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#include "AppHdr.h"
#include "tileview.h"
#include "areas.h"
#include "branch.h"
#include "cloud.h"
#include "colour.h"
#include "coord.h"
#include "coordit.h"
#include "domino.h"
#include "domino-data.h"
#include "dungeon.h"
#include "env.h"
#include "tile-env.h"
#include "fprop.h"
#include "items.h"
#include "kills.h"
#include "level-state-type.h"
#include "mon-util.h"
#include "movement.h"
#include "options.h"
#include "pcg.h"
#include "player.h"
#include "state.h"
#include "tag-version.h"
#include "terrain.h"
#include "tile-flags.h"
#include "rltiles/tiledef-dngn.h"
#include "rltiles/tiledef-player.h"
#include "tilemcache.h"
#include "tilepick.h"
#include "tiles-build-specific.h"
#include "traps.h"
#include "travel.h"
#include "viewgeom.h"
void tile_new_level(bool first_time, bool init_unseen)
{
if (first_time)
tile_init_flavour();
#ifdef USE_TILE
if (init_unseen)
{
for (unsigned int x = 0; x < GXM; x++)
for (unsigned int y = 0; y < GYM; y++)
{
tile_env.bk_fg[x][y] = 0;
tile_env.bk_bg[x][y] = TILE_DNGN_UNSEEN;
tile_env.bk_cloud[x][y] = 0;
}
}
// Fix up stair markers. The travel information isn't hooked up
// until after we change levels. So, look through all of the stairs
// on this level and check if they still need the stair flag.
for (unsigned int x = 0; x < GXM; x++)
for (unsigned int y = 0; y < GYM; y++)
{
unsigned int tile = tile_env.bk_bg[x][y];
if ((tile & TILE_FLAG_NEW_STAIR)
&& !is_unknown_stair(coord_def(x,y)))
{
tile_env.bk_bg[x][y] &= ~TILE_FLAG_NEW_STAIR;
}
else if ((tile & TILE_FLAG_NEW_TRANSPORTER)
&& !is_unknown_transporter(coord_def(x,y)))
tile_env.bk_bg[x][y] &= ~TILE_FLAG_NEW_TRANSPORTER;
}
tiles.clear_minimap();
for (unsigned int x = 0; x < GXM; x++)
for (unsigned int y = 0; y < GYM; y++)
tiles.update_minimap(coord_def(x, y));
#else
UNUSED(init_unseen);
#endif
}
void tile_init_default_flavour()
{
tile_default_flv(you.where_are_you, tile_env.default_flavour);
}
void tile_default_flv(branch_type br, tile_flavour &flv)
{
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
flv.special = 0;
flv.wall_idx = 0;
flv.floor_idx = 0;
switch (br)
{
case BRANCH_DUNGEON:
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
return;
case BRANCH_DEPTHS:
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_GREY_DIRT_B;
return;
case BRANCH_VAULTS:
flv.wall = TILE_WALL_VAULT;
flv.floor = TILE_FLOOR_VAULT;
return;
case BRANCH_TEMPLE:
flv.wall = TILE_WALL_VINES;
flv.floor = TILE_FLOOR_VINES;
return;
#if TAG_MAJOR_VERSION == 34
case BRANCH_DWARF:
flv.wall = TILE_WALL_HALL;
flv.floor = TILE_FLOOR_LIMESTONE;
return;
#endif
#if TAG_MAJOR_VERSION == 34
case BRANCH_BLADE:
#endif
case BRANCH_ELF:
flv.wall = TILE_WALL_HALL;
flv.floor = TILE_FLOOR_HALL;
return;
case BRANCH_TARTARUS:
flv.wall = TILE_WALL_COBALT_ROCK;
flv.floor = TILE_FLOOR_BLACK_COBALT;
return;
case BRANCH_CRYPT:
flv.wall = TILE_ROCK_WALL_CRYPT;
flv.floor = TILE_FLOOR_CRYPT;
return;
case BRANCH_TOMB:
flv.wall = TILE_WALL_UNDEAD;
flv.floor = TILE_FLOOR_TOMB;
return;
case BRANCH_VESTIBULE:
flv.wall = TILE_WALL_HELL;
flv.floor = TILE_FLOOR_CAGE;
return;
case BRANCH_DIS:
flv.wall = TILE_WALL_ZOT_CYAN;
flv.floor = TILE_FLOOR_IRON;
return;
case BRANCH_GEHENNA:
flv.wall = TILE_WALL_ZOT_RED;
flv.floor = TILE_FLOOR_ROUGH_RED;
return;
case BRANCH_COCYTUS:
flv.wall = TILE_WALL_ICE;
