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#include "AppHdr.h"
#ifdef USE_TILE
#include "tileview.h"
#include "areas.h"
#include "coord.h"
#include "coordit.h"
#include "env.h"
#include "fprop.h"
#include "items.h"
#include "kills.h"
#include "libutil.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "options.h"
#include "player.h"
#include "showsymb.h"
#include "stuff.h"
#include "terrain.h"
#include "tiledef-dngn.h"
#include "tilemcache.h"
#include "tilepick.h"
#include "traps.h"
#include "travel.h"
#include "viewgeom.h"
void tile_new_level(bool first_time)
{
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));
if (first_time)
tile_init_flavour();
if (!player_in_mappable_area() || first_time)
{
for (unsigned int x = 0; x < GXM; x++)
for (unsigned int y = 0; y < GYM; y++)
{
env.tile_bk_fg[x][y] = 0;
env.tile_bk_bg[x][y] = TILE_DNGN_UNSEEN;
}
}
// 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 = env.tile_bk_bg[x][y];
if (!(tile & TILE_FLAG_NEW_STAIR))
continue;
if (!is_unknown_stair(coord_def(x,y)))
env.tile_bk_bg[x][y] &= ~TILE_FLAG_NEW_STAIR;
}
}
void tile_init_default_flavour()
{
tile_default_flv(you.level_type, you.where_are_you, env.tile_default);
}
void tile_default_flv(level_area_type lev, branch_type br, tile_flavour &flv)
{
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
flv.special = 0;
if (lev == LEVEL_PANDEMONIUM)
{
flv.floor = TILE_FLOOR_TOMB;
switch (random2(7))
{
default:
case 0: flv.wall = TILE_WALL_ZOT_BLUE; break;
case 1: flv.wall = TILE_WALL_ZOT_RED; break;
case 2: flv.wall = TILE_WALL_ZOT_MAGENTA; break;
case 3: flv.wall = TILE_WALL_ZOT_GREEN; break;
case 4: flv.wall = TILE_WALL_ZOT_CYAN; break;
case 5: flv.wall = TILE_WALL_ZOT_YELLOW; break;
case 6: flv.wall = TILE_WALL_ZOT_WHITE; break;
}
if (one_chance_in(3))
flv.wall = TILE_WALL_FLESH;
if (one_chance_in(3))
flv.floor = TILE_FLOOR_NERVES;
return;
}
else if (lev == LEVEL_ABYSS)
{
flv.floor = TILE_FLOOR_NERVES;
switch (random2(6))
{
default:
case 0: flv.wall = TILE_WALL_HIVE; break;
case 1: flv.wall = TILE_WALL_PEBBLE_RED; break;
case 2: flv.wall = TILE_WALL_SLIME; break;
case 3: flv.wall = TILE_WALL_ICE; break;
case 4: flv.wall = TILE_WALL_HALL; break;
case 5: flv.wall = TILE_WALL_UNDEAD; break;
}
return;
}
else if (lev == LEVEL_LABYRINTH)
{
flv.wall = TILE_WALL_UNDEAD;
flv.floor = TILE_FLOOR_TOMB;
return;
}
else if (lev == LEVEL_PORTAL_VAULT)
{
// These should be handled in the respective lua files.
