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/* File: cave.c */
/* Purpose: low level dungeon routines -BEN- */
#include "angband.h"
/*
* Support for Adam Bolt's tileset, lighting and transparency effects
* by Robert Ruehlmann (rr9@angband.org)
*/
/*
* Approximate Distance between two points.
*
* When either the X or Y component dwarfs the other component,
* this function is almost perfect, and otherwise, it tends to
* over-estimate about one grid per fifteen grids of distance.
*
* Algorithm: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2
*/
int distance(int y1, int x1, int y2, int x2)
{
int dy, dx, d;
/* Find the absolute y/x distance components */
dy = (y1 > y2) ? (y1 - y2) : (y2 - y1);
dx = (x1 > x2) ? (x1 - x2) : (x2 - x1);
/* Hack -- approximate the distance */
d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
/* Return the distance */
return (d);
}
/*
* Returns TRUE if a grid is considered to be a wall for the purpose
* of magic mapping / clairvoyance
*/
static bool is_wall(cave_type *c_ptr)
{
byte feat;
/* Handle feature mimics */
if (c_ptr->mimic) feat = c_ptr->mimic;
else feat = c_ptr->feat;
/* Paranoia */
if (feat >= max_f_idx) return FALSE;
/* Vanilla floors and doors aren't considered to be walls */
if (feat < FEAT_SECRET) return FALSE;
/* Exception #1: a glass wall is a wall but doesn't prevent LOS */
if (feat == FEAT_GLASS_WALL) return FALSE;
/* Exception #2: an illusion wall is not a wall but obstructs view */
if (feat == FEAT_ILLUS_WALL) return TRUE;
/* Exception #3: a small tree is a floor but obstructs view */
if (feat == FEAT_SMALL_TREES) return TRUE;
/* Normal cases: use the WALL flag in f_info.txt */
return (f_info[feat].flags1 & FF1_WALL) ? TRUE : FALSE;
}
/*
* A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
* 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
*
* Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).
*
* The LOS begins at the center of the tile (x1,y1) and ends at the center of
* the tile (x2,y2). If los() is to return TRUE, all of the tiles this line
* passes through must be floor tiles, except for (x1,y1) and (x2,y2).
*
* We assume that the "mathematical corner" of a non-floor tile does not
* block line of sight.
*
* Because this function uses (short) ints for all calculations, overflow may
* occur if dx and dy exceed 90.
*
* Once all the degenerate cases are eliminated, the values "qx", "qy", and
* "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that
* we can use integer arithmetic.
*
* We travel from start to finish along the longer axis, starting at the border
* between the first and second tiles, where the y offset = .5 * slope, taking
* into account the scale factor. See below.
*
* Also note that this function and the "move towards target" code do NOT
* share the same properties. Thus, you can see someone, target them, and
* then fire a bolt at them, but the bolt may hit a wall, not them. However,
* by clever choice of target locations, you can sometimes throw a "curve".
*
* Note that "line of sight" is not "reflexive" in all cases.
*
* Use the "projectable()" routine to test "spell/missile line of sight".
*
* Use the "update_view()" function to determine player line-of-sight.
*/
bool los(int y1, int x1, int y2, int x2)
{
/* Delta */
int dx, dy;
/* Absolute */
int ax, ay;
/* Signs */
int sx, sy;
/* Fractions */
int qx, qy;
/* Scanners */
int tx, ty;
/* Scale factors */
int f1, f2;
/* Slope, or 1/Slope, of LOS */
int m;
/* Extract the offset */
dy = y2 - y1;
dx = x2 - x1;
/* Extract the absolute offset */
ay = ABS(dy);
ax = ABS(dx);
/* Handle adjacent (or identical) grids */
if ((ax < 2) && (ay < 2)) return (TRUE);
/* Paranoia -- require "safe" origin */
/* if (!in_bounds(y1, x1)) return (FALSE); */
/* Directly South/North */
if (!dx)
{
/* South -- check for walls */
if (dy > 0)
{
for (ty = y1 + 1; ty < y2; ty++)
{
if (!cave_sight_bold(ty, x1)) return (FALSE);
}
}
/* North -- check for walls */
else
{
for (ty = y1 - 1; ty > y2; ty--)
{
if (!cave_sight_bold(ty, x1)) return (FALSE);
}
}
/* Assume los */
return (TRUE);
}
/* Directly East/West */
if (!dy)
{
/* East -- check for walls */
if (dx > 0)
{
for (tx = x1 + 1; tx < x2; tx++)
{
if (!cave_sight_bold(y1, tx)) return (FALSE);
}
}
/* West -- check for walls */
else
{
for (tx = x1 - 1; tx > x2; tx--)
{
if (!cave_sight_bold(y1, tx)) return (FALSE);
}
}
/* Assume los */
return (TRUE);
}
/* Extract some signs */
sx = (dx < 0) ? -1 : 1;
sy = (dy < 0) ? -1 : 1;
/* Vertical "knights" */
if (ax == 1)
{
if (ay == 2)
{
if (cave_sight_bold(y1 + sy, x1)) return (TRUE);
}
}
/* Horizontal "knights" */
else if (ay == 1)
{
if (ax == 2)
{
if (cave_sight_bold(y1, x1 + sx)) return (TRUE);
}
}
/* Calculate scale factor div 2 */
f2 = (ax * ay);
/* Calculate scale factor */
f1 = f2 << 1;
/* Travel horizontally */
if (ax >= ay)
{
/* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */
qy = ay * ay;
m = qy << 1;
tx = x1 + sx;
/* Consider the special case where slope == 1. */
if (qy == f2)
{
ty = y1 + sy;
qy -= f1;
}
else
{
ty = y1;
}
/* Note (below) the case (qy == f2), where */
/* the LOS exactly meets the corner of a tile. */
while (x2 - tx)
{
if (!cave_sight_bold(ty, tx)) return (FALSE);
qy += m;
if (qy < f2)
{
tx += sx;
}
else if (qy > f2)
{
ty += sy;
if (!cave_sight_bold(ty, tx)) return (FALSE);
qy -= f1;
tx += sx;
}
else
{
ty += sy;
qy -= f1;
tx += sx;
}
}
}
/* Travel vertically */
else
{
/* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */
qx = ax * ax;
m = qx << 1;
ty = y1 + sy;
if (qx == f2)
{
tx = x1 + sx;
qx -= f1;
}
else
{
tx = x1;
}
/* Note (below) the case (qx == f2), where */
/* the LOS exactly meets the corner of a tile. */
while (y2 - ty)
{
if (!cave_sight_bold(ty, tx)) return (FALSE);
qx += m;
if (qx < f2)
{
ty += sy;
}
else if (qx > f2)
{
tx += sx;
if (!cave_sight_bold(ty, tx)) return (FALSE);
qx -= f1;
ty += sy;
}
else
{
tx += sx;
qx -= f1;
ty += sy;
}
}
}
/* Assume los */
return (TRUE);
}
/*
* Returns true if the player's grid is dark
*/
bool no_lite(void)
{
return (!player_can_see_bold(p_ptr->py, p_ptr->px));
}
/*
* Determine if a given location may be "destroyed"
*
* Used by destruction spells, and for placing stairs, etc.
*/
bool cave_valid_bold(int y, int x)
{
cave_type *c_ptr = &cave[y][x];
s16b this_o_idx, next_o_idx = 0;
/* Forbid perma-grids */
if (cave_perma_grid(c_ptr)) return (FALSE);
/* Check objects */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type * o_ptr;
/* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Forbid artifact grids */
if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE);
}
/* Accept */
return (TRUE);
}
/*
* Hack -- Legal monster codes
*/
static cptr image_monster_hack = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
/*
* Hack -- Legal monster codes for IBM pseudo-graphics
*
* Dropped. Although this option has long left unmaintained, hardcoding
* code points makes it impossible to update the font and prf files
* flexibly. And the normal graphics code still works with it -- pelpel
*/
/*
* Mega-Hack -- Hallucinatory monster
*/
static void image_monster(byte *ap, char *cp)
{
int n;
switch (graphics_mode)
{
/* Text mode */
case GRAPHICS_NONE:
{
n = strlen(image_monster_hack);
/* Random symbol from set above */
*cp = (image_monster_hack[rand_int(n)]);
/* Random color */
*ap = randint(15);
break;
}
/* Normal graphics */
default:
{
/* Avoid player ghost */
n = randint(max_r_idx);
*cp = r_info[n].x_char;
*ap = r_info[n].x_attr;
break;
}
}
}
/*
* Hack -- Legal object codes
*/
static cptr image_object_hack = "?/|\\\"!$()_-=[]{},~";
/*
* Hardcoded IBM pseudo-graphics code points have been removed
* for the same reason as stated above -- pelpel
*/
/*
* Mega-Hack -- Hallucinatory object
*/
static void image_object(byte *ap, char *cp)
{
int n;
switch (graphics_mode)
{
/* Text mode */
case GRAPHICS_NONE:
{
n = strlen(image_object_hack);
/* Random symbol from set above */
*cp = (image_object_hack[rand_int(n)]);
/* Random color */
*ap = randint(15);
/* Done */
break;
}
/* Normal graphics */
default:
{
n = randint(max_k_idx - 1);
*cp = k_info[n].x_char;
*ap = k_info[n].x_attr;
break;
}
}
}
/*
* Hack -- Random hallucination
*/
static void image_random(byte *ap, char *cp)
{
/* Normally, assume monsters */
if (rand_int(100) < 75)
{
image_monster(ap, cp);
}
/* Otherwise, assume objects */
else
{
image_object(ap, cp);
}
}
/*
* The 16x16 tile of the terrain supports lighting
*/
#if 1
#define feat_supports_lighting(F) \
((f_info[F].flags1 & FF1_SUPPORT_LIGHT) != 0)
#else
static bool feat_supports_lighting(byte feat)
{
if (f_info[feat].flags1 & FF1_SUPPORT_LIGHT) return TRUE;
else return FALSE;
}
#endif
char get_shimmer_color()
{
switch (randint(7))
{
case 1:
return (TERM_RED);
case 2:
return (TERM_L_RED);
case 3:
return (TERM_WHITE);
case 4:
return (TERM_L_GREEN);
case 5:
return (TERM_BLUE);
case 6:
return (TERM_L_DARK);
case 7:
return (TERM_GREEN);
}
return (TERM_VIOLET);
}
/*
* Table of breath colors. Must match listings in a single set of
* monster spell flags.
*
* The value "255" is special. Monsters with that kind of breath
* may be any color.