flv.floor = TILE_FLOOR_FROZEN;
return;
case BRANCH_ORC:
flv.wall = TILE_WALL_ORC;
flv.floor = TILE_FLOOR_ORC;
return;
case BRANCH_LAIR:
flv.wall = TILE_WALL_LAIR;
flv.floor = TILE_FLOOR_LAIR;
return;
case BRANCH_SLIME:
flv.wall = TILE_WALL_SLIME;
flv.floor = TILE_FLOOR_SLIME;
return;
case BRANCH_SNAKE:
flv.wall = TILE_WALL_SNAKE;
flv.floor = TILE_FLOOR_MOSAIC;
return;
case BRANCH_SWAMP:
flv.wall = TILE_WALL_SWAMP;
flv.floor = TILE_FLOOR_SWAMP;
return;
case BRANCH_SHOALS:
flv.wall = TILE_WALL_SHOALS;
flv.floor = TILE_FLOOR_SAND;
return;
case BRANCH_SPIDER:
flv.wall = TILE_WALL_SPIDER;
flv.floor = TILE_FLOOR_SPIDER;
return;
case BRANCH_ZOT:
flv.wall = TILE_WALL_ZOT_YELLOW;
flv.floor = TILE_FLOOR_TOMB;
return;
#if TAG_MAJOR_VERSION == 34
case BRANCH_FOREST:
flv.wall = TILE_WALL_LAIR;
flv.floor = TILE_FLOOR_GRASS;
return;
#endif
case BRANCH_ABYSS:
flv.floor = tile_dngn_coloured(TILE_FLOOR_NERVES, env.floor_colour);
switch (random2(6))
{
default:
case 0:
case 1:
case 2:
flv.wall = tile_dngn_coloured(TILE_WALL_ABYSS, env.rock_colour);
break;
case 3:
flv.wall = tile_dngn_coloured(TILE_WALL_PEBBLE, env.rock_colour);
break;
case 4:
flv.wall = tile_dngn_coloured(TILE_WALL_HALL, env.rock_colour);
break;
case 5:
flv.wall = tile_dngn_coloured(TILE_WALL_UNDEAD, env.rock_colour);
break;
}
return;
case BRANCH_PANDEMONIUM:
flv.floor = tile_dngn_coloured(TILE_FLOOR_DEMONIC, env.floor_colour);
if (env.rock_colour == LIGHTRED)
flv.wall = TILE_WALL_FLESH;
else
flv.wall = tile_dngn_coloured(TILE_WALL_BARS, env.rock_colour);
break;
case BRANCH_ZIGGURAT:
case BRANCH_BAZAAR:
case BRANCH_TROVE:
flv.wall = TILE_WALL_VAULT;
flv.floor = TILE_FLOOR_VAULT;
return;
case BRANCH_NECROPOLIS:
flv.wall = TILE_WALL_CATACOMBS;
flv.floor = TILE_FLOOR_NECROPOLIS_SQUARES;
return;
#if TAG_MAJOR_VERSION == 34
case BRANCH_LABYRINTH:
#endif
case BRANCH_GAUNTLET:
flv.wall = TILE_WALL_LAB_ROCK;
flv.floor = TILE_FLOOR_GAUNTLET;
return;
case BRANCH_SEWER:
flv.wall = TILE_WALL_OOZING;
flv.floor = TILE_FLOOR_SLIME;
return;
case BRANCH_OSSUARY:
flv.wall = TILE_WALL_SANDSTONE;
flv.floor = TILE_FLOOR_SANDSTONE;
return;
case BRANCH_BAILEY:
flv.wall = TILE_WALL_BRICK_BROWN;
flv.floor = TILE_FLOOR_COBBLE_BLOOD;
return;
case BRANCH_ICE_CAVE:
flv.wall = TILE_WALL_ICE_BLOCK;
flv.floor = TILE_FLOOR_ICE;
return;
case BRANCH_VOLCANO:
flv.wall = TILE_WALL_VOLCANIC;
flv.floor = TILE_FLOOR_ROUGH_RED;
return;
case BRANCH_WIZLAB:
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
return;
case BRANCH_DESOLATION:
flv.floor = TILE_FLOOR_SALT;
flv.wall = TILE_WALL_DESOLATION;
return;
case BRANCH_ARENA:
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
return;
case BRANCH_CRUCIBLE:
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
return;
case NUM_BRANCHES:
case GLOBAL_BRANCH_INFO:
break;
}
}
void tile_clear_flavour(const coord_def &p)
{
tile_env.flv(p).floor = 0;
tile_env.flv(p).wall = 0;
tile_env.flv(p).feat = 0;
tile_env.flv(p).floor_idx = 0;
tile_env.flv(p).wall_idx = 0;
tile_env.flv(p).feat_idx = 0;
tile_env.flv(p).special = 0;
}
void tile_clear_flavour()
{
for (rectangle_iterator ri(0); ri; ++ri)
tile_clear_flavour(*ri);
}
static bool _level_uses_dominoes()
{
return you.where_are_you == BRANCH_CRYPT;
}
// For floors and walls that have not already been set to a particular tile,
// set them to a random instance of the default floor and wall tileset.