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
return;
}
switch (br)
{
case BRANCH_MAIN_DUNGEON:
flv.wall = TILE_WALL_NORMAL;
flv.floor = TILE_FLOOR_NORMAL;
return;
case BRANCH_HIVE:
flv.wall = TILE_WALL_HIVE;
flv.floor = TILE_FLOOR_HIVE;
return;
case BRANCH_VAULTS:
flv.wall = TILE_WALL_VAULT;
flv.floor = TILE_FLOOR_VAULT;
return;
case BRANCH_ECUMENICAL_TEMPLE:
flv.wall = TILE_WALL_VINES;
flv.floor = TILE_FLOOR_VINES;
return;
case BRANCH_ELVEN_HALLS:
case BRANCH_HALL_OF_BLADES:
flv.wall = TILE_WALL_HALL;
flv.floor = TILE_FLOOR_HALL;
return;
case BRANCH_TARTARUS:
case BRANCH_CRYPT:
case BRANCH_VESTIBULE_OF_HELL:
flv.wall = TILE_WALL_UNDEAD;
flv.floor = TILE_FLOOR_TOMB;
return;
case BRANCH_TOMB:
flv.wall = TILE_WALL_TOMB;
flv.floor = TILE_FLOOR_TOMB;
return;
case BRANCH_DIS:
flv.wall = TILE_WALL_ZOT_CYAN;
flv.floor = TILE_FLOOR_TOMB;
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_ICE;
return;
case BRANCH_ORCISH_MINES:
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_PITS:
flv.wall = TILE_WALL_SLIME;
flv.floor = TILE_FLOOR_SLIME;
return;
case BRANCH_SNAKE_PIT:
flv.wall = TILE_WALL_SNAKE;
flv.floor = TILE_FLOOR_SNAKE;
return;
case BRANCH_SWAMP:
flv.wall = TILE_WALL_SWAMP;
flv.floor = TILE_FLOOR_SWAMP;
return;
case BRANCH_SHOALS:
flv.wall = TILE_WALL_YELLOW_ROCK;
flv.floor = TILE_FLOOR_SAND_STONE;
return;
case BRANCH_HALL_OF_ZOT:
flv.wall = TILE_WALL_ZOT_YELLOW;
flv.floor = TILE_FLOOR_TOMB;
return;
case NUM_BRANCHES:
break;
}
}
void tile_clear_flavour()
{
for (rectangle_iterator ri(0); ri; ++ri)
{
env.tile_flv(*ri).floor = 0;
env.tile_flv(*ri).wall = 0;
env.tile_flv(*ri).special = 0;
env.tile_flv(*ri).feat = 0;
}
}
// 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()
{
for (rectangle_iterator ri(0); ri; ++ri)
tile_init_flavour(*ri);
}
static tileidx_t _pick_random_dngn_tile(tileidx_t idx, int value = -1)
{
ASSERT(idx >= 0 && idx < TILE_DNGN_MAX);
const int count = tile_dngn_count(idx);
if (count == 1)
return (idx);
const int total = tile_dngn_probs(idx + count - 1);
const int rand = (value == -1 ? random2(total) : value % total);
for (int i = 0; i < count; ++i)
{
tileidx_t curr = idx + i;
if (rand < tile_dngn_probs(curr))
return (curr);
}
return (idx);
}
void tile_init_flavour(const coord_def &gc)
{
if (!map_bounds(gc))
return;
if (!env.tile_flv(gc).floor)
{
tileidx_t floor_base = env.tile_default.floor;
int colour = env.grid_colours(gc);
if (colour)
floor_base = tile_dngn_coloured(floor_base, colour);
env.tile_flv(gc).floor = _pick_random_dngn_tile(floor_base);
}
if (!env.tile_flv(gc).wall)
{
tileidx_t wall_base = env.tile_default.wall;
int colour = env.grid_colours(gc);
if (colour)
wall_base = tile_dngn_coloured(wall_base, colour);
env.tile_flv(gc).wall = _pick_random_dngn_tile(wall_base);
}
if (feat_is_door(grd(gc)))
{
// Check for horizontal gates.
const coord_def left(gc.x - 1, gc.y);
const coord_def right(gc.x + 1, gc.y);
bool door_left = (grd(left) == grd(gc));
bool door_right = (grd(right) == grd(gc));
if (door_left || door_right)
{
tileidx_t target;
if (door_left && door_right)
target = TILE_DNGN_GATE_CLOSED_MIDDLE;
else if (door_left)
target = TILE_DNGN_GATE_CLOSED_RIGHT;
else
target = TILE_DNGN_GATE_CLOSED_LEFT;
// NOTE: This requires that closed gates and open gates
// are positioned in the tile set relative to their
// door counterpart.
env.tile_flv(gc).special = target - TILE_DNGN_CLOSED_DOOR;
}
else
env.tile_flv(gc).special = 0;
}
else if (feat_is_secret_door(grd(gc)))
env.tile_flv(gc).special = 0;
else if (!env.tile_flv(gc).special)
env.tile_flv(gc).special = random2(256);
}
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 (int i = -1; i <= 1; i++)
for (int j = -1; j <= 1; j++)
{
if (!map_bounds(x+i, y+j))
continue;
if (grd[x+i][y+j] == 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 (grd[x][y] < DNGN_FLOOR_MIN)
continue;
if (!_adjacent_target(target, x, y))
continue;
bool l_flr = (x > 0) ? grd[x-1][y] >= DNGN_FLOOR_MIN : false;
bool r_flr = (x < GXM - 1) ? grd[x+1][y] >= DNGN_FLOOR_MIN : false;
bool u_flr = (y > 0) ? grd[x][y-1] >= DNGN_FLOOR_MIN : false;
bool d_flr = (y < GYM - 1) ? grd[x][y+1] >= DNGN_FLOOR_MIN : false;
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...
