanable_monster() const
{
return cls == SH_MONSTER && !mons_class_is_stationary(mons);
}
static void _update_feat_at(const coord_def &gp)
{
dungeon_feature_type feat = env.grid(gp);
unsigned colour = env.grid_colours(gp);
trap_type trap = TRAP_UNASSIGNED;
if (feat_is_trap(feat))
trap = get_trap_type(gp);
env.map_knowledge(gp).set_feature(feat, colour, trap);
if (haloed(gp))
env.map_knowledge(gp).flags |= MAP_HALOED;
if (umbraed(gp))
env.map_knowledge(gp).flags |= MAP_UMBRAED;
if (silenced(gp))
env.map_knowledge(gp).flags |= MAP_SILENCED;
if (liquefied(gp, true))
env.map_knowledge(gp).flags |= MAP_LIQUEFIED;
if (orb_haloed(gp))
env.map_knowledge(gp).flags |= MAP_ORB_HALOED;
if (quad_haloed(gp))
env.map_knowledge(gp).flags |= MAP_QUAD_HALOED;
if (disjunction_haloed(gp))
env.map_knowledge(gp).flags |= MAP_DISJUNCT;
if (is_sanctuary(gp))
{
if (testbits(env.pgrid(gp), FPROP_SANCTUARY_1))
env.map_knowledge(gp).flags |= MAP_SANCTUARY_1;
else if (testbits(env.pgrid(gp), FPROP_SANCTUARY_2))
env.map_knowledge(gp).flags |= MAP_SANCTUARY_2;
}
if (is_blasphemy(gp))
env.map_knowledge(gp).flags |= MAP_BLASPHEMY;
if (you.get_beholder(gp))
env.map_knowledge(gp).flags |= MAP_WITHHELD;
if (you.get_fearmonger(gp))
env.map_knowledge(gp).flags |= MAP_WITHHELD;
if (you.is_nervous() && you.see_cell(gp) && !monster_at(gp))
env.map_knowledge(gp).flags |= MAP_WITHHELD;
if ((feat_is_stone_stair(feat)
|| feat_is_escape_hatch(feat))
&& is_exclude_root(gp))
{
env.map_knowledge(gp).flags |= MAP_EXCLUDED_STAIRS;
}
if (is_bloodcovered(gp))
env.map_knowledge(gp).flags |= MAP_BLOODY;
if (env.level_state & LSTATE_SLIMY_WALL && slime_wall_neighbour(gp))
env.map_knowledge(gp).flags |= MAP_CORRODING;
// We want to give non-solid terrain and the icy walls themselves MAP_ICY
// so we can properly recolor both.
if (env.level_state & LSTATE_ICY_WALL
&& (is_icecovered(gp)
|| !feat_is_wall(feat)
&& count_adjacent_icy_walls(gp)
&& you.see_cell_no_trans(gp)))
{
env.map_knowledge(gp).flags |= MAP_ICY;
}
// XXX: This feels like is should be more separated somehow...
if (you.religion == GOD_BEOGH
&& you.props.exists(BEOGH_RES_PIETY_NEEDED_KEY)
&& tile_has_valid_bfb_corpse(gp))
{
env.map_knowledge(gp).flags |= MAP_BFB_CORPSE;
}
if (emphasise(gp))
env.map_knowledge(gp).flags |= MAP_EMPHASIZE;
// Tell the world first.