void tile_init_flavour()
{
if (_level_uses_dominoes())
{
vector<unsigned int> output;
{
rng::subgenerator sub_rng(
static_cast<uint64_t>(you.where_are_you ^ you.game_seed),
static_cast<uint64_t>(you.depth));
output.reserve(X_WIDTH * Y_WIDTH);
domino::DominoSet<domino::EdgeDomino> dominoes(domino::cohen_set, 8);
// TODO: don't pass a PcgRNG object
dominoes.Generate(X_WIDTH, Y_WIDTH, output,
rng::current_generator());
}
for (rectangle_iterator ri(0); ri; ++ri)
tile_init_flavour(*ri, output[ri->x + ri->y * GXM]);
}
else
for (rectangle_iterator ri(0); ri; ++ri)
tile_init_flavour(*ri, 0);
}
// 11111333333 55555555
// 222222444444 6666666666
static void _get_dungeon_wall_tiles_by_depth(int depth,
vector<pair<tileidx_t, int>>& t)
{
if (crawl_state.game_is_sprint() || crawl_state.game_is_arena())
{
t.emplace_back(TILE_WALL_CATACOMBS, 1);
return;
}
if (depth <= 5)
t.emplace_back(TILE_WALL_BRICK_DARK_1, 460);
if (depth > 2 && depth <= 8)
{
t.emplace_back(TILE_WALL_BRICK_DARK_2, 440);
t.emplace_back(TILE_WALL_BRICK_DARK_2_TORCH, 20);
}
if (depth > 5 && depth <= 11)
t.emplace_back(TILE_WALL_BRICK_DARK_3, 464);
int torch_4_weight = 0;
if (depth > 8)
{
t.emplace_back(TILE_WALL_BRICK_DARK_4, 452);
torch_4_weight += 40;
}
// Torches are more common on D:$
if (depth == brdepth[BRANCH_DUNGEON])
torch_4_weight += 40;
if (torch_4_weight)
t.emplace_back(TILE_WALL_BRICK_DARK_4_TORCH, torch_4_weight);
}
static void _get_depths_wall_tiles_by_depth(int depth,
vector<pair<tileidx_t, int>>& t)
{
if (depth <= 3)
t.emplace_back(TILE_WALL_BRICK_DARK_5, 476);
if (depth > 3)
t.emplace_back(TILE_WALL_BRICK_DARK_6, 464);
int torch_weight = 60;
// Torches are more common on Depths:$
if (depth == brdepth[BRANCH_DEPTHS])
torch_weight += 60;
t.emplace_back(TILE_WALL_BRICK_DARK_6_TORCH, torch_weight);
}
static int _find_variants(tileidx_t idx, int variant, vector<int> &out)
{
const int count = tile_dngn_count(idx);
out.reserve(count);
if (count == 1)
{
out.push_back(1);
return 1;
}
int total = 0;
int curr_prob = 0;
for (int i = 0; i < count; ++i)
{
int last_prob = curr_prob;
curr_prob = tile_dngn_probs(idx + i);
if (tile_dngn_dominoes(idx + i) == variant)
{
int weight = curr_prob - last_prob;
total += weight;
out.push_back(weight);
}
else
out.push_back(0);
}
if (!total)
{
out.clear();
out.push_back(tile_dngn_probs(idx));
for (int i = 1; i < count; ++i)
out.push_back(tile_dngn_probs(idx + i) - tile_dngn_probs(idx + i - 1));
return tile_dngn_probs(idx + count - 1);
}
return total;
}
tileidx_t pick_dngn_tile(tileidx_t idx, int value, int domino)
{
ASSERT_LESS(idx, TILE_DNGN_MAX);
static vector<int> weights;
weights.clear();
int total = _find_variants(idx, domino, weights);
if (weights.size() == 1)
return idx;
int rand = value % total;
for (size_t i = 0; i < weights.size(); ++i)
{
rand -= weights[i];
if (rand < 0)
return idx + i;
}
return idx;
}
static tileidx_t _pick_dngn_tile_multi(
const vector<pair<tileidx_t, int>>& candidates,
int rand)
{
int total = 0;
for (const pair<tileidx_t, int>& candidate : candidates)
total += candidate.second;
int rand1 = rand % total;
int rand2 = rand / total;
for (const pair<tileidx_t, int>& candidate : candidates)
{
if (rand1 < candidate.second)
{
// XXX: this should be for any animated tile
if (is_torch_tile(candidate.first))
return candidate.first;
return pick_dngn_tile(candidate.first, rand2, -1);
}
rand1 -= candidate.second;
}
// Should never reach this place
die("couldn't find tile");
}
static bool _same_door_at(dungeon_feature_type feat, const coord_def &gc)
{
const dungeon_feature_type door = env.grid(gc);
return door == feat
#if TAG_MAJOR_VERSION == 34
|| map_masked(gc, MMT_WAS_DOOR_MIMIC)
#endif
|| feat_is_closed_door(door)
&& feat_is_opaque(feat) == feat_is_opaque(door)
&& (feat_is_sealed(feat) || feat_is_sealed(door));
}
void tile_init_flavour(const coord_def &gc, const int domino)
{
if (!map_bounds(gc))
return;
uint32_t seed = you.birth_time + you.where_are_you +
(you.depth << 8) + (gc.x << 16) + (gc.y << 24);
int rand1 = hash_with_seed(INT_MAX, seed, 0);
int rand2 = hash_with_seed(INT_MAX, seed, 1);
if (!tile_env.flv(gc).floor)
{
tileidx_t floor_base = tile_env.default_flavour.floor;
int colour = env.grid_colours(gc);
if (colour)
floor_base = tile_dngn_coloured(floor_base, colour);
tile_env.flv(gc).floor = pick_dngn_tile(floor_base, rand1, domino);
}
else if (tile_env.flv(gc).floor != TILE_HALO_GRASS
&& tile_env.flv(gc).floor != TILE_HALO_GRASS2
&& tile_env.flv(gc).floor != TILE_HALO_VAULT
&& tile_env.flv(gc).floor != TILE_HALO_DIRT)
{