env.tile_flv[x][y].floor = tile + SPECIAL_FULL;
}
else if (l_nrm)
{
if (u_nrm)
env.tile_flv[x][y].floor = tile + SPECIAL_NW;
else if (d_nrm)
env.tile_flv[x][y].floor = tile + SPECIAL_SW;
else if (u_spc && d_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_W;
else if (u_spc && r_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_SW;
else if (d_spc && r_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_NW;
else if (u_spc)
{
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_W : SPECIAL_SW);
}
else if (d_spc)
{
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_W : SPECIAL_NW);
}
else
env.tile_flv[x][y].floor = tile + _jitter(SPECIAL_W);
}
else if (r_nrm)
{
if (u_nrm)
env.tile_flv[x][y].floor = tile + SPECIAL_NE;
else if (d_nrm)
env.tile_flv[x][y].floor = tile + SPECIAL_SE;
else if (u_spc && d_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_E;
else if (u_spc && l_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_SE;
else if (d_spc && l_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_NE;
else if (u_spc)
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_E : SPECIAL_SE);
else if (d_spc)
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_E : SPECIAL_NE);
else
env.tile_flv[x][y].floor = tile + _jitter(SPECIAL_E);
}
else if (u_nrm)
{
if (r_spc && l_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_N;
else if (r_spc && d_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_NW;
else if (l_spc && d_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_NE;
else if (r_spc)
{
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_N : SPECIAL_NW);
}
else if (l_spc)
{
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_N : SPECIAL_NE);
}
else
env.tile_flv[x][y].floor = tile + _jitter(SPECIAL_N);
}
else if (d_nrm)
{
if (r_spc && l_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_S;
else if (r_spc && u_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_SW;
else if (l_spc && u_spc)
env.tile_flv[x][y].floor = tile + SPECIAL_SE;
else if (r_spc)
{
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_S : SPECIAL_SW);
}
else if (l_spc)
{
env.tile_flv[x][y].floor = tile + (coinflip() ?
SPECIAL_S : SPECIAL_SE);
}
else
env.tile_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 = env.tile_flv[x][y-1].floor - tile;
if (t == SPECIAL_NE || t == SPECIAL_E)
env.tile_flv[x][y].floor = tile + SPECIAL_E;
else if (t == SPECIAL_NW || t == SPECIAL_W)
env.tile_flv[x][y].floor = tile + SPECIAL_W;
else
env.tile_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 = env.tile_flv[x-1][y].floor - tile;
if (t == SPECIAL_NW || t == SPECIAL_N)
env.tile_flv[x][y].floor = tile + SPECIAL_N;
else if (t == SPECIAL_SW || t == SPECIAL_S)
env.tile_flv[x][y].floor = tile + SPECIAL_S;
else
env.tile_flv[x][y].floor = tile + SPECIAL_FULL;
}
else if (u_spc && l_spc)
{
env.tile_flv[x][y].floor = tile + SPECIAL_SE;
}
else if (u_spc && r_spc)
{
env.tile_flv[x][y].floor = tile + SPECIAL_SW;
}
else if (d_spc && l_spc)
{
env.tile_flv[x][y].floor = tile + SPECIAL_NE;
}
else if (d_spc && r_spc)
{
env.tile_flv[x][y].floor = tile + SPECIAL_NW;
}
else
{
env.tile_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 = env.tile_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;