dungeon_events.fire_position_event(DET_PLAYER_IN_LOS, gp);
if (is_notable_terrain(feat))
seen_notable_thing(feat, gp);
dgn_seen_vault_at(gp);
}
static show_item_type _item_to_show_code(const item_def &item)
{
switch (item.base_type)
{
case OBJ_ORBS: return SHOW_ITEM_ORB;
case OBJ_WEAPONS: return SHOW_ITEM_WEAPON;
case OBJ_MISSILES: return SHOW_ITEM_MISSILE;
case OBJ_ARMOUR: return SHOW_ITEM_ARMOUR;
case OBJ_WANDS: return SHOW_ITEM_WAND;
#if TAG_MAJOR_VERSION == 34
case OBJ_FOOD: return SHOW_ITEM_FOOD;
#endif
case OBJ_SCROLLS: return SHOW_ITEM_SCROLL;
case OBJ_JEWELLERY:
return jewellery_is_amulet(item) ? SHOW_ITEM_AMULET : SHOW_ITEM_RING;
case OBJ_POTIONS: return SHOW_ITEM_POTION;
case OBJ_BOOKS: return SHOW_ITEM_BOOK;
case OBJ_STAVES: return SHOW_ITEM_STAFF;
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS: return SHOW_ITEM_ROD;
#endif
case OBJ_MISCELLANY: return SHOW_ITEM_MISCELLANY;
case OBJ_TALISMANS: return SHOW_ITEM_TALISMAN;
case OBJ_CORPSES:
if (item.sub_type == CORPSE_SKELETON)
return SHOW_ITEM_SKELETON;
else
return SHOW_ITEM_CORPSE;
case OBJ_GOLD: return SHOW_ITEM_GOLD;
case OBJ_GEMS: return SHOW_ITEM_GEM;
case OBJ_DETECTED: return SHOW_ITEM_DETECTED;
case OBJ_RUNES: return SHOW_ITEM_RUNE;
default: return SHOW_ITEM_ORB; // bad item character
}
}
void update_item_at(const coord_def &gp, bool wizard)
{
if (!in_bounds(gp))
return;
item_def eitem;
bool more_items = false;
if (you.see_cell(gp) || wizard)
{
const int item_grid = wizard ? env.igrid(gp) : you.visible_igrd(gp);
if (item_grid == NON_ITEM)
return;
eitem = env.item[item_grid];
// monster(mimic)-owned items have link = NON_ITEM+1+midx
if (eitem.link > NON_ITEM)
more_items = true;
else if (eitem.link < NON_ITEM && !crawl_state.game_is_arena())
more_items = true;
if (wizard)
StashTrack.add_stash(gp);
}
else
{
const vector<item_def> stash = item_list_in_stash(gp);
if (stash.empty())
return;
eitem = stash[0];
if (stash.size() > 1)
more_items = true;
}
env.map_knowledge(gp).set_item(eitem, more_items);
}
static void _update_cloud(cloud_struct& cloud)
{
const coord_def gp = cloud.pos;
int dur = cloud.decay/20;
if (dur < 0)
dur = 0;
else if (dur > 3)
dur = 3;
cloud_info ci(cloud.type, get_cloud_colour(cloud), dur, 0, gp,
cloud.killer);
env.map_knowledge(gp).set_cloud(ci);
}
static void _check_monster_pos(const monster* mons)
{
int s = mons->mindex();
ASSERT(env.mgrid(mons->pos()) == s);
// [rob] The following in case asserts aren't enabled.
// [enne] - It's possible that env.mgrid and mons->x/y are out of
// sync because they are updated separately. If we can see this
// monster, then make sure that the env.mgrid is set correctly.
if (env.mgrid(mons->pos()) != s)
{
// If this mprf triggers for you, please note any special
// circumstances so we can track down where this is coming
// from.
mprf(MSGCH_ERROR, "monster %s (%d) at (%d, %d) was "
"improperly placed. Updating env.mgrid.",
mons->name(DESC_PLAIN, true).c_str(), s,
mons->pos().x, mons->pos().y);
env.mgrid(mons->pos()) = s;
}
}
/**
* Determine if a location is valid to present a { glyph.
*
* @param where The location being queried.
* @param mons The moster being mimicked.
* @return True if valid, otherwise False.