*/
static byte breath_to_attr[32][2] =
{
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ 0, 0 },
{ TERM_SLATE, TERM_L_DARK }, /* RF4_BRTH_ACID */
{ TERM_BLUE, TERM_L_BLUE }, /* RF4_BRTH_ELEC */
{ TERM_RED, TERM_L_RED }, /* RF4_BRTH_FIRE */
{ TERM_WHITE, TERM_L_WHITE }, /* RF4_BRTH_COLD */
{ TERM_GREEN, TERM_L_GREEN }, /* RF4_BRTH_POIS */
{ TERM_L_GREEN, TERM_GREEN }, /* RF4_BRTH_NETHR */
{ TERM_YELLOW, TERM_ORANGE }, /* RF4_BRTH_LITE */
{ TERM_L_DARK, TERM_SLATE }, /* RF4_BRTH_DARK */
{ TERM_L_UMBER, TERM_UMBER }, /* RF4_BRTH_CONFU */
{ TERM_YELLOW, TERM_L_UMBER }, /* RF4_BRTH_SOUND */
{ 255, 255 }, /* (any color) */ /* RF4_BRTH_CHAOS */
{ TERM_VIOLET, TERM_VIOLET }, /* RF4_BRTH_DISEN */
{ TERM_L_RED, TERM_VIOLET }, /* RF4_BRTH_NEXUS */
{ TERM_L_BLUE, TERM_L_BLUE }, /* RF4_BRTH_TIME */
{ TERM_L_WHITE, TERM_SLATE }, /* RF4_BRTH_INER */
{ TERM_L_WHITE, TERM_SLATE }, /* RF4_BRTH_GRAV */
{ TERM_UMBER, TERM_L_UMBER }, /* RF4_BRTH_SHARD */
{ TERM_ORANGE, TERM_RED }, /* RF4_BRTH_PLAS */
{ TERM_UMBER, TERM_L_UMBER }, /* RF4_BRTH_FORCE */
{ TERM_L_BLUE, TERM_WHITE }, /* RF4_BRTH_MANA */
{ 0, 0 }, /* */
{ TERM_GREEN, TERM_L_GREEN }, /* RF4_BRTH_NUKE */
{ 0, 0 }, /* */
{ TERM_WHITE, TERM_L_RED }, /* RF4_BRTH_DISINT */
};
/*
* Multi-hued monsters shimmer acording to their breaths.
*
* If a monster has only one kind of breath, it uses both colors
* associated with that breath. Otherwise, it just uses the first
* color for any of its breaths.
*
* If a monster does not breath anything, it can be any color.
*/
static byte multi_hued_attr(monster_race *r_ptr)
{
byte allowed_attrs[15];
int i, j;
int stored_colors = 0;
int breaths = 0;
int first_color = 0;
int second_color = 0;
/* Monsters with no ranged attacks can be any color */
if (!r_ptr->freq_inate) return (get_shimmer_color());
/* Check breaths */
for (i = 0; i < 32; i++)
{
bool stored = FALSE;
/* Don't have that breath */
if (!(r_ptr->flags4 & (1L << i))) continue;
/* Get the first color of this breath */
first_color = breath_to_attr[i][0];
/* Breath has no color associated with it */
if (first_color == 0) continue;
/* Monster can be of any color */
if (first_color == 255) return (randint(15));
/* Increment the number of breaths */
breaths++;
/* Monsters with lots of breaths may be any color. */
if (breaths == 6) return (randint(15));
/* Always store the first color */
for (j = 0; j < stored_colors; j++)
{
/* Already stored */
if (allowed_attrs[j] == first_color) stored = TRUE;
}
if (!stored)
{
allowed_attrs[stored_colors] = first_color;
stored_colors++;
}
/*
* Remember (but do not immediately store) the second color
* of the first breath.
*/
if (breaths == 1)
{
second_color = breath_to_attr[i][1];
}
}
/* Monsters with no breaths may be of any color. */
if (breaths == 0) return (get_shimmer_color());
/* If monster has one breath, store the second color too. */
if (breaths == 1)
{
allowed_attrs[stored_colors] = second_color;
stored_colors++;
}
/* Pick a color at random */
return (allowed_attrs[rand_int(stored_colors)]);
}
/*
* Extract the attr/char to display at the given (legal) map location
*
* Note that this function, since it is called by "lite_spot()" which
* is called by "update_view()", is a major efficiency concern.
*
* Basically, we examine each "layer" of the world (terrain, objects,
* monsters/players), from the bottom up, extracting a new attr/char
* if necessary at each layer, and defaulting to "darkness". This is
* not the fastest method, but it is very simple, and it is about as
* fast as it could be for grids which contain no "marked" objects or
* "visible" monsters.
*
* We apply the effects of hallucination during each layer. Objects will
* always appear as random "objects", monsters will always appear as random
* "monsters", and normal grids occasionally appear as random "monsters" or
* "objects", but note that these random "monsters" and "objects" are really
* just "colored ascii symbols" (which may look silly on some machines).
*
* The hallucination functions avoid taking any pointers to local variables
* because some compilers refuse to use registers for any local variables
* whose address is taken anywhere in the function.
*
* As an optimization, we can handle the "player" grid as a special case.
*
* Note that the memorization of "objects" and "monsters" is not related
* to the memorization of "terrain". This allows the player to memorize
* the terrain of a grid without memorizing any objects in that grid, and
* to detect monsters without detecting anything about the terrain of the
* grid containing the monster.
*
* The fact that all interesting "objects" and "terrain features" are
* memorized as soon as they become visible for the first time means
* that we only have to check the "CAVE_SEEN" flag for "boring" grids.
*
* Note that bizarre things must be done when the "attr" and/or "char"
* codes have the "high-bit" set, since these values are used to encode
* various "special" pictures in some versions, and certain situations,
* such as "multi-hued" or "clear" monsters, cause the attr/char codes
* to be "scrambled" in various ways.
*
* Note that the "zero" entry in the feature/object/monster arrays are
* used to provide "special" attr/char codes, with "monster zero" being
* used for the player attr/char, "object zero" being used for the "stack"
* attr/char, and "feature zero" being used for the "nothing" attr/char.
*
* Note that eventually we may want to use the "&" symbol for embedded
* treasure, and use the "*" symbol to indicate multiple objects, but
* currently, we simply use the attr/char of the first "marked" object
* in the stack, if any, and so "object zero" is unused. XXX XXX XXX
*
* Note the assumption that doing "x_ptr = &x_info[x]" plus a few of
* "x_ptr->xxx", is quicker than "x_info[x].xxx", even if "x" is a fixed
* constant. If this is incorrect then a lot of code should be changed.
*
*
* Some comments on the "terrain" layer...
*
* Note that "boring" grids (floors, invisible traps, and any illegal grids)
* are very different from "interesting" grids (all other terrain features),
* and the two types of grids are handled completely separately. The most
* important distinction is that "boring" grids may or may not be memorized
* when they are first encountered, and so we must use the "CAVE_SEEN" flag
* to see if they are "see-able".
*
*
* Some comments on the "terrain" layer (boring grids)...
*
* Note that "boring" grids are always drawn using the picture for "empty
* floors", which is stored in "f_info[FEAT_FLOOR]". Sometimes, special
* lighting effects may cause this picture to be modified.
*
* Note that "invisible traps" are always displayes exactly like "empty
* floors", which prevents various forms of "cheating", with no loss of
* efficiency. There are still a few ways to "guess" where traps may be
* located, for example, objects will never fall into a grid containing
* an invisible trap. XXX XXX
*
* To determine if a "boring" grid should be displayed, we simply check to
* see if it is either memorized ("CAVE_MARK"), or currently "see-able" by
* the player ("CAVE_SEEN"). Note that "CAVE_SEEN" is now maintained by the
* "update_view()" function.
*
* Note the "special lighting effects" which can be activated for "boring"
* grids using the "view_special_lite" option, causing certain such grids
* to be displayed using special colors. If the grid is "see-able" by
* the player, we will use the normal (except that, if the "view_yellow_lite"
* option is set, and the grid is *only* "see-able" because of the player's
* torch, then we will use "yellow"), else if the player is "blind", we will
* use greyscale, else if the grid is not "illuminated", we will use "dark
* gray", if the "view_bright_lite" option is set, we will use "darker" colour
* else we will use the normal colour.
*
*
* Some comments on the "terrain" layer (non-boring grids)...
*
* Note the use of the "mimic" field in the "terrain feature" processing,
* which allows any feature to "pretend" to be another feature. This is
* used to "hide" secret doors, and to make all "doors" appear the same,
* and all "walls" appear the same, and "hidden" treasure stay hidden.
* Note that it is possible to use this field to make a feature "look"
* like a floor, but the "view_special_lite" flag only affects actual
* "boring" grids.
*
* Since "interesting" grids are always memorized as soon as they become
* "see-able" by the player ("CAVE_SEEN"), such a grid only needs to be
* displayed if it is memorized ("CAVE_MARK"). Most "interesting" grids
* are in fact non-memorized, non-see-able, wall grids, so the fact that
* we do not have to check the "CAVE_SEEN" flag adds some efficiency, at
* the cost of *forcing* the memorization of all "interesting" grids when
* they are first seen. Since the "CAVE_SEEN" flag is now maintained by
* the "update_view()" function, this efficiency is not as significant as
* it was in previous versions, and could perhaps be removed.
* (so I removed this to simplify the terrain feature handling -- pelpel)
*
* Note the "special lighting effects" which can be activated for "wall"
* grids using the "view_granite_lite" option, causing certain such grids
* to be displayed using special colors.
* If the grid is "see-able" by the player, we will use the normal colour
* else if the player is "blind", we will use grey scale, else if the
* "view_bright_lite" option is set, we will use reduced colour, else we
* will use the normal one.
*
* Note that "wall" grids are more complicated than "boring" grids, due to
* the fact that "CAVE_GLOW" for a "wall" grid means that the grid *might*
* be glowing, depending on where the player is standing in relation to the
* wall. In particular, the wall of an illuminated room should look just
* like any other (dark) wall unless the player is actually inside the room.
*
* Thus, we do not support as many visual special effects for "wall" grids
* as we do for "boring" grids, since many of them would give the player
* information about the "CAVE_GLOW" flag of the wall grid, in particular,
* it would allow the player to notice the walls of illuminated rooms from
* a dark hallway that happened to run beside the room.
*
*
* Some comments on the "object" layer...
*
* Currently, we do nothing with multi-hued objects, because there are
* not any. If there were, they would have to set "shimmer_objects"
* when they were created, and then new "shimmer" code in "dungeon.c"
* would have to be created handle the "shimmer" effect, and the code
* in "cave.c" would have to be updated to create the shimmer effect.
* This did not seem worth the effort. XXX XXX
*
*
* Some comments on the "monster"/"player" layer...
*
* Note that monsters can have some "special" flags, including "ATTR_MULTI",
* which means their color changes, and "ATTR_CLEAR", which means they take
* the color of whatever is under them, and "CHAR_CLEAR", which means that
* they take the symbol of whatever is under them. Technically, the flag
* "CHAR_MULTI" is supposed to indicate that a monster looks strange when
* examined, but this flag is currently ignored. All of these flags are
* ignored if the "avoid_other" option is set, since checking for these
* conditions is expensive (and annoying) on some systems.
*
* Normally, players could be handled just like monsters, except that the
* concept of the "torch lite" of others player would add complications.
* For efficiency, however, we handle the (only) player first, since the
* "player" symbol always "pre-empts" any other facts about the grid.
*
* The "hidden_player" efficiency option, which only makes sense with a
* single player, allows the player symbol to be hidden while running.
*/
/*
* Alternative colours for unseen grids
*
* Reduced colours - remembered interesting grids and perma-lit floors
* B&W - currently only used by blindness effect
*/
/* Colour */
static byte dark_attrs[16] =
{
TERM_DARK, TERM_L_WHITE, TERM_L_DARK, TERM_ORANGE,
TERM_RED, TERM_GREEN, TERM_BLUE, TERM_UMBER,
TERM_L_DARK, TERM_SLATE, TERM_VIOLET, TERM_YELLOW,
TERM_RED, TERM_GREEN, TERM_BLUE, TERM_UMBER
};
/* B&W */
static byte darker_attrs[16] =
{
TERM_DARK, TERM_L_WHITE, TERM_L_DARK, TERM_SLATE,
TERM_L_DARK, TERM_L_DARK, TERM_L_DARK, TERM_L_DARK,
TERM_L_DARK, TERM_SLATE, TERM_L_DARK, TERM_SLATE,
TERM_SLATE, TERM_SLATE, TERM_SLATE, TERM_SLATE
};
#ifdef USE_TRANSPARENCY
#ifdef USE_EGO_GRAPHICS
void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp,
byte *eap, char *ecp)
#else /* USE_EGO_GRAPHICS */
void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp)
#endif /* USE_EGO_GRAPHICS */
#else /* USE_TRANSPARENCY */
void map_info(int y, int x, byte *ap, char *cp)
#endif /* USE_TRANSPARENCY */
{
cave_type *c_ptr;
feature_type *f_ptr;
s16b this_o_idx, next_o_idx = 0;
u16b info;
s16b t_idx;
byte feat;
byte a;
byte c;
/*
* This means that a port supports graphics overlay as well as lighting
* effects. See the step 3 below for the detailed information about
* lighting. Basically, it requires "darker" tiles for those terrain
* features with SUPPORT_LIGHT flag set, and they must be arranged
* this way:
* col col+1 col+2
* row base darker brighter
*/
bool graf_new = ((graphics_mode == GRAPHICS_ISO) ||
(graphics_mode == GRAPHICS_NEW));
/*
* I never understand why some coders like shimmering so much.