}
int right_spc = x < GXM - 1 ? env.tile_flv[x+1][y].floor - tile
: SPECIAL_FULL;
int down_spc = y < GYM - 1 ? env.tile_flv[x][y+1].floor - tile
: SPECIAL_FULL;
if (this_spc == SPECIAL_N && right_spc == SPECIAL_S)
{
env.tile_flv[x][y].floor = tile + SPECIAL_NE;
env.tile_flv[x+1][y].floor = tile + SPECIAL_SW;
}
else if (this_spc == SPECIAL_S && right_spc == SPECIAL_N)
{
env.tile_flv[x][y].floor = tile + SPECIAL_SE;
env.tile_flv[x+1][y].floor = tile + SPECIAL_NW;
}
else if (this_spc == SPECIAL_E && down_spc == SPECIAL_W)
{
env.tile_flv[x][y].floor = tile + SPECIAL_SE;
env.tile_flv[x][y+1].floor = tile + SPECIAL_NW;
}
else if (this_spc == SPECIAL_W && down_spc == SPECIAL_E)
{
env.tile_flv[x][y].floor = tile + SPECIAL_NE;
env.tile_flv[x][y+1].floor = tile + SPECIAL_SW;
}
}
}
void tile_draw_floor()
{
for (int cy = 0; cy < env.tile_fg.height(); cy++)
for (int cx = 0; cx < env.tile_fg.width(); cx++)
{
const coord_def ep(cx, cy);
const coord_def gc = show2grid(ep);
tileidx_t bg = TILE_DNGN_UNSEEN | tileidx_unseen_flag(gc);
if (you.see_cell(gc))
{
bg = tileidx_feature(gc);
dungeon_feature_type feat = grid_appearance(gc);
if (feat == DNGN_DETECTED_SECRET_DOOR)
bg |= TILE_FLAG_WAS_SECRET;
else if (is_unknown_stair(gc))
bg |= TILE_FLAG_NEW_STAIR;
}
// init tiles
env.tile_bg(ep) = bg;
env.tile_fg(ep) = 0;
}
}
// Called from item() in view.cc
void tile_place_item(const coord_def &gc, const item_def &item)
{
tileidx_t t = tileidx_item(item);
if (item.link != NON_ITEM)
t |= TILE_FLAG_S_UNDER;
env.tile_fg(gc) = t;
if (item_needs_autopickup(item))
env.tile_bg(gc) |= TILE_FLAG_CURSOR3;
}
// Called from item() in view.cc
void tile_place_item_marker(const coord_def &gc, const item_def &item)
{
env.tile_fg(gc) |= TILE_FLAG_S_UNDER;
if (item_needs_autopickup(item))
env.tile_bg(gc) |= TILE_FLAG_CURSOR3;
}
// Called from show_def::_update_monster() in show.cc
void tile_place_monster(const coord_def &gc, const monsters *mon)
{
if (!mon)
return;
const coord_def ep = view2show(grid2view(gc));
tileidx_t t = tileidx_monster(mon);
tileidx_t t0 = t & TILE_FLAG_MASK;
tileidx_t flag = t & (~TILE_FLAG_MASK);
if (mons_is_mimic(mon->type))
{
if (!mons_is_known_mimic(mon))
{
// If necessary add item brand.
if (you.visible_igrd(gc) != NON_ITEM)
t |= TILE_FLAG_S_UNDER;
if (item_needs_autopickup(get_mimic_item(mon)))
env.tile_bg(ep) |= TILE_FLAG_CURSOR3;
}
}
else if (mons_is_stationary(mon))
{
// If necessary add item brand.
if (you.visible_igrd(gc) != NON_ITEM)
t |= TILE_FLAG_S_UNDER;
}
else
{
tileidx_t mcache_idx = mcache.register_monster(mon);
t = flag | (mcache_idx ? mcache_idx : t0);
}
// Add name tags.
env.tile_fg(ep) = t;
if (!mon->visible_to(&you)
|| mons_is_lurking(mon)
|| mons_is_unknown_mimic(mon)
|| mons_class_flag(mon->type, M_NO_EXP_GAIN))
{
return;
}
const tag_pref pref = Options.tile_tag_pref;
if (pref == TAGPREF_NONE)
return;
else if (pref == TAGPREF_TUTORIAL)
{
const long kills = you.kills->num_kills(mon);
const int limit = 0;
if (!mon->is_named() && kills > limit)
return;
}
else if (!mon->is_named())
return;
if (pref != TAGPREF_NAMED && mon->friendly())
return;
// HACK. Names cover up pan demons in a weird way.