tile_env.flv(gc).floor = pick_dngn_tile(tile_env.flv(gc).floor, rand1);
}
if (!tile_env.flv(gc).wall)
{
if ((player_in_branch(BRANCH_DUNGEON) || player_in_branch(BRANCH_DEPTHS))
&& tile_env.default_flavour.wall == TILE_WALL_NORMAL)
{
vector<pair<tileidx_t, int>> tile_candidates;
if (player_in_branch(BRANCH_DEPTHS))
_get_depths_wall_tiles_by_depth(you.depth, tile_candidates);
else
_get_dungeon_wall_tiles_by_depth(you.depth, tile_candidates);
tile_env.flv(gc).wall = _pick_dngn_tile_multi(tile_candidates, rand2);
}
else
{
tileidx_t wall_base = tile_env.default_flavour.wall;
int colour = env.grid_colours(gc);
if (colour)
wall_base = tile_dngn_coloured(wall_base, colour);
tile_env.flv(gc).wall = pick_dngn_tile(wall_base, rand2);
}
}
else
tile_env.flv(gc).wall = pick_dngn_tile(tile_env.flv(gc).wall, rand2);
if (feat_is_stone_stair(env.grid(gc)))
{
const bool up = feat_stair_direction(env.grid(gc)) == CMD_GO_UPSTAIRS;
if (player_in_branch(BRANCH_SHOALS))
{
tile_env.flv(gc).feat = up ? TILE_DNGN_SHOALS_STAIRS_UP
: TILE_DNGN_SHOALS_STAIRS_DOWN;
}
else if (player_in_branch(BRANCH_VAULTS))
{
if (you.depth == branches[BRANCH_VAULTS].numlevels - 1 && !up)
tile_env.flv(gc).feat = TILE_DNGN_METAL_STAIRS_DOWN;
else if (you.depth == branches[BRANCH_VAULTS].numlevels && up)
tile_env.flv(gc).feat = TILE_DNGN_METAL_STAIRS_UP;
}
else if (player_in_branch(BRANCH_ZOT))
{
if (you.depth == branches[BRANCH_VAULTS].numlevels - 1 && !up)
tile_env.flv(gc).feat = TILE_DNGN_ZOT_STAIRS_DOWN;
else if (you.depth == branches[BRANCH_VAULTS].numlevels && up)
tile_env.flv(gc).feat = TILE_DNGN_ZOT_STAIRS_UP;
}
else if (player_in_branch(BRANCH_SLIME) && !you.royal_jelly_dead)
{
if (up)
tile_env.flv(gc).feat = TILE_DNGN_SLIMY_STAIRS_UP;
else
tile_env.flv(gc).feat = TILE_DNGN_SLIMY_STAIRS_DOWN;
}
}
if (feat_is_escape_hatch(env.grid(gc)) && player_in_branch(BRANCH_TOMB))
{
const bool up = feat_stair_direction(env.grid(gc)) == CMD_GO_UPSTAIRS;
tile_env.flv(gc).feat = up ? TILE_DNGN_ONE_WAY_STAIRS_UP
: TILE_DNGN_ONE_WAY_STAIRS_DOWN;
}
if (feat_is_door(env.grid(gc)))
{
// Check for gates.
bool door_left = _same_door_at(env.grid(gc), coord_def(gc.x - 1, gc.y));
bool door_right = _same_door_at(env.grid(gc), coord_def(gc.x + 1, gc.y));
bool door_up = _same_door_at(env.grid(gc), coord_def(gc.x, gc.y - 1));
bool door_down = _same_door_at(env.grid(gc), coord_def(gc.x, gc.y + 1));
if (door_left || door_right || door_up || door_down)
{
tileidx_t target;
if (door_left && door_right)
target = TILE_DNGN_GATE_CLOSED_MIDDLE;
else if (door_up && door_down)
target = TILE_DNGN_VGATE_CLOSED_MIDDLE;
else if (door_left)
target = TILE_DNGN_GATE_CLOSED_RIGHT;
else if (door_right)
target = TILE_DNGN_GATE_CLOSED_LEFT;
else if (door_up)
target = TILE_DNGN_VGATE_CLOSED_DOWN;
else
target = TILE_DNGN_VGATE_CLOSED_UP;
// NOTE: This requires that closed gates and open gates
// are positioned in the tile set relative to their
// door counterpart.
tile_env.flv(gc).special = target - TILE_DNGN_CLOSED_DOOR;
}
else
tile_env.flv(gc).special = 0;
}
else if (!tile_env.flv(gc).special)
tile_env.flv(gc).special = hash_with_seed(256, seed, 10);
}
enum SpecialIdx
{
SPECIAL_N = 0,
SPECIAL_NE = 1,
SPECIAL_E = 2,
SPECIAL_SE = 3,
SPECIAL_S = 4,
SPECIAL_SW = 5,
SPECIAL_W = 6,
SPECIAL_NW = 7,
SPECIAL_FULL = 8,
};
static int _jitter(SpecialIdx i)
{
return (i + random_range(-1, 1) + 8) % 8;
}
static bool _adjacent_target(dungeon_feature_type target, int x, int y)
{
for (adjacent_iterator ai(coord_def(x, y), false); ai; ++ai)
{
if (!map_bounds(*ai))
continue;
if (env.grid(*ai) == target)
return true;
}
return false;
}
void tile_floor_halo(dungeon_feature_type target, tileidx_t tile)
{
for (int x = 0; x < GXM; x++)
{
for (int y = 0; y < GYM; y++)
{
if (!feat_has_dry_floor(env.grid[x][y]))
continue;
if (!_adjacent_target(target, x, y))
continue;
bool l_flr = (x > 0 && feat_has_dry_floor(env.grid[x-1][y]));
bool r_flr = (x < GXM - 1 && feat_has_dry_floor(env.grid[x+1][y]));
bool u_flr = (y > 0 && feat_has_dry_floor(env.grid[x][y-1]));
bool d_flr = (y < GYM - 1 && feat_has_dry_floor(env.grid[x][y+1]));
bool l_target = _adjacent_target(target, x-1, y);
bool r_target = _adjacent_target(target, x+1, y);
bool u_target = _adjacent_target(target, x, y-1);
bool d_target = _adjacent_target(target, x, y+1);
// The special tiles contains part floor and part special, so
// if there are adjacent floor or special tiles, we should
// do our best to "connect" them appropriately. If there are
// are other tiles there (walls, doors, whatever...) then it
// doesn't matter.