* It just serves to hurt my eyes, IMHO. If one feels like to show off,
* go for better graphics support... Anyway this means a port allows
* changing attr independently from its char -- pelpel
*/
bool attr_mutable = (!use_graphics ||
(graphics_mode == GRAPHICS_IBM));
/**** Preparation ****/
/* Access the grid */
c_ptr = &cave[y][x];
/* Cache some frequently used values */
/* Grid info */
info = c_ptr->info;
/* Feature code */
feat = c_ptr->feat;
/* Apply "mimic" field */
if (c_ptr->mimic)
{
feat = c_ptr->mimic;
}
else
{
feat = f_info[feat].mimic;
}
/* Access floor */
f_ptr = &f_info[feat];
#ifdef USE_EGO_GRAPHICS
/* Reset attr/char */
*eap = 0;
*ecp = 0;
#endif /* USE_EGO_GRAPHICS */
/**** Layer 1 -- Terrain feature ****/
/* Only memorised or visible grids are displayed */
if (info & (CAVE_MARK | CAVE_SEEN))
{
/**** Step 1 -- Retrieve base attr/char ****/
/* 'Sane' terrain features */
if (feat != FEAT_SHOP)
{
/* Normal char */
c = f_ptr->x_char;
/* Normal attr */
a = f_ptr->x_attr;
}
/* Mega-Hack 1 -- Building don't conform to f_info */
else
{
c = st_info[c_ptr->special].x_char;
a = st_info[c_ptr->special].x_attr;
}
/* Mega-Hack 2 -- stair to dungeon branch are purple */
if (c_ptr->special && attr_mutable &&
((feat == FEAT_MORE) || (feat == FEAT_LESS)))
{
a = TERM_VIOLET;
}
/* Mega-Hack 3 -- Traps don't have f_info entries either */
if ((info & (CAVE_TRDT)) && (feat != FEAT_ILLUS_WALL))
{
/* Trap index */
t_idx = c_ptr->t_idx;
if (use_graphics &&
(t_info[t_idx].g_attr != 0) &&
(t_info[t_idx].g_char != 0))
{
#ifdef USE_EGO_GRAPHICS
if (graf_new)
{
*eap = t_info[t_idx].g_attr;
*ecp = t_info[t_idx].g_char;
}
else
{
a = t_info[t_idx].g_attr;
c = t_info[t_idx].g_char;
}
#else /* USE_EGO_GRAPHICS */
a = t_info[t_idx].g_attr;
c = t_info[t_idx].g_char;
#endif /* USE_EGO_GRAPHICS */
}
else
{
/*
* If trap is set on a floor grid that is not
* one of "interesting" features, use a special
* symbol to display it. Check for doors is no longer
* necessary because they have REMEMBER flag now.
*
* Cave macros cannot be used safely here, because of
* c_ptr->mimic XXX XXX
*/
if (!attr_mutable)
{
a = f_info[FEAT_TRAP].x_attr;
c = f_info[FEAT_TRAP].x_char;
}
else
{
if ((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR)
{
c = f_info[FEAT_TRAP].x_char;
}
/* Add attr XXX XXX XXX */
a = t_info[t_idx].color;
/* Get a new color with a strange formula :) XXX XXX XXX */
if (t_info[t_idx].flags & FTRAP_CHANGE)
{
s32b tmp;
tmp = dun_level + dungeon_type + feat;
a = tmp % 16;
}
}
}
}
/**** Step 2 -- Apply special random effects ****/
if (!avoid_other && !avoid_shimmer && attr_mutable)
{
/* Special terrain effect */
if (c_ptr->effect)
{
a = spell_color(effects[c_ptr->effect].type);
}
/* Multi-hued attr */
else if (f_ptr->flags1 & FF1_ATTR_MULTI)
{
a = f_ptr->shimmer[rand_int(7)];
}
}
/*
* Step 3
*
* Special lighting effects, if specified and applicable
* This will never happen for
* - any grids in the overhead map
* - traps
* - (graphics modes) terrain features without corresponding
* "darker" tiles.
*
* Note the use of f_ptr->flags1 to avoid problems with
* c_ptr->mimic.
*/
/* view_special_lite: lighting effects for boring features */
if (view_special_lite &&
((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR))
{
if (!p_ptr->wild_mode && !(info & (CAVE_TRDT)) &&
(attr_mutable || (graf_new && feat_supports_lighting(feat))))
{
/* Handle "seen" grids */
if (info & (CAVE_SEEN))
{
/* Only lit by "torch" light */
if (view_yellow_lite && !(info & (CAVE_GLOW)))
{
if (graf_new)
{
/* Use a brightly lit tile */
c += 2;
}
else
{
/* Use "yellow" */
a = TERM_YELLOW;
}
}
}
/* Handle "blind" */
else if (p_ptr->blind)
{
if (graf_new)
{
/* Use a dark tile */
c++;
}
else
{
/* Use darker colour */
a = darker_attrs[a & 0xF];
}
}
/* Handle "dark" grids */
else if (!(info & (CAVE_GLOW)))
{
if (graf_new)
{
/* Use a dark tile */
c++;
}
else
{
/* Use darkest colour */
a = TERM_L_DARK;
}
}
/* "Out-of-sight" glowing grids -- handle "view_bright_lite" */
else if (view_bright_lite)
{
if (graf_new)
{
/* Use a dark tile */
c++;
}
else
{
/* Use darker colour */
a = dark_attrs[a & 0xF];
}
}
}
}
/* view_granite_lite: lighting effects for walls and doors */
else if (view_granite_lite &&
(f_ptr->flags1 & (FF1_NO_VISION | FF1_DOOR)))
{
if (!p_ptr->wild_mode && !(info & (CAVE_TRDT)) &&
(attr_mutable || (graf_new && feat_supports_lighting(feat))))
{
/* Handle "seen" grids */
if (info & (CAVE_SEEN))
{
/* Do nothing */
}
/* Handle "blind" */
else if (p_ptr->blind)
{
if (graf_new)
{
/* Use a dark tile */
c++;
}
else
{
/* Use darker colour */
a = darker_attrs[a & 0xF];
}
}
/* Handle "view_bright_lite" */
else if (view_bright_lite)
{
if (graf_new)
{
/* Use a dark tile */
c++;
}
else
{
/* Use darker colour */
a = dark_attrs[a & 0xF];
}
}
else
{
if (graf_new)
{
/* Use a brightly lit tile */
c += 2;
}
else
{
/* Use normal colour */
}
}
}
}
}
/* Unknown grids */
else
{
/* Access darkness */
f_ptr = &f_info[FEAT_NONE];
/* Normal attr */
a = f_ptr->x_attr;
/* Normal char */
c = f_ptr->x_char;
}
/*
* Hack -- rare random hallucination
* Because we cannot be sure which is outer dungeon walls,
* the check for 'feat' has been removed
*/
if (p_ptr->image && (rand_int(256) == 0))
{
/* Hallucinate */
image_random(ap, cp);
}
#ifdef USE_TRANSPARENCY
/* Save the terrain info for the transparency effects */
*tap = a;
*tcp = c;
#endif /* USE_TRANSPARENCY */
/* Save the info */
*ap = a;
*cp = c;
/**** Layer 2 -- Objects ****/
if (feat != FEAT_MON_TRAP)
{
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type * o_ptr;
/* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Memorized objects */
if (o_ptr->marked)
{
/* Normal char */
*cp = object_char(o_ptr);
/* Normal attr */
*ap = object_attr(o_ptr);
/* Multi-hued attr */
if (!avoid_other && attr_mutable &&
(k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI))
{
*ap = get_shimmer_color();
}
/* Hack -- hallucination */
if (p_ptr->image) image_object(ap, cp);
/* Done */
break;
}
}
}
/**** Layer 3 -- Handle monsters ****/
if (c_ptr->m_idx)
{
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = race_inf(m_ptr);
if (r_ptr->flags9 & RF9_MIMIC)
{
object_type *o_ptr;
/* Acquire object */
o_ptr = &o_list[m_ptr->hold_o_idx];
/* Memorized objects */
if (o_ptr->marked)
{
/* Normal char */
*cp = object_char(o_ptr);
/* Normal attr */
*ap = object_attr(o_ptr);
/* Multi-hued attr */
if (!avoid_other && attr_mutable &&
(k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI))
{
*ap = get_shimmer_color();
}
/* Hack -- hallucination */
if (p_ptr->image) image_object(ap, cp);
}
}
else
{
/* Visible monster */
if (m_ptr->ml)
{
monster_race *r_ptr = race_inf(m_ptr);
#ifdef USE_EGO_GRAPHICS
/* Reset attr/char */
*eap = 0;
*ecp = 0;
#endif /* USE_EGO_GRAPHICS */
if (use_graphics)
{
#ifdef USE_EGO_GRAPHICS
if (graf_new)
{
monster_ego *re_ptr = &re_info[m_ptr->ego];
/* Desired attr */
*eap = re_ptr->g_attr;
/* Desired char */
*ecp = re_ptr->g_char;
}
#endif /* USE_EGO_GRAPHICS */
/* Use base monster */
r_ptr = &r_info[m_ptr->r_idx];
}
/* Desired attr/char */
c = r_ptr->x_char;
a = r_ptr->x_attr;
/* Ignore weird codes */
if (avoid_other)
{
/* Use char */
*cp = c;
/* Use attr */
*ap = a;
}
/* Special attr/char codes */
else if (!attr_mutable)
{
/* Use char */
*cp = c;
/* Use attr */
*ap = a;
}
/* Multi-hued monster */
else if (r_ptr->flags1 & (RF1_ATTR_MULTI))
{
/* Is it a shapechanger? */
if (r_ptr->flags2 & (RF2_SHAPECHANGER))
{
image_random(ap, cp);
}
else
*cp = c;
/* Multi-hued attr */
if (r_ptr->flags2 & (RF2_ATTR_ANY))
{
*ap = randint(15);
}
else
{
*ap = multi_hued_attr(r_ptr);
}
}
/* Normal monster (not "clear" in any way) */
else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR)))
{
/* Use char */
*cp = c;
/* Use attr */
*ap = a;
}
/*
* Hack -- Bizarre grid under monster
* WAS: else if (*ap & 0x80) || (*cp & 0x80) -- pelpel
*/
else if (*ap & 0x80)
{
/* Use char */
*cp = c;
/* Use attr */
*ap = a;
}
/* Normal */
else
{
/* Normal (non-clear char) monster */
if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR)))
{
/* Normal char */
*cp = c;
}
/* Normal (non-clear attr) monster */
else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR)))
{
/* Normal attr */
*ap = a;
}
}
/* Hack -- hallucination */
if (p_ptr->image)
{
/* Hallucinatory monster */
image_monster(ap, cp);
}
}
}
}
/* Handle "player" */
if ((y == p_ptr->py) && (x == p_ptr->px) &&
(!p_ptr->invis || p_ptr->see_inv))
{
monster_race *r_ptr = &r_info[p_ptr->body_monster];
#ifdef USE_EGO_GRAPHICS
/* Reset attr/char */
*eap = 0;
*ecp = 0;
#endif /* USE_EGO_GRAPHICS */
/* Get the "player" attr */
if (!avoid_other && attr_mutable && (r_ptr->flags1 & RF1_ATTR_MULTI))
{
a = get_shimmer_color();
}
else
{
a = r_ptr->x_attr;
}
/* Get the "player" char */