if (mon->type == MONS_PANDEMONIUM_DEMON)
return;
tiles.add_text_tag(TAG_NAMED_MONSTER, mon);
}
void tile_place_cloud(const coord_def &gc, const cloud_struct &cl)
{
// In the Shoals, ink is handled differently. (jpeg)
// I'm not sure it is even possible anywhere else, but just to be safe...
if (cl.type != CLOUD_INK || !player_in_branch(BRANCH_SHOALS))
env.tile_fg(gc) = tileidx_cloud(cl);
}
unsigned int num_tile_rays = 0;
struct tile_ray
{
coord_def ep;
bool in_range;
};
FixedVector<tile_ray, 30> tile_ray_vec;
void tile_place_ray(const coord_def &gc, bool in_range)
{
// Record rays for later. The curses version just applies
// rays directly to the screen. The tiles version doesn't have
// (nor want) such direct access. So, it batches up all of the
// rays and applies them in viewwindow(...).
if (num_tile_rays < tile_ray_vec.size() - 1)
{
tile_ray_vec[num_tile_rays].in_range = in_range;
tile_ray_vec[num_tile_rays++].ep = view2show(grid2view(gc));
}
}
void tile_draw_rays(bool reset_count)
{
for (unsigned int i = 0; i < num_tile_rays; i++)
{
tileidx_t flag = tile_ray_vec[i].in_range ? TILE_FLAG_RAY
: TILE_FLAG_RAY_OOR;
env.tile_bg(tile_ray_vec[i].ep) |= flag;
}
if (reset_count)
num_tile_rays = 0;
}
void tile_wizmap_terrain(const coord_def &gc)
{
env.tile_bk_bg(gc) = tileidx_feature(gc);
}
// 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)
{
tileidx_t bg_idx = bg & TILE_FLAG_MASK;
if (bg_idx >= TILE_DNGN_LAVA && bg_idx < TILE_BLOOD)
{
flv->special = random2(256);
}
else if (bg_idx == TILE_DNGN_PORTAL_WIZARD_LAB
|| bg_idx == TILE_DNGN_ALTAR_CHEIBRIADOS)
{
flv->special = (flv->special + 1) % tile_dngn_count(bg_idx);
}
else if (bg_idx == TILE_WALL_NORMAL
&& flv->wall >= TILE_WALL_BRICK_TORCH_START
&& flv->wall <= TILE_WALL_BRICK_TORCH_END)
{
flv->wall += 1;
if (flv->wall > TILE_WALL_BRICK_TORCH_END)
flv->wall = TILE_WALL_BRICK_TORCH_START;
}
}
static bool _suppress_blood(const coord_def pos)
{
if (!you.see_cell(pos))
return (true);
const dungeon_feature_type feat = grd(pos);
if (feat == DNGN_TREE)
return (true);
if (feat >= DNGN_FOUNTAIN_BLUE && feat <= DNGN_PERMADRY_FOUNTAIN)
return (true);
if (feat_is_altar(feat))
return (true);
if (feat_stair_direction(feat) != CMD_NO_CMD)
return (true);
const trap_def *trap = find_trap(pos);
if (trap && trap->type == TRAP_SHAFT && trap->is_known())
return (true);
return (false);
}
// Specifically for vault-overwritten doors. We have three "sets" of tiles that
// can be dealt with. The tile sets should be 2, 3, 8 and 9 respectively. They
// are:
// 2. Closed, open.
// 3. Detected, closed, open.
// 8. Closed, open, gate left closed, gate middle closed, gate right closed,
// gate left open, gate middle open, gate right open.
// 9. Detected, closed, open, gate left closed, gate middle closed, gate right
// closed, gate left open, gate middle open, gate right open.
static int _get_door_offset (tileidx_t base_tile, bool opened = false,
bool detected = false, int gateway_type = 0)
{
int count = tile_dngn_count(base_tile);
if (count == 1)
return 0;
// The location of the default "closed" tile.
int offset = 0;
switch (count)
{
case 2:
return ((opened) ? 1: 0);
case 3:
if (opened)
return 2;
else if (detected)
return 0;
else
return 1;
case 8:
// But is BASE_TILE for others.
offset = 0;
break;
case 9:
// It's located at BASE_TILE+1 for tile sets with detected doors
offset = 1;
break;
default:
// Passed a non-door tile base, pig out now.