bool l_nrm = (l_flr && !l_target);
bool r_nrm = (r_flr && !r_target);
bool u_nrm = (u_flr && !u_target);
bool d_nrm = (d_flr && !d_target);
bool l_spc = (l_flr && l_target);
bool r_spc = (r_flr && r_target);
bool u_spc = (u_flr && u_target);
bool d_spc = (d_flr && d_target);
if (l_nrm && r_nrm || u_nrm && d_nrm)
{
// Not much to do here...
tile_env.flv[x][y].floor = tile + SPECIAL_FULL;
}
else if (l_nrm)
{
if (u_nrm)
tile_env.flv[x][y].floor = tile + SPECIAL_NW;
else if (d_nrm)
tile_env.flv[x][y].floor = tile + SPECIAL_SW;
else if (u_spc && d_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_W;
else if (u_spc && r_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_SW;
else if (d_spc && r_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_NW;
else if (u_spc)
{
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_W : SPECIAL_SW);
}
else if (d_spc)
{
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_W : SPECIAL_NW);
}
else
tile_env.flv[x][y].floor = tile + _jitter(SPECIAL_W);
}
else if (r_nrm)
{
if (u_nrm)
tile_env.flv[x][y].floor = tile + SPECIAL_NE;
else if (d_nrm)
tile_env.flv[x][y].floor = tile + SPECIAL_SE;
else if (u_spc && d_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_E;
else if (u_spc && l_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_SE;
else if (d_spc && l_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_NE;
else if (u_spc)
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_E : SPECIAL_SE);
else if (d_spc)
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_E : SPECIAL_NE);
else
tile_env.flv[x][y].floor = tile + _jitter(SPECIAL_E);
}
else if (u_nrm)
{
if (r_spc && l_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_N;
else if (r_spc && d_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_NW;
else if (l_spc && d_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_NE;
else if (r_spc)
{
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_N : SPECIAL_NW);
}
else if (l_spc)
{
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_N : SPECIAL_NE);
}
else
tile_env.flv[x][y].floor = tile + _jitter(SPECIAL_N);
}
else if (d_nrm)
{
if (r_spc && l_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_S;
else if (r_spc && u_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_SW;
else if (l_spc && u_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_SE;
else if (r_spc)
{
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_S : SPECIAL_SW);
}
else if (l_spc)
{
tile_env.flv[x][y].floor = tile + (coinflip() ?
SPECIAL_S : SPECIAL_SE);
}
else
tile_env.flv[x][y].floor = tile + _jitter(SPECIAL_S);
}
else if (u_spc && d_spc)
{
// We know this value is already initialised and
// is necessarily in bounds.
tileidx_t t = tile_env.flv[x][y-1].floor - tile;
if (t == SPECIAL_NE || t == SPECIAL_E)
tile_env.flv[x][y].floor = tile + SPECIAL_E;
else if (t == SPECIAL_NW || t == SPECIAL_W)
tile_env.flv[x][y].floor = tile + SPECIAL_W;
else
tile_env.flv[x][y].floor = tile + SPECIAL_FULL;
}
else if (r_spc && l_spc)
{
// We know this value is already initialised and
// is necessarily in bounds.
tileidx_t t = tile_env.flv[x-1][y].floor - tile;
if (t == SPECIAL_NW || t == SPECIAL_N)
tile_env.flv[x][y].floor = tile + SPECIAL_N;
else if (t == SPECIAL_SW || t == SPECIAL_S)
tile_env.flv[x][y].floor = tile + SPECIAL_S;
else
tile_env.flv[x][y].floor = tile + SPECIAL_FULL;
}
else if (u_spc && l_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_SE;
else if (u_spc && r_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_SW;
else if (d_spc && l_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_NE;
else if (d_spc && r_spc)
tile_env.flv[x][y].floor = tile + SPECIAL_NW;
else
tile_env.flv[x][y].floor = tile + SPECIAL_FULL;
}
}
// Second pass for clean up. The only bad part about the above
// algorithm is that it could turn a block of floor like this:
//
// N4NN
// 3125
// NN6N
//
// (KEY: N = normal floor, # = special floor)
//
// Into these flavours:
// 1 - SPECIAL_S
// 2 - SPECIAL_N
// 3-6, not important
//
// Generally the tiles don't fit with a north to the right or left
// of a south tile. What we really want to do is to separate the
// two regions, by making 1 a SPECIAL_SE and 2 a SPECIAL_NW tile.
for (int y = 0; y < GYM - 1; ++y)
for (int x = 0; x < GXM - 1; ++x)
{
int this_spc = tile_env.flv[x][y].floor - tile;
if (this_spc < 0 || this_spc > 8)
continue;
if (this_spc != SPECIAL_N && this_spc != SPECIAL_S
&& this_spc != SPECIAL_E && this_spc != SPECIAL_W)
{
continue;
}
// TODO: these conditions are guaranteed?