c = r_ptr->x_char;
/* Mega-Hack -- Apply modifications to player graphics XXX XXX XXX */
switch (graphics_mode)
{
case GRAPHICS_NONE:
case GRAPHICS_IBM:
{
if (player_char_health)
{
int percent = p_ptr->chp * 10 / p_ptr->mhp;
if (percent < 7)
{
c = I2D(percent);
if (percent < 3) a = TERM_L_RED;
}
}
break;
}
#ifdef VARIABLE_PLAYER_GRAPH
case GRAPHICS_OLD:
{
if (player_symbols)
{
a = BMP_FIRST_PC_CLASS + p_ptr->pclass;
c = BMP_FIRST_PC_RACE + p_ptr->prace;
}
break;
}
#endif /* VARIABLE_PLAYER_GRAPH */
#ifdef USE_EGO_GRAPHICS
case GRAPHICS_ISO:
case GRAPHICS_NEW:
{
if (p_ptr->pracem)
{
player_race_mod *rmp_ptr = &race_mod_info[p_ptr->pracem];
/* Desired attr */
*eap = rmp_ptr->g_attr;
/* Desired char */
*ecp = rmp_ptr->g_char;
}
/* +AKH 20020421 - Health dispay for graphics, too */
if (player_char_health && (graphics_mode == GRAPHICS_NEW))
{
int percent = p_ptr->chp * 14 / p_ptr->mhp;
if (percent < 10)
{
*eap = 10;
*ecp = 32 + 14 - percent;
}
}
break;
}
#endif /* USE_EGO_GRAPHICS */
}
/* Save the info */
*ap = a;
*cp = c;
}
}
/*
* Special version of map_info, for use by cmovie and HTML converter
* to obtain pure-ASCII image of dungeon map
*/
void map_info_default(int y, int x, byte *ap, char *cp)
{
cave_type *c_ptr;
feature_type *f_ptr;
s16b this_o_idx, next_o_idx = 0;
u16b info;
s16b t_idx;
byte feat;
byte a;
byte c;
bool use_graphics_hack = use_graphics;
byte graphics_mode_hack = graphics_mode;
/* Temporarily disable graphics mode -- for some random effects XXX */
use_graphics = FALSE;
graphics_mode = GRAPHICS_NONE;
/**** Preparation ****/
/* Access the grid */
c_ptr = &cave[y][x];
/* Cache some frequently used values */
/* Grid info */
info = c_ptr->info;
/* Feature code */
feat = c_ptr->feat;
/* Apply "mimic" field */
if (c_ptr->mimic)
{
feat = c_ptr->mimic;
}
else
{
feat = f_info[feat].mimic;
}
/* Access floor */
f_ptr = &f_info[feat];
/**** Layer 1 -- Terrain feature ****/
/* Only memorised or visible grids are displayed */
if (info & (CAVE_MARK | CAVE_SEEN))
{
/**** Step 1 -- Retrieve base attr/char ****/
/* 'Sane' terrain features */
if (feat != FEAT_SHOP)
{
/* Default char */
c = f_ptr->d_char;
/* Default attr */
a = f_ptr->d_attr;
}
/* Mega-Hack 1 -- Building don't conform to f_info */
else
{
c = st_info[c_ptr->special].d_char;
a = st_info[c_ptr->special].d_attr;
}
/* Mega-Hack 2 -- stair to dungeon branch are purple */
if (c_ptr->special &&
((feat == FEAT_MORE) || (feat == FEAT_LESS)))
{
a = TERM_VIOLET;
}
/* Mega-Hack 3 -- Traps don't have f_info entries either */
if ((info & (CAVE_TRDT)) && (feat != FEAT_ILLUS_WALL))
{
/* Trap index */
t_idx = c_ptr->t_idx;
/*
* If trap is set on a floor grid that is not
* one of "interesting" features, use a special
* symbol to display it. Check for doors is no longer
* necessary because they have REMEMBER flag now.
*
* Cave macros cannot be used safely here, because of
* c_ptr->mimic XXX XXX
*/
if ((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR)
{
c = f_info[FEAT_TRAP].d_char;
}
/* Add attr */
a = t_info[t_idx].color;
/* Get a new color with a strange formula :) */
if (t_info[t_idx].flags & FTRAP_CHANGE)
{
s32b tmp;
tmp = dun_level + dungeon_type + feat;
a = tmp % 16;
}
}
/**** Step 2 -- Apply special random effects ****/
if (!avoid_other)
{
/* Special terrain effect */
if (c_ptr->effect)
{
a = spell_color(effects[c_ptr->effect].type);
}
/* Multi-hued attr */
else if (f_ptr->flags1 & FF1_ATTR_MULTI)
{
a = f_ptr->shimmer[rand_int(7)];
}
}
/*
* Step 3
*
* Special lighting effects, if specified and applicable
* This will never happen for
* - any grids in the overhead map
* - traps
* - (graphics modes) terrain features without corresponding
* "darker" tiles.
*
* All the if's here are flag checks, so changed order shouldn't
* affect performance a lot, I hope...
*/
/* view_special_lite: lighting effects for boring features */
if (view_special_lite &&
((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR))
{
if (!p_ptr->wild_mode && !(info & (CAVE_TRDT)))
{
/* Handle "seen" grids */
if (info & (CAVE_SEEN))
{
/* Only lit by "torch" light */
if (view_yellow_lite && !(info & (CAVE_GLOW)))
{
/* Use "yellow" */
a = TERM_YELLOW;
}
}
/* Handle "blind" */
else if (p_ptr->blind)
{
/* Use darker colour */
a = darker_attrs[a & 0xF];
}
/* Handle "dark" grids */
else if (!(info & (CAVE_GLOW)))
{
/* Use darkest colour */
a = TERM_L_DARK;
}
/* "Out-of-sight" glowing grids -- handle "view_bright_lite" */
else if (view_bright_lite)
{
/* Use darker colour */
a = dark_attrs[a & 0xF];
}
}
}
/* view_granite_lite: lighting effects for walls and doors */
else if (view_granite_lite &&
(f_ptr->flags1 & (FF1_NO_VISION | FF1_DOOR)))
{
if (!p_ptr->wild_mode && !(info & (CAVE_TRDT)))
{
/* Handle "seen" grids */
if (info & (CAVE_SEEN))
{
/* Do nothing */
}
/* Handle "blind" */
else if (p_ptr->blind)
{
/* Use darker colour */
a = darker_attrs[a & 0xF];
}
/* Handle "view_bright_lite" */
else if (view_bright_lite)
{
/* Use darker colour */
a = dark_attrs[a & 0xF];
}
}
}
}
/* Unknown grids */
else
{
/* Access darkness */
f_ptr = &f_info[FEAT_NONE];
/* Default attr */
a = f_ptr->d_attr;
/* Default char */
c = f_ptr->d_char;
}
/*
* Hack -- rare random hallucination
* Because we cannot be sure which is outer dungeon walls,
* the check for 'feat' has been removed
*/
if (p_ptr->image && (rand_int(256) == 0))
{
/* Hallucinate */
image_random(ap, cp);
}
/* Save the info */
*ap = a;
*cp = c;
/**** Layer 2 -- Objects ****/
if (feat != FEAT_MON_TRAP)
{
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type * o_ptr;
/* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Memorized objects */
if (o_ptr->marked)
{
/* Normal char */
*cp = object_char_default(o_ptr);
/* Normal attr */
*ap = object_attr_default(o_ptr);
/* Multi-hued attr */
if (!avoid_other &&
(k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI))
{
*ap = get_shimmer_color();
}
/* Hack -- hallucination */
if (p_ptr->image) image_object(ap, cp);
/* Done */
break;
}
}
}
/**** Layer 3 -- Handle monsters ****/
if (c_ptr->m_idx)
{
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = race_inf(m_ptr);
if (r_ptr->flags9 & RF9_MIMIC)
{
object_type *o_ptr;
/* Acquire object */
o_ptr = &o_list[m_ptr->hold_o_idx];
/* Memorized objects */
if (o_ptr->marked)
{
/* Normal char */
*cp = object_char_default(o_ptr);
/* Normal attr */
*ap = object_attr_default(o_ptr);
/* Multi-hued attr */
if (!avoid_other && !use_graphics &&
(k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI))
{
*ap = get_shimmer_color();
}
/* Hack -- hallucination */
if (p_ptr->image) image_object(ap, cp);
}
}
else
{
/* Visible monster */
if (m_ptr->ml)
{
monster_race *r_ptr = race_inf(m_ptr);
/* Default attr/char */
c = r_ptr->d_char;
a = r_ptr->d_attr;
/* Ignore weird codes */
if (avoid_other)
{
/* Use char */
*cp = c;
/* Use attr */
*ap = a;
}
/* Multi-hued monster */
else if (r_ptr->flags1 & (RF1_ATTR_MULTI))
{
/* Is it a shapechanger? */
if (r_ptr->flags2 & (RF2_SHAPECHANGER))
{
image_random(ap, cp);
}
else
*cp = c;
/* Multi-hued attr */
if (r_ptr->flags2 & (RF2_ATTR_ANY))
{
*ap = randint(15);
}
else
{
*ap = multi_hued_attr(r_ptr);
}
}
/* Normal monster (not "clear" in any way) */
else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR)))
{
/* Use char */
*cp = c;
/* Use attr */
*ap = a;
}
/* Hack -- Bizarre grid under monster */
else if ((*ap & 0x80) || (*cp & 0x80))
{
/* Use char */
*cp = c;
/* Use attr */
*ap = a;
}
/* Normal */
else
{
/* Normal (non-clear char) monster */
if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR)))
{
/* Normal char */
*cp = c;
}
/* Normal (non-clear attr) monster */
else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR)))
{
/* Normal attr */
*ap = a;
}
}
/* Hack -- hallucination */
if (p_ptr->image)
{
/* Hallucinatory monster */
image_monster(ap, cp);
}
}
}
}
/* Handle "player" */
if ((y == p_ptr->py) && (x == p_ptr->px) &&
(!p_ptr->invis ||
(p_ptr->invis && p_ptr->see_inv)))
{
monster_race *r_ptr = &r_info[p_ptr->body_monster];
/* Get the "player" attr */
if (!avoid_other && (r_ptr->flags1 & RF1_ATTR_MULTI))
{
a = get_shimmer_color();
}
else
{
a = r_ptr->d_attr;
}
/* Get the "player" char */
c = r_ptr->d_char;
/* Save the info */
*ap = a;
*cp = c;
}
/* XXX Restore the graphics mode */
use_graphics = use_graphics_hack;
graphics_mode = graphics_mode_hack;
}
/*
* Calculate panel colum of a location in the map
*/
static int panel_col_of(int col)
{
col -= panel_col_min;
if (use_bigtile) col *= 2;
return col + COL_MAP;
}
/*
* Moves the cursor to a given MAP (y,x) location
*/
void move_cursor_relative(int row, int col)
{
/* Real co-ords convert to screen positions */
row -= panel_row_prt;
/* Go there */
Term_gotoxy(panel_col_of(col), row);
}
/*
* Place an attr/char pair at the given map coordinate, if legal.