*/
static bool _valid_invisible_spot(const coord_def &where, const monster* mons)
{
if (!you.see_cell(where) || where == you.pos()
|| env.map_knowledge(where).flags & MAP_INVISIBLE_UPDATE)
{
return false;
}
monster *mons_at = monster_at(where);
if (mons_at && mons_at != mons)
return false;
if (monster_habitable_grid(mons, where))
return true;
return false;
}
static int _hashed_rand(const monster* mons, uint32_t id, uint32_t die)
{
if (die <= 1)
return 0;
struct
{
uint32_t mid;
uint32_t id;
uint32_t seed;
} data;
data.mid = mons->mid;
data.id = id;
data.seed = you.attribute[ATTR_SEEN_INVIS_SEED];
return hash32(&data, sizeof(data)) % die;
}
/**
* Mark the estimated position of an invisible monster.
*
* Marks a spot on the map as possibly containing an unseen monster
* (showing up as a disturbance in the air). Also flags the square as
* updated for invisible monster, which is used by show_init().
*
* @param where The disturbance's map position.
* @param do_tiles_draw Trigger a tiles draw of this cell.
**/
static void _mark_invisible_at(const coord_def &where,
bool do_tiles_draw = false)
{
env.map_knowledge(where).set_invisible_monster();
env.map_knowledge(where).flags |= MAP_INVISIBLE_UPDATE;
if (do_tiles_draw)
show_update_at(where);
}
/**
* Mark invisible monsters with a known position with an invisible monster
* indicator.
* @param mons The monster to check.
* @param hash_ind The random hash index, combined with the mid to make a
* unique hash for this roll. Needed for when we can't mark
* the monster's true position and instead mark an adjacent
* one.
*/
static void _handle_unseen_mons(monster* mons, uint32_t hash_ind)
{
// Monster position is unknown.
if (mons->unseen_pos.origin())
return;
// We expire these unseen invis markers after one turn if the monster
// has moved away.
if (you.turn_is_over && !mons->went_unseen_this_turn
&& mons->pos() != mons->unseen_pos)
{
mons->unseen_pos = coord_def(0, 0);
return;
}
bool do_tiles_draw;
// Try to use the unseen position.
if (_valid_invisible_spot(mons->unseen_pos, mons))
{
do_tiles_draw = mons->unseen_pos != mons->pos();
_mark_invisible_at(mons->unseen_pos, do_tiles_draw);
return;
}
// Fall back to a random position adjacent to the unseen position.
// This can only happen if the monster just became unseen.
vector <coord_def> adj_unseen;
for (adjacent_iterator ai(mons->unseen_pos, false); ai; ++ai)
{
if (_valid_invisible_spot(*ai, mons))
adj_unseen.push_back(*ai);
}
if (adj_unseen.size())
{
coord_def new_pos = adj_unseen[_hashed_rand(mons, hash_ind,
adj_unseen.size())];
do_tiles_draw = mons->unseen_pos != mons->pos();
_mark_invisible_at(new_pos, do_tiles_draw);
}
}
/**
* Update map knowledge for monsters
*
* This function updates the map_knowledge grid with a monster_info if relevant.
* If the monster is not currently visible to the player, the map knowledge will
* be updated with a disturbance if necessary.
* @param mons The monster at the relevant location.
**/
static void _update_monster(monster* mons)
{
_check_monster_pos(mons);
const coord_def gp = mons->pos();
if (mons->visible_to(&you))
{
mons->ensure_has_client_id();
monster_info mi(mons);
env.map_knowledge(gp).set_monster(mi);
return;
}
// From here on we're handling an invisible monster, possibly leaving an
// invisible monster indicator.
// We cannot use regular randomness here, otherwise redrawing the screen
// would give out the real position. We need to save the seed too -- but it
// needs to be regenerated every turn.
if (you.attribute[ATTR_SEEN_INVIS_TURN] != you.num_turns)
{
you.attribute[ATTR_SEEN_INVIS_TURN] = you.num_turns;
you.attribute[ATTR_SEEN_INVIS_SEED] = rng::get_uint32();
}
// After the player finishes this turn, the monster's unseen pos (and
// its invis indicator due to going unseen) will be erased.
if (!you.turn_is_over)
mons->went_unseen_this_turn = false;
// Ripple effect?