int right_spc = x < GXM - 1 ? tile_env.flv[x+1][y].floor - tile
: int{SPECIAL_FULL};
int down_spc = y < GYM - 1 ? tile_env.flv[x][y+1].floor - tile
: int{SPECIAL_FULL};
if (this_spc == SPECIAL_N && right_spc == SPECIAL_S)
{
tile_env.flv[x][y].floor = tile + SPECIAL_NE;
tile_env.flv[x+1][y].floor = tile + SPECIAL_SW;
}
else if (this_spc == SPECIAL_S && right_spc == SPECIAL_N)
{
tile_env.flv[x][y].floor = tile + SPECIAL_SE;
tile_env.flv[x+1][y].floor = tile + SPECIAL_NW;
}
else if (this_spc == SPECIAL_E && down_spc == SPECIAL_W)
{
tile_env.flv[x][y].floor = tile + SPECIAL_SE;
tile_env.flv[x][y+1].floor = tile + SPECIAL_NW;
}
else if (this_spc == SPECIAL_W && down_spc == SPECIAL_E)
{
tile_env.flv[x][y].floor = tile + SPECIAL_NE;
tile_env.flv[x][y+1].floor = tile + SPECIAL_SW;
}
}
}
#ifdef USE_TILE
void tile_draw_map_cells()
{
if (crawl_state.game_is_arena())
for (rectangle_iterator ri(crawl_view.vgrdc, LOS_MAX_RANGE); ri; ++ri)
{
tile_draw_map_cell(*ri, true);
#ifdef USE_TILE_WEB
tiles.mark_for_redraw(*ri);
#endif
}
else
for (radius_iterator ri(you.pos(), LOS_NONE); ri; ++ri)
{
tile_draw_map_cell(*ri, true);
#ifdef USE_TILE_WEB
tiles.mark_for_redraw(*ri);
#endif
}
}
static tileidx_t _get_floor_bg(const coord_def& gc)
{
tileidx_t bg = TILE_DNGN_UNSEEN | tileidx_unseen_flag(gc);
if (map_bounds(gc))
{
bg = tileidx_feature_for_cache(gc);
if (is_unknown_stair(gc)
&& env.map_knowledge(gc).feat() != DNGN_ENTER_ZOT
&& !feat_is_hell_subbranch_exit(env.map_knowledge(gc).feat()))
{
bg |= TILE_FLAG_NEW_STAIR;
}
else if (is_unknown_transporter(gc))
bg |= TILE_FLAG_NEW_TRANSPORTER;
}
return bg;
}
void tile_draw_floor()
{
tile_env.icons.clear();
for (int cy = 0; cy < ENV_SHOW_DIAMETER; cy++)
for (int cx = 0; cx < ENV_SHOW_DIAMETER; cx++)
{
const coord_def ep(cx, cy);
const coord_def gc = show2grid(ep);
if (!you.see_cell(gc))
continue;
tileidx_t bg = _get_floor_bg(gc);
// init tiles
tile_env.bk_bg(gc) = bg;
tile_env.bk_fg(gc) = 0;
tile_env.bk_cloud(gc) = 0;
}
}
void tile_forget_map(const coord_def &gc)
{
tile_env.bk_fg(gc) = 0;
tile_env.bk_bg(gc) = 0;
tile_env.bk_cloud(gc) = 0;
// 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);
}
static void _tile_place_item(const coord_def &gc, const item_def &item,
bool more_items)
{
tileidx_t t = tileidx_item(item);
if (more_items)
t |= TILE_FLAG_S_UNDER;
tile_env.bk_fg(gc) = t;
if (item_needs_autopickup(item))
tile_env.bk_bg(gc) |= TILE_FLAG_CURSOR3;
}
static void _tile_place_item_marker(const coord_def &gc, const item_def &item)
{
tile_env.bk_fg(gc) = ((tileidx_t)tile_env.bk_fg(gc)) | TILE_FLAG_S_UNDER;
if (item_needs_autopickup(item))
tile_env.bk_bg(gc) |= TILE_FLAG_CURSOR3;
}
/**
* Place the tile for an unseen monster's disturbance.
*
* @param gc The disturbance's map position.
**/
static void _tile_place_invisible_monster(const coord_def &gc)
{
const map_cell& cell = env.map_knowledge(gc);
// Shallow water has its own modified tile for disturbances
// see tileidx_feature
// That tile is hidden by clouds though
if (cell.feat() != DNGN_SHALLOW_WATER || cell.cloud() != CLOUD_NONE)
tile_env.bk_fg(gc) = TILE_UNSEEN_MONSTER;
else
tile_env.bk_fg(gc) = 0;
if (env.map_knowledge(gc).item())
_tile_place_item_marker(gc, *env.map_knowledge(gc).item());
}
static void _tile_place_monster(const coord_def &gc, const monster_info& mon)
{
tileidx_t t = tileidx_monster(mon);
tileidx_t t0 = t & TILE_FLAG_MASK;
tileidx_t flag = t & (~TILE_FLAG_MASK);
if (mons_class_is_stationary(mon.type)
&& mon.type != MONS_TRAINING_DUMMY)
{
// If necessary add item brand.