*/
void print_rel(char c, byte a, int y, int x)
{
/* Paranoia -- Only do "legal" locations */
if (!panel_contains(y, x)) return;
/* Draw the char using the attr */
Term_draw(panel_col_of(x), y - panel_row_prt, a, c);
if (use_bigtile)
{
char c2;
byte a2;
if (a & 0x80)
{
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_draw(panel_col_of(x) + 1, y - panel_row_prt, a2, c2);
}
}
/*
* Memorize interesting viewable object/features in the given grid
*
* This function should only be called on "legal" grids.
*
* This function will memorize the object and/or feature in the given
* grid, if they are (1) viewable and (2) interesting. Note that all
* objects are interesting, all terrain features except floors (and
* invisible traps) are interesting, and floors (and invisible traps)
* are interesting sometimes (depending on various options involving
* the illumination of floor grids).
*
* The automatic memorization of all objects and non-floor terrain
* features as soon as they are displayed allows incredible amounts
* of optimization in various places, especially "map_info()".
*
* Note that the memorization of objects is completely separate from
* the memorization of terrain features, preventing annoying floor
* memorization when a detected object is picked up from a dark floor,
* and object memorization when an object is dropped into a floor grid
* which is memorized but out-of-sight.
*
* This function should be called every time the "memorization" of
* a grid (or the object in a grid) is called into question, such
* as when an object is created in a grid, when a terrain feature
* "changes" from "floor" to "non-floor", when any grid becomes
* "illuminated" or "viewable", and when a "floor" grid becomes
* "torch-lit".
*
* Note the relatively efficient use of this function by the various
* "update_view()" and "update_lite()" calls, to allow objects and
* terrain features to be memorized (and drawn) whenever they become
* viewable or illuminated in any way, but not when they "maintain"
* or "lose" their previous viewability or illumination.
*
* Note the butchered "internal" version of "player_can_see_bold()",
* optimized primarily for the most common cases, that is, for the
* non-marked floor grids.
*/
void note_spot(int y, int x)
{
cave_type *c_ptr = &cave[y][x];
u16b info = c_ptr->info;
s16b this_o_idx, next_o_idx = 0;
/* Require "seen" flag */
if (!(info & (CAVE_SEEN))) return;
/* Hack -- memorize objects */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type * o_ptr = &o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Memorize objects */
o_ptr->marked = TRUE;
}
if (c_ptr->m_idx)
{
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = race_inf(m_ptr);
if (r_ptr->flags9 & RF9_MIMIC)
{
object_type *o_ptr = &o_list[m_ptr->hold_o_idx];
o_ptr->marked = TRUE;
}
}
/* Hack -- memorize grids */
if (!(info & (CAVE_MARK)))
{
/* Memorise some "boring" grids */
if (cave_plain_floor_grid(c_ptr))
{
/* Option -- memorise certain floors */
if ((info & (CAVE_TRDT)) ||
((info & (CAVE_GLOW)) && view_perma_grids ) ||
view_torch_grids)
{
/* Memorize */
c_ptr->info |= (CAVE_MARK);
}
}
/* Memorise all "interesting" grids */
else
{
/* Memorize */
c_ptr->info |= (CAVE_MARK);
}
}
}
/*
* Redraw (on the screen) a given MAP location
*
* This function should only be called on "legal" grids
*/
void lite_spot(int y, int x)
{
byte a, a2;
byte c, c2;
#ifdef USE_TRANSPARENCY
byte ta;
char tc;
# ifdef USE_EGO_GRAPHICS
byte ea;
char ec;
# endif /* USE_EGO_GRAPHICS */
#endif /* USE_TRANSPARENCY */
/* Redraw if on screen */
if (panel_contains(y, x))
{
#ifdef USE_TRANSPARENCY
# ifdef USE_EGO_GRAPHICS
/* Examine the grid */
map_info(y, x, &a, (char*)&c, &ta, &tc, &ea, &ec);
/* Hack -- Queue it */
Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c, ta, tc, ea, ec);
if (use_bigtile)
{
if (a & 0x80)
{
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_queue_char(panel_col_of(x) + 1, y - panel_row_prt, a2, c2, 0, 0, 0, 0);
}
# else /* USE_EGO_GRAPHICS */
/* Examine the grid */
map_info(y, x, &a, &c, &ta, &tc);
/* Hack -- Queue it */
Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
if (use_bigtile)
{
if (a & 0x80)
{
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_queue_char(panel_col_of(x) + 1, y - panel_row_prt, a2, c2, 0, 0);
}
# endif /* USE_EGO_GRAPHICS */
#else /* USE_TRANSPARENCY */
/* Examine the grid */
map_info(y, x, &a, (char *) &c);
/* Hack -- Queue it */
Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c);
if (use_bigtile)
{
if (a & 0x80)
{
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_queue_char(panel_col_of(x) + 1, y - panel_row_prt, a2, c2);
}
#endif /* USE_TRANSPARENCY */
}
}
/*
* Prints the map of the dungeon
*
* Note that, for efficiency, we contain an "optimized" version
* of both "lite_spot()" and "print_rel()", and that we use the
* "lite_spot()" function to display the player grid, if needed.
*/
void prt_map(void)
{
int x, y;
int v;
/* Access the cursor state */
(void)Term_get_cursor(&v);
/* Hide the cursor */
(void)Term_set_cursor(0);
/* Dump the map */
for (y = panel_row_min; y <= panel_row_max; y++)
{
/* Scan the columns of row "y" */
for (x = panel_col_min; x <= panel_col_max; x++)
{
byte a, a2;
char c, c2;
#ifdef USE_TRANSPARENCY
byte ta;
char tc;
#ifdef USE_EGO_GRAPHICS
byte ea;
char ec;
/* Determine what is there */
map_info(y, x, &a, &c, &ta, &tc, &ea, &ec);
/* Efficiency -- Redraw that grid of the map */
Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c, ta, tc, ea, ec);
if (use_bigtile)
{
if (a & 0x80)
{
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_queue_char(panel_col_of(x) + 1, y - panel_row_prt, a2, c2, 0, 0, 0, 0);
}
#else /* USE_EGO_GRAPHICS */
/* Determine what is there */
map_info(y, x, &a, &c, &ta, &tc);
/* Efficiency -- Redraw that grid of the map */
Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
if (use_bigtile)
{
if (a & 0x80)
{
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_queue_char(panel_col_of(x) + 1, y - panel_row_prt, a2, c2, 0, 0);
}
#endif /* USE_EGO_GRAPHICS */
#else /* USE_TRANSPARENCY */
/* Determine what is there */
map_info(y, x, &a, &c);
/* Efficiency -- Redraw that grid of the map */
Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c);
if (use_bigtile)
{
if (a & 0x80)
{
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_queue_char(panel_col_of(x) + 1, y - panel_row_prt, a2, c2);
}
#endif /* USE_TRANSPARENCY */
}
}
/* Display player */
lite_spot(p_ptr->py, p_ptr->px);
/* Restore the cursor */
(void)Term_set_cursor(v);
}
/*
* Display highest priority object in the RATIO by RATIO area
*/
/*
* Display the entire map
*/
#define MAP_HGT (MAX_HGT / RATIO)
#define MAP_WID (MAX_WID / RATIO)
/*
* Hack -- priority array (see below)
*
* Note that all "walls" always look like "secret doors" (see "map_info()").
*/
static byte priority_table[][2] =
{
/* Dark */
{ FEAT_NONE, 2 },
/* Floors */
{ FEAT_FLOOR, 5 },
/* Walls */
{ FEAT_SECRET, 10 },
/* Quartz */
{ FEAT_QUARTZ, 11 },
/* Magma */
{ FEAT_MAGMA, 12 },
/* Rubble */
{ FEAT_RUBBLE, 13 },
/* Sandwall */
{ FEAT_SANDWALL, 14 },
/* Open doors */
{ FEAT_OPEN, 15 },
{ FEAT_BROKEN, 15 },
/* Closed doors */
{ FEAT_DOOR_HEAD + 0x00, 17 },
/* Hidden gold */
{ FEAT_QUARTZ_K, 19 },
{ FEAT_MAGMA_K, 19 },
{ FEAT_SANDWALL_K, 19 },
/* water, lava, & trees oh my! -KMW- */
{ FEAT_DEEP_WATER, 20 },
{ FEAT_SHAL_WATER, 20 },
{ FEAT_DEEP_LAVA, 20 },
{ FEAT_SHAL_LAVA, 20 },
{ FEAT_DIRT, 20 },
{ FEAT_GRASS, 20 },
{ FEAT_DARK_PIT, 20 },
{ FEAT_TREES, 20 },
{ FEAT_MOUNTAIN, 20 },
{ FEAT_ICE, 20},
{ FEAT_SAND, 20},
{ FEAT_DEAD_TREE, 20},
{ FEAT_ASH, 20},
{ FEAT_MUD, 20},
/* Fountain */
{ FEAT_FOUNTAIN, 22 },
{ FEAT_EMPTY_FOUNTAIN, 22 },
/* Stairs */
{ FEAT_LESS, 25 },
{ FEAT_MORE, 25 },
/* Stairs */
{ FEAT_WAY_LESS, 25 },
{ FEAT_WAY_MORE, 25 },
{ FEAT_SHAFT_UP, 25 },
{ FEAT_SHAFT_DOWN, 25 },
/* End */
{ 0, 0 }
};
/*
* Hack -- a priority function (see below)
*/
static byte priority(byte a, char c)
{
int i, p0, p1;
feature_type *f_ptr;
/* Scan the table */
for (i = 0; TRUE; i++)
{
/* Priority level */
p1 = priority_table[i][1];
/* End of table */
if (!p1) break;
/* Feature index */
p0 = priority_table[i][0];
/* Access the feature */
f_ptr = &f_info[p0];
/* Check character and attribute, accept matches */
if ((f_ptr->x_char == c) && (f_ptr->x_attr == a)) return (p1);
}
/* Default */
return (20);
}
/*
* Display a "small-scale" map of the dungeon in the active Term
*
* Note that the "map_info()" function must return fully colorized
* data or this function will not work correctly.
*
* Note that this function must "disable" the special lighting
* effects so that the "priority" function will work.
*
* Note the use of a specialized "priority" function to allow this
* function to work with any graphic attr/char mappings, and the
* attempts to optimize this function where possible.