// Should match directn.cc's _mon_exposed
if (env.grid(gp) == DNGN_SHALLOW_WATER
&& !mons->airborne()
&& !cloud_at(gp)
|| cloud_at(gp) && is_opaque_cloud(cloud_at(gp)->type)
&& !mons->is_insubstantial())
{
_mark_invisible_at(gp);
mons->unseen_pos = gp;
return;
}
int range = player_monster_detect_radius();
if (mons->constricted_by == MID_PLAYER
|| (range > 0 && (you.pos() - mons->pos()).rdist() <= range))
{
_mark_invisible_at(gp);
mons->unseen_pos = gp;
return;
}
// 1/7 chance to leave an invis indicator at the real position.
if (!_hashed_rand(mons, 0, 7))
{
_mark_invisible_at(gp);
mons->unseen_pos = gp;
}
else
_handle_unseen_mons(mons, 2);
}
/**
* Updates the map knowledge at a location.
* @param gp The location to update.
* @param layers The information layers to display.
**/
void show_update_at(const coord_def &gp, layers_type layers)
{
if (you.see_cell(gp))
env.map_knowledge(gp).clear_data();
else if (!env.map_knowledge(gp).known())
return;
else
env.map_knowledge(gp).clear_monster();
force_show_update_at(gp, layers);
}
void force_show_update_at(const coord_def &gp, layers_type layers)
{
// The sequence is grid, items, clouds, monsters.
// XX it actually seems to be grid monsters clouds items??
_update_feat_at(gp);
if (!in_bounds(gp))
return;
if (layers & Layer::MONSTERS)
{
monster* mons = monster_at(gp);
if (mons && mons->alive())
_update_monster(mons);
else if (env.map_knowledge(gp).flags & MAP_INVISIBLE_UPDATE)
_mark_invisible_at(gp);
}
if (layers & Layer::CLOUDS)
if (cloud_struct* cloud = cloud_at(gp))
_update_cloud(*cloud);
if (layers & Layer::ITEMS)
update_item_at(gp);
}
void show_init(layers_type layers)
{
clear_terrain_visibility();
if (crawl_state.game_is_arena())
{
for (rectangle_iterator ri(crawl_view.vgrdc, LOS_MAX_RANGE); ri; ++ri)
{
show_update_at(*ri, layers);
// Invis indicators and update flags not used in Arena.
env.map_knowledge(*ri).flags &= ~MAP_INVISIBLE_UPDATE;
}
return;
}
ASSERT(you.on_current_level);
vector <coord_def> update_locs;
for (vision_iterator ri(you); ri; ++ri)
{
show_update_at(*ri, layers);
update_locs.push_back(*ri);
}
// Need to clear these update flags now so they don't persist.
for (coord_def loc : update_locs)
env.map_knowledge(loc).flags &= ~MAP_INVISIBLE_UPDATE;
}
// Emphasis may change while off-level. This catches up.
// It should be equivalent to looping over the whole map
// and setting MAP_EMPHASIZE for any coordinate with
// emphasise(p) == true, but we optimise a bit.
void show_update_emphasis()
{
// The only thing that can change is that previously unknown
// stairs are now known. (see is_unknown_stair(), emphasise())
LevelInfo& level_info = travel_cache.get_level_info(level_id::current());
vector<stair_info> stairs = level_info.get_stairs();
for (const stair_info &stair : stairs)
if (stair.destination.is_valid())
env.map_knowledge(stair.position).flags &= ~MAP_EMPHASIZE;
vector<transporter_info> transporters = level_info.get_transporters();
for (const transporter_info &transporter: transporters)
if (!transporter.destination.origin())
env.map_knowledge(transporter.position).flags &= ~MAP_EMPHASIZE;
}
|