if (env.map_knowledge(gc).item())
{
t |= TILE_FLAG_S_UNDER;
if (item_needs_autopickup(*env.map_knowledge(gc).item()))
tile_env.bk_bg(gc) |= TILE_FLAG_CURSOR3;
}
}
else
{
tileidx_t mcache_idx = mcache.register_monster(mon);
t = flag | (mcache_idx ? mcache_idx : t0);
}
tile_env.bk_fg(gc) = t;
if (!you.see_cell(gc))
return;
set<tileidx_t> status_icons = status_icons_for(mon);
if (!status_icons.empty())
tile_env.icons[gc] = std::move(status_icons);
// Add name tags.
if (!mons_class_gives_xp(mon.type))
return;
const tag_pref pref =
Options.tile_tag_pref == TAGPREF_AUTO
? ((crawl_state.game_is_tutorial() || crawl_state.game_is_hints())
? TAGPREF_TUTORIAL
: crawl_state.game_is_arena()
? TAGPREF_NAMED
: TAGPREF_ENEMY)
: Options.tile_tag_pref;
if (pref == TAGPREF_NONE)
return;
else if (pref == TAGPREF_TUTORIAL)
{
const int kills = you.kills.num_kills(mon);
const int limit = 0;
if (!mon.is_named() && kills > limit)
return;
}
else if (pref != TAGPREF_ALL && !mon.is_named())
return;
if (pref != TAGPREF_NAMED && pref != TAGPREF_ALL && mon.attitude == ATT_FRIENDLY)
return;
tiles.add_text_tag(TAG_NAMED_MONSTER, mon);
}
void tile_reset_fg(const coord_def &gc)
{
// remove autopickup cursor, it will be added back if necessary
tile_env.bk_bg(gc) &= ~TILE_FLAG_CURSOR3;
tile_draw_map_cell(gc, true);
tiles.update_minimap(gc);
}
static void _tile_place_cloud(const coord_def &gc, const cloud_info &cl)
{
tile_env.bk_cloud(gc) = tileidx_cloud(cl);
}
void tile_draw_map_cell(const coord_def& gc, bool foreground_only)
{
if (!foreground_only)
tile_env.bk_bg(gc) = _get_floor_bg(gc);
if (you.see_cell(gc))
tile_env.icons.erase(gc);
const map_cell& cell = env.map_knowledge(gc);
tile_env.bk_fg(gc) = 0;
if (cell.invisible_monster())
_tile_place_invisible_monster(gc);
else if (cell.monsterinfo())
_tile_place_monster(gc, *cell.monsterinfo());
else if (cell.item())
{
if (feat_is_stair(cell.feat()))
_tile_place_item_marker(gc, *cell.item());
else
_tile_place_item(gc, *cell.item(), (cell.flags & MAP_MORE_ITEMS) != 0);
}
// Always place clouds now they have their own layer
if (cell.cloud() != CLOUD_NONE)
_tile_place_cloud(gc, *cell.cloudinfo());
else
tile_env.bk_cloud(gc) = 0;
}
#ifndef USE_TILE_WEB
static bool _tile_has_cycling_misc_animation(tileidx_t tile)
{
if (!Options.tile_misc_anim)
return false;
// Wizlab entries, conduits, and harlequin traps both have spinning
// sequential cycle tile animations. The Jiyva altar, meanwhile, drips.
return tile == TILE_DNGN_PORTAL_WIZARD_LAB
|| tile == TILE_DNGN_EXIT_NECROPOLIS
|| tile == TILE_DNGN_ALTAR_JIYVA
|| tile == TILE_DNGN_TRAP_HARLEQUIN
|| tile >= TILE_ARCANE_CONDUIT && tile < TILE_DNGN_SARCOPHAGUS_SEALED
|| is_torch_tile(tile);
}
static bool _tile_has_random_misc_animation(tileidx_t tile)
{
if (!Options.tile_misc_anim)
return false;
// This includes branch / portal entries and exits, altars, runelights, and
// fountains in the first range, and some randomly-animated weighted
// vault statues in the second statues.
return tile >= TILE_DNGN_ENTER_ZOT_CLOSED && tile < TILE_DNGN_CACHE_OF_FRUIT
|| tile >= TILE_DNGN_SILVER_STATUE && tile < TILE_ARCANE_CONDUIT
|| tile >= TILE_WALL_STONE_CRACKLE_1 && tile <= TILE_WALL_STONE_CRACKLE_4;
}
#endif
// Updates the "flavour" of tiles that are animated.
// Unfortunately, these are all hard-coded for now.
void tile_apply_animations(tileidx_t bg, tile_flavour *flv)
{
#ifndef USE_TILE_WEB
tileidx_t bg_idx = bg & TILE_FLAG_MASK;
if (_tile_has_cycling_misc_animation(bg_idx))
flv->special = (flv->special + 1) % tile_dngn_count(bg_idx);
else if (bg_idx == TILE_DNGN_LAVA && Options.tile_water_anim)
{
// Lava tiles are four sets of four tiles (the second and fourth
// sets are the same). This cycles between the four sets, picking
// a random element from each set.
flv->special = ((flv->special - ((flv->special % 4)))
+ 4 + random2(4)) % tile_dngn_count(bg_idx);
}
else if (bg_idx > TILE_DNGN_LAVA && bg_idx < TILE_FLOOR_MAX
&& Options.tile_water_anim)
{
flv->special = random2(256);
}
else if (_tile_has_random_misc_animation(bg_idx))
flv->special = random2(256);
#else
UNUSED(bg, flv);
#endif
}
static bool _suppress_blood(tileidx_t bg_idx)
{
tileidx_t basetile = tile_dngn_basetile(bg_idx);
return is_torch_tile(basetile);
}
// If the top tile is a corpse, don't draw blood underneath.