*/
void display_map(int *cy, int *cx)
{
int i, j, x, y;
byte ta;
char tc;
byte tp;
byte **ma;
char **mc;
byte **mp;
bool old_view_special_lite;
bool old_view_granite_lite;
int hgt, wid, yrat, xrat, yfactor, xfactor;
/* Obtain current size of the Angband window */
Term_get_size(&wid, &hgt);
/* Use two characters as one tile in Bigtile mode */
if (use_bigtile) wid /= 2;
/*
* Calculate the size of the dungeon map area
*/
hgt -= ROW_MAP + 2;
wid -= COL_MAP + 1;
/* Paranoia */
if ((hgt < 3) || (wid < 3))
{
/* Map is too small, but place the player anyway */
*cy = ROW_MAP;
*cx = COL_MAP;
return;
}
/* Save lighting effects */
old_view_special_lite = view_special_lite;
old_view_granite_lite = view_granite_lite;
/* Disable lighting effects */
view_special_lite = FALSE;
view_granite_lite = FALSE;
/* Allocate temporary memory for the maps */
C_MAKE(ma, hgt + 2, byte *);
C_MAKE(mc, hgt + 2, char *);
C_MAKE(mp, hgt + 2, byte *);
/* Allocate each line in the maps */
for (i = 0; i < hgt + 2; i++)
{
C_MAKE(ma[i], wid + 2, byte);
C_MAKE(mc[i], wid + 2, char);
C_MAKE(mp[i], wid + 2, byte);
}
/* Clear the chars and attributes */
for (y = 0; y < hgt + 2; ++y)
{
for (x = 0; x < wid + 2; ++x)
{
/* Nothing here */
ma[y][x] = TERM_WHITE;
mc[y][x] = ' ';
/* No priority */
mp[y][x] = 0;
}
}
/* Calculate scaling factors */
yfactor = ((cur_hgt / hgt < 4) && (cur_hgt > hgt)) ? 10 : 1;
xfactor = ((cur_wid / wid < 4) && (cur_wid > wid)) ? 10 : 1;
yrat = (cur_hgt * yfactor + (hgt - 1)) / hgt;
xrat = (cur_wid * xfactor + (wid - 1)) / wid;
/* Fill in the map */
for (j = 0; j < cur_hgt; ++j)
{
for (i = 0; i < cur_wid; ++i)
{
/* Location */
y = j * yfactor / yrat + 1;
x = i * xfactor / xrat + 1;
/* Extract the current attr/char at that map location */
#ifdef USE_TRANSPARENCY
# ifdef USE_EGO_GRAPHICS
map_info(j, i, &ta, &tc, &ta, &tc, &ta, &tc);
# else /* USE_EGO_GRAPHICS */
map_info(j, i, &ta, &tc, &ta, &tc);
# endif /* USE_EGO_GRAPHICS */
#else /* USE_TRANSPARENCY */
map_info(j, i, &ta, &tc);
#endif /* USE_TRANSPARENCY */
/* Extract the priority of that attr/char */
tp = priority(ta, tc);
/* Player location has the highest priority */
if ((p_ptr->py == j) && (p_ptr->px == i)) tp = 255;
/* Save "best" */
if (mp[y][x] < tp)
{
/* Save the char */
mc[y][x] = tc;
/* Save the attr */
ma[y][x] = ta;
/* Save priority */
mp[y][x] = tp;
}
}
}
/* Corners */
y = hgt + 1;
x = wid + 1;
/* Draw the corners */
mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+';
/* Draw the horizontal edges */
for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-';
/* Draw the vertical edges */
for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|';
/* Display each map line in order */
for (y = 0; y < hgt + 2; ++y)
{
/* Start a new line */
Term_gotoxy(COL_MAP - 1, y);
/* Display the line */
for (x = 0; x < wid + 2; ++x)
{
ta = ma[y][x];
tc = mc[y][x];
/* Add the character */
Term_addch(ta, tc);
/* Double width tile mode requires filler */
if (use_bigtile)
{
byte a2;
char c2;
if (ta & 0x80)
{
/* Mega-Hack */
a2 = 255;
c2 = 255;
}
else
{
a2 = TERM_WHITE;
c2 = ' ';
}
Term_addch(a2, c2);
}
}
}
/* Player location in dungeon */
*cy = p_ptr->py * yfactor / yrat + ROW_MAP;
if (!use_bigtile)
{
*cx = p_ptr->px * xfactor / xrat + COL_MAP;
}
else
{
*cx = (p_ptr->px * xfactor / xrat + 1) * 2 - 1 + COL_MAP;
}
/* Free each line in the maps */
for (i = 0; i < hgt + 2; i++)
{
C_FREE(ma[i], wid + 2, byte);
C_FREE(mc[i], wid + 2, char);
C_FREE(mp[i], wid + 2, byte);
}
/* Allocate temporary memory for the maps */
C_FREE(ma, hgt + 2, byte *);
C_FREE(mc, hgt + 2, char *);
C_FREE(mp, hgt + 2, byte *);
/* Restore lighting effects */
view_special_lite = old_view_special_lite;
view_granite_lite = old_view_granite_lite;
}
/*
* Display a "small-scale" map of the dungeon for the player
*
* Currently, the "player" is displayed on the map. XXX XXX XXX
*/
void do_cmd_view_map(void)
{
int cy, cx;
int wid, hgt;
/* Retrive current screen size */
Term_get_size(&wid, &hgt);
/* Enter "icky" mode */
character_icky = TRUE;
/* Save the screen */
Term_save();
/* Note */
prt("Please wait...", 0, 0);
/* Flush */
Term_fresh();
/* Clear the screen */
Term_clear();
/* Display the map */
display_map(&cy, &cx);
/* Wait for it */
put_str("Hit any key to continue", hgt - 1, (wid - COL_MAP) / 2);
/* Hilite the player */
move_cursor(cy, cx);
/* Get any key */
inkey();
/* Restore the screen */
Term_load();
/* Leave "icky" mode */
character_icky = FALSE;
}
/*
* Some comments on the dungeon related data structures and functions...
*
* Angband is primarily a dungeon exploration game, and it should come as
* no surprise that the internal representation of the dungeon has evolved
* over time in much the same way as the game itself, to provide semantic
* changes to the game itself, to make the code simpler to understand, and
* to make the executable itself faster or more efficient in various ways.
*
* There are a variety of dungeon related data structures, and associated
* functions, which store information about the dungeon, and provide methods
* by which this information can be accessed or modified.
*
* Some of this information applies to the dungeon as a whole, such as the
* list of unique monsters which are still alive. Some of this information
* only applies to the current dungeon level, such as the current depth, or
* the list of monsters currently inhabiting the level. And some of the
* information only applies to a single grid of the current dungeon level,
* such as whether the grid is illuminated, or whether the grid contains a
* monster, or whether the grid can be seen by the player. If Angband was
* to be turned into a multi-player game, some of the information currently
* associated with the dungeon should really be associated with the player,
* such as whether a given grid is viewable by a given player.
*
* One of the major bottlenecks in ancient versions of Angband was in the
* calculation of "line of sight" from the player to various grids, such
* as those containing monsters, using the relatively expensive "los()"
* function. This was such a nasty bottleneck that a lot of silly things
* were done to reduce the dependancy on "line of sight", for example, you
* could not "see" any grids in a lit room until you actually entered the
* room, at which point every grid in the room became "illuminated" and
* all of the grids in the room were "memorized" forever. Other major
* bottlenecks involved the determination of whether a grid was lit by the
* player's torch, and whether a grid blocked the player's line of sight.
* These bottlenecks led to the development of special new functions to
* optimize issues involved with "line of sight" and "torch lit grids".
* These optimizations led to entirely new additions to the game, such as
* the ability to display the player's entire field of view using different
* colors than were used for the "memorized" portions of the dungeon, and
* the ability to memorize dark floor grids, but to indicate by the way in
* which they are displayed that they are not actually illuminated. And
* of course many of them simply made the game itself faster or more fun.
* Also, over time, the definition of "line of sight" has been relaxed to
* allow the player to see a wider "field of view", which is slightly more
* realistic, and only slightly more expensive to maintain.
*
* Currently, a lot of the information about the dungeon is stored in ways
* that make it very efficient to access or modify the information, while
* still attempting to be relatively conservative about memory usage, even
* if this means that some information is stored in multiple places, or in
* ways which require the use of special code idioms. For example, each
* monster record in the monster array contains the location of the monster,
* and each cave grid has an index into the monster array, or a zero if no
* monster is in the grid. This allows the monster code to efficiently see
* where the monster is located, while allowing the dungeon code to quickly
* determine not only if a monster is present in a given grid, but also to
* find out which monster. The extra space used to store the information
* twice is inconsequential compared to the speed increase.
*
* Some of the information about the dungeon is used by functions which can
* constitute the "critical efficiency path" of the game itself, and so the
* way in which they are stored and accessed has been optimized in order to
* optimize the game itself. For example, the "update_view()" function was
* originally created to speed up the game itself (when the player was not
* running), but then it took on extra responsibility as the provider of the
* new "special effects lighting code", and became one of the most important
* bottlenecks when the player was running. So many rounds of optimization
* were performed on both the function itself, and the data structures which
* it uses, resulting eventually in a function which not only made the game
* faster than before, but which was responsible for even more calculations
* (including the determination of which grids are "viewable" by the player,
* which grids are illuminated by the player's torch, and which grids can be
* "seen" in some way by the player), as well as for providing the guts of
* the special effects lighting code, and for the efficient redisplay of any
* grids whose visual representation may have changed.
*
* Several pieces of information about each cave grid are stored in various
* two dimensional arrays, with one unit of information for each grid in the
* dungeon. Some of these arrays have been intentionally expanded by a small
* factor to make the two dimensional array accesses faster by allowing the
* use of shifting instead of multiplication.
*
* Several pieces of information about each cave grid are stored in the
* "cave_info" array, which is a special two dimensional array of bytes,
* one for each cave grid, each containing eight separate "flags" which
* describe some property of the cave grid. These flags can be checked and
* modified extremely quickly, especially when special idioms are used to
* force the compiler to keep a local register pointing to the base of the
* array. Special location offset macros can be used to minimize the number
* of computations which must be performed at runtime. Note that using a
* byte for each flag set may be slightly more efficient than using a larger
* unit, so if another flag (or two) is needed later, and it must be fast,
* then the two existing flags which do not have to be fast should be moved
* out into some other data structure and the new flags should take their
* place. This may require a few minor changes in the savefile code.
*
* The "CAVE_ROOM" flag is saved in the savefile and is used to determine
* which grids are part of "rooms", and thus which grids are affected by
* "illumination" spells. This flag does not have to be very fast.
*
* The "CAVE_ICKY" flag is saved in the savefile and is used to determine
* which grids are part of "vaults", and thus which grids cannot serve as
* the destinations of player teleportation. This flag does not have to
* be very fast.
*
* The "CAVE_MARK" flag is saved in the savefile and is used to determine
* which grids have been "memorized" by the player. This flag is used by
* the "map_info()" function to determine if a grid should be displayed.
* This flag is used in a few other places to determine if the player can
* "know" about a given grid. This flag must be very fast.
*
* The "CAVE_GLOW" flag is saved in the savefile and is used to determine
* which grids are "permanently illuminated". This flag is used by the
* "update_view()" function to help determine which viewable flags may
* be "seen" by the player. This flag is used by the "map_info" function
* to determine if a grid is only lit by the player's torch. This flag
* has special semantics for wall grids (see "update_view()"). This flag
* must be very fast.
*
* The "CAVE_WALL" flag is used to determine which grids block the player's
* line of sight. This flag is used by the "update_view()" function to
* determine which grids block line of sight, and to help determine which
* grids can be "seen" by the player. This flag must be very fast.
*
* The "CAVE_VIEW" flag is used to determine which grids are currently in
* line of sight of the player. This flag is set by (and used by) the
* "update_view()" function. This flag is used by any code which needs to
* know if the player can "view" a given grid. This flag is used by the
* "map_info()" function for some optional special lighting effects. The
* "player_has_los_bold()" macro wraps an abstraction around this flag, but
* certain code idioms are much more efficient. This flag is used to check
* if a modification to a terrain feature might affect the player's field of
* view. This flag is used to see if certain monsters are "visible" to the
* player. This flag is used to allow any monster in the player's field of
* view to "sense" the presence of the player. This flag must be very fast.