ASSERT(false);
}
// If we've reached this point, we're dealing with a gate.
// Don't believe gateways deal differently with detection.
if (detected)
return 0;
if (!opened && !detected && gateway_type == 0)
return 0;
return offset + gateway_type;
}
static inline void _apply_variations(const tile_flavour &flv, tileidx_t *bg)
{
tileidx_t orig = (*bg) & TILE_FLAG_MASK;
tileidx_t flag = (*bg) & (~TILE_FLAG_MASK);
// TODO enne - expose this as an option, so ziggurat can use it too.
// Alternatively, allow the stone type to be set.
//
// Hack: Swap rock/stone in crypt and tomb, because there are
// only stone walls.
if ((you.where_are_you == BRANCH_CRYPT || you.where_are_you == BRANCH_TOMB)
&& orig == TILE_DNGN_STONE_WALL)
{
orig = TILE_WALL_NORMAL;
}
if (orig == TILE_FLOOR_NORMAL)
*bg = flv.floor;
else if (orig == TILE_WALL_NORMAL)
*bg = flv.wall;
else if (orig == TILE_DNGN_CLOSED_DOOR || orig == TILE_DNGN_OPEN_DOOR)
{
tileidx_t override = flv.feat;
// Setting an override on a door specifically for undetected secret
// doors causes issues if there are a number of variants for that tile.
// In these instances, append "last_tile" and have the tile specifier
// for the door in question on its own line, and it should bypass any
// asserts or weird visual issues. Somewhat hackish. The following code
// assumes that if there is an override on a door location and that
// has no variations, that the override is not actually a door tile but
// the aforementioned secret door thing. {due}
if (override && tile_dngn_count(override) > 1)
{
// XXX: This doesn't deal properly with detected doors.
bool opened = (orig == TILE_DNGN_OPEN_DOOR);
int offset = _get_door_offset(override, opened, false, flv.special);
*bg = override + offset;
}
else
*bg = orig + std::min((int)flv.special, 3);
}
else if (orig == TILE_DNGN_PORTAL_WIZARD_LAB
|| orig == TILE_DNGN_ALTAR_CHEIBRIADOS)
{
*bg = orig + flv.special % tile_dngn_count(orig);
}
else if (orig < TILE_DNGN_MAX)
{
*bg = _pick_random_dngn_tile(orig, flv.special);
}
*bg |= flag;
}
void tile_apply_properties(const coord_def &gc, tileidx_t *fg,
tileidx_t *bg)
{
if (is_excluded(gc))
{
if (is_exclude_root(gc))
*bg |= TILE_FLAG_EXCL_CTR;
else
*bg |= TILE_FLAG_TRAV_EXCL;
}
if (!map_bounds(gc))
return;
_apply_variations(env.tile_flv(gc), bg);
bool print_blood = true;
if (haloed(gc))
{
monsters *mon = monster_at(gc);
if (you.see_cell(gc) && mon)
{
if (!mons_class_flag(mon->type, M_NO_EXP_GAIN)
&& (!mons_is_mimic(mon->type)
|| testbits(mon->flags, MF_KNOWN_MIMIC)))
{
*bg |= TILE_FLAG_HALO;
print_blood = false;
}
}
}
if (print_blood && _suppress_blood(gc))
print_blood = false;
// Mold has the same restrictions as blood
// but mold takes precendence over blood.
if (print_blood)
{
if (is_moldy(gc))
*bg |= TILE_FLAG_MOLD;
else if (is_bloodcovered(gc))
*bg |= TILE_FLAG_BLOOD;
}
const dungeon_feature_type feat = grd(gc);
if (feat_is_water(feat) || feat == DNGN_LAVA)
*bg |= TILE_FLAG_WATER;
if (is_sanctuary(gc))
*bg |= TILE_FLAG_SANCTUARY;
if (silenced(gc))
*bg |= TILE_FLAG_SILENCED;
}
void tile_clear_map(const coord_def& gc)
{
env.tile_bk_fg(gc) = 0;
tiles.update_minimap(gc);
}
void tile_forget_map(const coord_def &gc)
{
env.tile_bk_fg(gc) = 0;
env.tile_bk_bg(gc) = 0;
tiles.update_minimap(gc);
}
#endif
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