static bool _top_item_is_corpse(const map_cell& mc)
{
const item_def* item = mc.item();
return item && item->is_type(OBJ_CORPSES, CORPSE_BODY);
}
static uint8_t _get_direction_index(const coord_def& delta)
{
if (delta.x == 0 && delta.y == 1) return 1;
if (delta.x == -1 && delta.y == 1) return 2;
if (delta.x == -1 && delta.y == 0) return 3;
if (delta.x == -1 && delta.y == -1) return 4;
if (delta.x == 0 && delta.y == -1) return 5;
if (delta.x == 1 && delta.y == -1) return 6;
if (delta.x == 1 && delta.y == 0) return 7;
if (delta.x == 1 && delta.y == 1) return 8;
return 0;
}
static unsigned int _pick_floor_tile(tileidx_t base_tile, coord_def gc)
{
unsigned int count = tile_dngn_count(base_tile);
uint32_t seed = you.where_are_you + (you.depth << 8)
+ (gc.x << 16) + (gc.y << 24);
unsigned int offset = hash_with_seed(count, seed, you.birth_time);
return base_tile + offset;
}
void tile_apply_properties(const coord_def &gc, packed_cell &cell)
{
if (is_excluded(gc))
{
if (is_exclude_root(gc))
cell.bg |= TILE_FLAG_EXCL_CTR;
else
cell.bg |= TILE_FLAG_TRAV_EXCL;
}
if (!map_bounds(gc))
return;
apply_variations(tile_env.flv(gc), &cell.bg, gc);
const map_cell& mc = env.map_knowledge(gc);
bool print_blood = true;
if (mc.flags & MAP_HALOED)
{
if (mc.flags & MAP_UMBRAED)
cell.halo = HALO_NONE;
else
cell.halo = HALO_RANGE;
}
else if (mc.flags & MAP_UMBRAED)
{
int num = HALO_UMBRA_LAST - HALO_UMBRA_FIRST + 1;
int variety = hash_with_seed(num, gc.y * GXM + gc.x, you.frame_no);
cell.halo = (halo_type)(HALO_UMBRA_FIRST + variety);
}
else
cell.halo = HALO_NONE;
if (mc.flags & MAP_LIQUEFIED)
cell.is_liquefied = true;
else if (print_blood && (feat_suppress_blood(mc.feat())
|| _suppress_blood((cell.bg) & TILE_FLAG_MASK)))
{
print_blood = false;
}
if (print_blood)
{
// Corpses have a blood puddle of their own.
if (mc.flags & MAP_BLOODY && !_top_item_is_corpse(mc))
{
cell.is_bloody = true;
cell.blood_rotation = mc.blood_rotation();
cell.old_blood = bool(mc.flags & MAP_OLD_BLOOD);
}
}
const dungeon_feature_type feat = mc.feat();
if (feat_is_water(feat) || feat == DNGN_LAVA)
cell.bg |= TILE_FLAG_WATER;
if ((mc.flags & MAP_SANCTUARY_1) || (mc.flags & MAP_SANCTUARY_2))
cell.is_sanctuary = true;
if (mc.flags & MAP_BLASPHEMY)
cell.is_blasphemy = true;
if (mc.flags & MAP_SILENCED)
cell.is_silenced = true;
if (feat == DNGN_MANGROVE)
cell.mangrove_water = true;
cell.awakened_forest = feat_is_tree(feat) && env.forest_awoken_until;
if (mc.flags & MAP_ORB_HALOED)
cell.orb_glow = get_orb_phase(gc) ? 2 : 1;
if (mc.flags & MAP_QUAD_HALOED)
cell.quad_glow = true;
if (mc.flags & MAP_DISJUNCT)
cell.disjunct = get_disjunct_phase(gc);
if (mc.flags & MAP_BFB_CORPSE)
cell.has_bfb_corpse = true;
if (you.on_current_level && you.rampage_hints.count(gc) > 0)
cell.bg |= TILE_FLAG_RAMPAGE;
if (Options.show_travel_trail)
{
int tt_idx = travel_trail_index(gc);
if (tt_idx >= 0 && tt_idx < (int) env.travel_trail.size() - 1)
{
if (tt_idx > 0)
{
coord_def delta = gc - env.travel_trail[tt_idx-1];
cell.travel_trail = _get_direction_index(delta);
}
if (tt_idx < (int) env.travel_trail.size() - 1)
{
coord_def delta = gc - env.travel_trail[tt_idx+1];
cell.travel_trail |= _get_direction_index(delta) << 4;
}
}
}
cell.flv = tile_env.flv(gc);
if (mc.flags & MAP_CORRODING && !feat_is_wall(feat))
cell.flv.floor = _pick_floor_tile(TILE_FLOOR_SLIME_ACIDIC, gc);
else if (mc.flags & MAP_ICY)
cell.flv.floor = _pick_floor_tile(TILE_FLOOR_ICY, gc);
else if ((env.pgrid(gc) & FPROP_SEISMOROCK) && you.see_cell(gc)
&& feat_has_dry_floor(env.grid(gc)))
{
// Use the id of the underlying tile to randomize the rock appearance.
// XXX: This doesn't look great when the underlying tile is animated.
tileidx_t tile = TILE_FLOOR_SEISMOROCK
+ cell.bg % tile_dngn_count(TILE_FLOOR_SEISMOROCK);
cell.add_overlay(tile);
}
}
#endif
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