*
* The "CAVE_SEEN" flag is used to determine which grids are currently in
* line of sight of the player and also illuminated in some way. This flag
* is set by the "update_view()" function, using computations based on the
* "CAVE_VIEW" and "CAVE_WALL" and "CAVE_GLOW" flags of various grids. This
* flag is used by any code which needs to know if the player can "see" a
* given grid. This flag is used by the "map_info()" function both to see
* if a given "boring" grid can be seen by the player, and for some optional
* special lighting effects. The "player_can_see_bold()" macro wraps an
* abstraction around this flag, but certain code idioms are much more
* efficient. This flag is used to see if certain monsters are "visible" to
* the player. This flag is never set for a grid unless "CAVE_VIEW" is also
* set for the grid. Whenever the "CAVE_WALL" or "CAVE_GLOW" flag changes
* for a grid which has the "CAVE_VIEW" flag set, the "CAVE_SEEN" flag must
* be recalculated. The simplest way to do this is to call "forget_view()"
* and "update_view()" whenever the "CAVE_WALL" or "CAVE_GLOW" flags change
* for a grid which has "CAVE_VIEW" set. This flag must be very fast.
*
* The "CAVE_TEMP" flag is used for a variety of temporary purposes. This
* flag is used to determine if the "CAVE_SEEN" flag for a grid has changed
* during the "update_view()" function. This flag is used to "spread" light
* or darkness through a room. This flag is used by the "monster flow code".
* This flag must always be cleared by any code which sets it, often, this
* can be optimized by the use of the special "temp_g", "temp_y", "temp_x"
* arrays (and the special "temp_n" global). This flag must be very fast.
*
* Note that the "CAVE_MARK" flag is used for many reasons, some of which
* are strictly for optimization purposes. The "CAVE_MARK" flag means that
* even if the player cannot "see" the grid, he "knows" about the terrain in
* that grid. This is used to "memorize" grids when they are first "seen" by
* the player, and to allow certain grids to be "detected" by certain magic.
* Note that most grids are always memorized when they are first "seen", but
* "boring" grids (floor grids) are only memorized if the "view_torch_grids"
* option is set, or if the "view_perma_grids" option is set, and the grid
* in question has the "CAVE_GLOW" flag set.
*
* Objects are "memorized" in a different way, using a special "marked" flag
* on the object itself, which is set when an object is observed or detected.
* This allows objects to be "memorized" independant of the terrain features.
*
* The "update_view()" function is an extremely important function. It is
* called only when the player moves, significant terrain changes, or the
* player's blindness or torch radius changes. Note that when the player
* is resting, or performing any repeated actions (like digging, disarming,
* farming, etc), there is no need to call the "update_view()" function, so
* even if it was not very efficient, this would really only matter when the
* player was "running" through the dungeon. It sets the "CAVE_VIEW" flag
* on every cave grid in the player's field of view, and maintains an array
* of all such grids in the global "view_g" array. It also checks the torch
* radius of the player, and sets the "CAVE_SEEN" flag for every grid which
* is in the "field of view" of the player and which is also "illuminated",
* either by the players torch (if any) or by any permanent light source.
* It could use and help maintain information about multiple light sources,
* which would be helpful in a multi-player version of Angband.
*
* The "update_view()" function maintains the special "view_g" array, which
* contains exactly those grids which have the "CAVE_VIEW" flag set. This
* array is used by "update_view()" to (only) memorize grids which become
* newly "seen", and to (only) redraw grids whose "seen" value changes, which
* allows the use of some interesting (and very efficient) "special lighting
* effects". In addition, this array could be used elsewhere to quickly scan
* through all the grids which are in the player's field of view.
*
* Note that the "update_view()" function allows, among other things, a room
* to be "partially" seen as the player approaches it, with a growing cone
* of floor appearing as the player gets closer to the door. Also, by not
* turning on the "memorize perma-lit grids" option, the player will only
* "see" those floor grids which are actually in line of sight. And best
* of all, you can now activate the special lighting effects to indicate
* which grids are actually in the player's field of view by using dimmer
* colors for grids which are not in the player's field of view, and/or to
* indicate which grids are illuminated only by the player's torch by using
* the color yellow for those grids.
*
* The old "update_view()" algorithm uses the special "CAVE_EASY" flag as a
* temporary internal flag to mark those grids which are not only in view,
* but which are also "easily" in line of sight of the player. This flag
* is actually just the "CAVE_SEEN" flag, and the "update_view()" function
* makes sure to clear it for all old "CAVE_SEEN" grids, and then use it in
* the algorithm as "CAVE_EASY", and then clear it for all "CAVE_EASY" grids,
* and then reset it as appropriate for all new "CAVE_SEEN" grids. This is
* kind of messy, but it works. The old algorithm may disappear eventually.
*
* The new "update_view()" algorithm uses a faster and more mathematically
* correct algorithm, assisted by a large machine generated static array, to
* determine the "CAVE_VIEW" and "CAVE_SEEN" flags simultaneously. See below.
*
* It seems as though slight modifications to the "update_view()" functions
* would allow us to determine "reverse" line-of-sight as well as "normal"
* line-of-sight", which would allow monsters to have a more "correct" way
* to determine if they can "see" the player, since right now, they "cheat"
* somewhat and assume that if the player has "line of sight" to them, then
* they can "pretend" that they have "line of sight" to the player. But if
* such a change was attempted, the monsters would actually start to exhibit
* some undesirable behavior, such as "freezing" near the entrances to long
* hallways containing the player, and code would have to be added to make
* the monsters move around even if the player was not detectable, and to
* "remember" where the player was last seen, to avoid looking stupid.
*
* Note that the "CAVE_GLOW" flag means that a grid is permanently lit in
* some way. However, for the player to "see" the grid, as determined by
* the "CAVE_SEEN" flag, the player must not be blind, the grid must have
* the "CAVE_VIEW" flag set, and if the grid is a "wall" grid, and it is
* not lit by the player's torch, then it must touch a grid which does not
* have the "CAVE_WALL" flag set, but which does have both the "CAVE_GLOW"
* and "CAVE_VIEW" flags set. This last part about wall grids is induced
* by the semantics of "CAVE_GLOW" as applied to wall grids, and checking
* the technical requirements can be very expensive, especially since the
* grid may be touching some "illegal" grids. Luckily, it is more or less
* correct to restrict the "touching" grids from the eight "possible" grids
* to the (at most) three grids which are touching the grid, and which are
* closer to the player than the grid itself, which eliminates more than
* half of the work, including all of the potentially "illegal" grids, if
* at most one of the three grids is a "diagonal" grid. In addition, in
* almost every situation, it is possible to ignore the "CAVE_VIEW" flag
* on these three "touching" grids, for a variety of technical reasons.
* Finally, note that in most situations, it is only necessary to check
* a single "touching" grid, in fact, the grid which is strictly closest
* to the player of all the touching grids, and in fact, it is normally
* only necessary to check the "CAVE_GLOW" flag of that grid, again, for
* various technical reasons. However, one of the situations which does
* not work with this last reduction is the very common one in which the
* player approaches an illuminated room from a dark hallway, in which the
* two wall grids which form the "entrance" to the room would not be marked
* as "CAVE_SEEN", since of the three "touching" grids nearer to the player
* than each wall grid, only the farthest of these grids is itself marked
* "CAVE_GLOW".
*
*
* Here are some pictures of the legal "light source" radius values, in
* which the numbers indicate the "order" in which the grids could have
* been calculated, if desired. Note that the code will work with larger
* radiuses, though currently yields such a radius, and the game would
* become slower in some situations if it did.
*
* Rad=0 Rad=1 Rad=2 Rad=3
* No-Lite Torch,etc Lantern Artifacts
*
* 333
* 333 43334
* 212 32123 3321233
* @ 1@1 31@13 331@133
* 212 32123 3321233
* 333 43334
* 333
*
*
* Here is an illustration of the two different "update_view()" algorithms,
* in which the grids marked "%" are pillars, and the grids marked "?" are
* not in line of sight of the player.
*
*
* Sample situation
*
* #####################
* ############.%.%.%.%#
* #...@..#####........#
* #............%.%.%.%#
* #......#####........#
* ############........#
* #####################
*
*
* New Algorithm Old Algorithm
*
* ########????????????? ########?????????????
* #...@..#????????????? #...@..#?????????????
* #...........????????? #.........???????????
* #......#####.....???? #......####??????????
* ########?????????...# ########?????????????
*
* ########????????????? ########?????????????
* #.@....#????????????? #.@....#?????????????
* #............%??????? #...........?????????
* #......#####........? #......#####?????????
* ########??????????..# ########?????????????
*
* ########????????????? ########?????%???????
* #......#####........# #......#####..???????
* #.@..........%??????? #.@..........%???????
* #......#####........# #......#####..???????
* ########????????????? ########?????????????
*
* ########??????????..# ########?????????????
* #......#####........? #......#####?????????
* #............%??????? #...........?????????
* #.@....#????????????? #.@....#?????????????
* ########????????????? ########?????????????
*
* ########?????????%??? ########?????????????
* #......#####.....???? #......####??????????
* #...........????????? #.........???????????
* #...@..#????????????? #...@..#?????????????
* ########????????????? ########?????????????
*/
/*
* Maximum number of grids in a single octant
*/
#define VINFO_MAX_GRIDS 161
/*
* Maximum number of slopes in a single octant
*/
#define VINFO_MAX_SLOPES 126
/*
* Mask of bits used in a single octant
*/
#define VINFO_BITS_3 0x3FFFFFFF
#define VINFO_BITS_2 0xFFFFFFFF
#define VINFO_BITS_1 0xFFFFFFFF
#define VINFO_BITS_0 0xFFFFFFFF
/*
* Forward declare
*/
typedef struct vinfo_type vinfo_type;
/*
* The 'vinfo_type' structure
*/
struct vinfo_type
{
s16b grid_y[8];
s16b grid_x[8];
u32b bits_3;
u32b bits_2;
u32b bits_1;
u32b bits_0;
vinfo_type *next_0;
vinfo_type *next_1;
byte y;
byte x;
byte d;
byte r;
};
/*
* The array of "vinfo" objects, initialized by "vinfo_init()"
*/
static vinfo_type vinfo[VINFO_MAX_GRIDS];
/*
* Slope scale factor
*/
#define SCALE 100000L
/*
* The actual slopes (for reference)
*/
/* Bit : Slope Grids */
/* --- : ----- ----- */
/* 0 : 2439 21 */
/* 1 : 2564 21 */
/* 2 : 2702 21 */
/* 3 : 2857 21 */
/* 4 : 3030 21 */
/* 5 : 3225 21 */
/* 6 : 3448 21 */
/* 7 : 3703 21 */
/* 8 : 4000 21 */
/* 9 : 4347 21 */
/* 10 : 4761 21 */
/* 11 : 5263 21 */
/* 12 : 5882 21 */
/* 13 : 6666 21 */
/* 14 : 7317 22 */
/* 15 : 7692 20 */
/* 16 : 8108 21 */
/* 17 : 8571 21 */
/* 18 : 9090 20 */
/* 19 : 9677 21 */
/* 20 : 10344 21 */
/* 21 : 11111 20 */
/* 22 : 12000 21 */
/* 23 : 12820 22 */
/* 24 : 13043 22 */
/* 25 : 13513 22 */
/* 26 : 14285 20 */
/* 27 : 15151 22 */
/* 28 : 15789 22 */
/* 29 : 16129 22 */
/* 30 : 17241 22 */
/* 31 : 17647 22 */
/* 32 : 17948 23 */
/* 33 : 18518 22 */
/* 34 : 18918 22 */
/* 35 : 20000 19 */
/* 36 : 21212 22 */
/* 37 : 21739 22 */
/* 38 : 22580 22 */
/* 39 : 23076 22 */
/* 40 : 23809 22 */
/* 41 : 24137 22 */
/* 42 : 24324 23 */
/* 43 : 25714 23 */
/* 44 : 25925 23 */
/* 45 : 26315 23 */
/* 46 : 27272 22 */
/* 47 : 28000 23 */
/* 48 : 29032 23 */
/* 49 : 29411 23 */
/* 50 : 29729 24 */
/* 51 : 30434 23 */
/* 52 : 31034 23 */
/* 53 : 31428 23 */
/* 54 : 33333 18 */
/* 55 : 35483 23 */
/* 56 : 36000 23 */
/* 57 : 36842 23 */
/* 58 : 37142 24 */
/* 59 : 37931 24 */
/* 60 : 38461 24 */
/* 61 : 39130 24 */
/* 62 : 39393 24 */
/* 63 : 40740 24 */
/* 64 : 41176 24 */
/* 65 : 41935 24 */
/* 66 : 42857 23 */
/* 67 : 44000 24 */
/* 68 : 44827 24 */
/* 69 : 45454 23 */
/* 70 : 46666 24 */
/* 71 : 47368 24 */
/* 72 : 47826 24 */
/* 73 : 48148 24 */
/* 74 : 48387 24 */
/* 75 : 51515 25 */
/* 76 : 51724 25 */
/* 77 : 52000 25 */
/* 78 : 52380 25 */
/* 79 : 52941 25 */
/* 80 : 53846 25 */
/* 81 : 54838 25 */
/* 82 : 55555 24 */
/* 83 : 56521 25 */
/* 84 : 57575 26 */
/* 85 : 57894 25 */
/* 86 : 58620 25 */
/* 87 : 60000 23 */
/* 88 : 61290 25 */
/* 89 : 61904 25 */
/* 90 : 62962 25 */
/* 91 : 63636 25 */
/* 92 : 64705 25 */
/* 93 : 65217 25 */
/* 94 : 65517 25 */
/* 95 : 67741 26 */
/* 96 : 68000 26 */
/* 97 : 68421 26 */
/* 98 : 69230 26 */
/* 99 : 70370 26 */
/* 100 : 71428 25 */
/* 101 : 72413 26 */
/* 102 : 73333 26 */
/* 103 : 73913 26 */
/* 104 : 74193 27 */
/* 105 : 76000 26 */
/* 106 : 76470 26 */
/* 107 : 77777 25 */
/* 108 : 78947 26 */
/* 109 : 79310 26 */
/* 110 : 80952 26 */
/* 111 : 81818 26 */
/* 112 : 82608 26 */
/* 113 : 84000 26 */
/* 114 : 84615 26 */
/* 115 : 85185 26 */
/* 116 : 86206 27 */
/* 117 : 86666 27 */
/* 118 : 88235 27 */
/* 119 : 89473 27 */
/* 120 : 90476 27 */
/* 121 : 91304 27 */
/* 122 : 92000 27 */
/* 123 : 92592 27 */
/* 124 : 93103 28 */
/* 125 : 100000 13 */
/*
* Forward declare
*/
typedef struct vinfo_hack vinfo_hack;
/*
* Temporary data used by "vinfo_init()"
*
* - Number of grids
*
* - Number of slopes
*
* - Slope values
*
* - Slope range per grid
*/
struct vinfo_hack
{
int num_slopes;
long slopes[VINFO_MAX_SLOPES];
long slopes_min[MAX_SIGHT + 1][MAX_SIGHT + 1];
long slopes_max[MAX_SIGHT + 1][MAX_SIGHT + 1];
};
/*
* Sorting hook -- comp function -- array of long's (see below)
*
* We use "u" to point to an array of long integers.
*/
static bool ang_sort_comp_hook_longs(vptr u, vptr v, int a, int b)
{
long *x = (long*)(u);
return (x[a] <= x[b]);
}
/*
* Sorting hook -- comp function -- array of long's (see below)
*
* We use "u" to point to an array of long integers.
*/
static void ang_sort_swap_hook_longs(vptr u, vptr v, int a, int b)
{
long *x = (long*)(u);
long temp;
/* Swap */
temp = x[a];
x[a] = x[b];
x[b] = temp;
}
/*
* Save a slope
*/
static void vinfo_init_aux(vinfo_hack *hack, int y, int x, long m)
{
int i;
/* Handle "legal" slopes */
if ((m > 0) && (m <= SCALE))
{
/* Look for that slope */
for (i = 0; i < hack->num_slopes; i++)
{
if (hack->slopes[i] == m) break;
}
/* New slope */
if (i == hack->num_slopes)
{
/* Paranoia */
if (hack->num_slopes >= VINFO_MAX_SLOPES)
{
quit_fmt("Too many slopes (%d)!",
VINFO_MAX_SLOPES);
}
/* Save the slope, and advance */
hack->slopes[hack->num_slopes++] = m;
}
}
/* Track slope range */
if (hack->slopes_min[y][x] > m) hack->slopes_min[y][x] = m;
if (hack->slopes_max[y][x] < m) hack->slopes_max[y][x] = m;
}
/*
* Initialize the "vinfo" array
*
* Full Octagon (radius 20), Grids=1149
*
* Quadrant (south east), Grids=308, Slopes=251
*
* Octant (east then south), Grids=161, Slopes=126
*
* This function assumes that VINFO_MAX_GRIDS and VINFO_MAX_SLOPES
* have the correct values, which can be derived by setting them to
* a number which is too high, running this function, and using the
* error messages to obtain the correct values.
*/
errr vinfo_init(void)
{
int i, y, x;
long m;
vinfo_hack *hack;
int num_grids = 0;
int queue_head = 0;
int queue_tail = 0;
vinfo_type *queue[VINFO_MAX_GRIDS*2];
/* Make hack */
MAKE(hack, vinfo_hack);
/* Analyze grids */
for (y = 0; y <= MAX_SIGHT; ++y)
{
for (x = y; x <= MAX_SIGHT; ++x)
{
/* Skip grids which are out of sight range */
if (distance(0, 0, y, x) > MAX_SIGHT) continue;
/* Default slope range */
hack->slopes_min[y][x] = 999999999;
hack->slopes_max[y][x] = 0;
/* Paranoia */
if (num_grids >= VINFO_MAX_GRIDS)
{
quit_fmt("Too many grids (%d >= %d)!",
num_grids, VINFO_MAX_GRIDS);
}
/* Count grids */
num_grids++;
/* Slope to the top right corner */
m = SCALE * (1000L * y - 500) / (1000L * x + 500);
/* Handle "legal" slopes */
vinfo_init_aux(hack, y, x, m);
/* Slope to top left corner */
m = SCALE * (1000L * y - 500) / (1000L * x - 500);
/* Handle "legal" slopes */
vinfo_init_aux(hack, y, x, m);
/* Slope to bottom right corner */
m = SCALE * (1000L * y + 500) / (1000L * x + 500);
/* Handle "legal" slopes */
vinfo_init_aux(hack, y, x, m);
/* Slope to bottom left corner */
m = SCALE * (1000L * y + 500) / (1000L * x - 500);
/* Handle "legal" slopes */
vinfo_init_aux(hack, y, x, m);
}
}
/* Enforce maximal efficiency */
if (num_grids < VINFO_MAX_GRIDS)
{
quit_fmt("Too few grids (%d < %d)!",
num_grids, VINFO_MAX_GRIDS);
}
/* Enforce maximal efficiency */
if (hack->num_slopes < VINFO_MAX_SLOPES)
{
quit_fmt("Too few slopes (%d < %d)!",
hack->num_slopes, VINFO_MAX_SLOPES);
}
/* Sort slopes numerically */
ang_sort_comp = ang_sort_comp_hook_longs;
/* Sort slopes numerically */
ang_sort_swap = ang_sort_swap_hook_longs;
/* Sort the (unique) slopes */
ang_sort(hack->slopes, NULL, hack->num_slopes);
/* Enqueue player grid */
queue[queue_tail++] = &vinfo[0];
/* Process queue */
while (queue_head < queue_tail)
{
int e;
vinfo_type *p;
/* Index */
e = queue_head;
/* Dequeue next grid */
p = queue[queue_head++];
/* Location of main grid */
y = vinfo[e].grid_y[0];
x = vinfo[e].grid_x[0];
/* Compute grid offsets */
vinfo[e].grid_y[0] = + y;
vinfo[e].grid_x[0] = + x;
vinfo[e].grid_y[1] = + x;
vinfo[e].grid_x[1] = + y;
vinfo[e].grid_y[2] = + x;
vinfo[e].grid_x[2] = -y;
vinfo[e].grid_y[3] = + y;
vinfo[e].grid_x[3] = -x;
vinfo[e].grid_y[4] = -y;
vinfo[e].grid_x[4] = -x;
vinfo[e].grid_y[5] = -x;
vinfo[e].grid_x[5] = -y;
vinfo[e].grid_y[6] = -x;
vinfo[e].grid_x[6] = + y;
vinfo[e].grid_y[7] = -y;
vinfo[e].grid_x[7] = + x;
/* Analyze slopes */
for (i = 0; i < hack->num_slopes; ++i)
{
m = hack->slopes[i];
/* Memorize intersection slopes (for non-player-grids) */
if ((e > 0) &&
(hack->slopes_min[y][x] < m) &&
(m < hack->slopes_max[y][x]))
{
switch (i / 32)
{
case 3:
vinfo[e].bits_3 |= (1L << (i % 32));
break;
case 2:
vinfo[e].bits_2 |= (1L << (i % 32));
break;
case 1:
vinfo[e].bits_1 |= (1L << (i % 32));
break;
case 0:
vinfo[e].bits_0 |= (1L << (i % 32));
break;
}
}
}
/* Default */
vinfo[e].next_0 = &vinfo[0];
/* Grid next child */
if (distance(0, 0, y, x + 1) <= MAX_SIGHT)
{
if ((queue[queue_tail - 1]->grid_y[0] != y) ||
(queue[queue_tail - 1]->grid_x[0] != x + 1))
{
vinfo[queue_tail].grid_y[0] = y;
vinfo[queue_tail].grid_x[0] = x + 1;
queue[queue_tail] = &vinfo[queue_tail];
queue_tail++;
}
vinfo[e].next_0 = &vinfo[queue_tail - 1];
}
/* Default */
vinfo[e].next_1 = &vinfo[0];
/* Grid diag child */
if (distance(0, 0, y + 1, x + 1) <= MAX_SIGHT)
{
if ((queue[queue_tail - 1]->grid_y[0] != y + 1) ||
(queue[queue_tail - 1]->grid_x[0] != x + 1))
{
vinfo[queue_tail].grid_y[0] = y + 1;
vinfo[queue_tail].grid_x[0] = x + 1;
queue[queue_tail] = &vinfo[queue_tail];
queue_tail++;
}
vinfo[e].next_1 = &vinfo[queue_tail - 1];
}
/* Hack -- main diagonal has special children */
if (y == x) vinfo[e].next_0 = vinfo[e].next_1;
/* Extra values */
vinfo[e].y = y;
vinfo[e].x = x;
vinfo[e].d = ((y > x) ? (y + x / 2) : (x + y / 2));
vinfo[e].r = ((!y) ? x : (!x) ? y : (y == x) ? y : 0);
}
/* Verify maximal bits XXX XXX XXX */
if (((vinfo[1].bits_3 | vinfo[2].bits_3) != VINFO_BITS_3) ||
((vinfo[1].bits_2 | vinfo[2].bits_2) != VINFO_BITS_2) ||
((vinfo[1].bits_1 | vinfo[2].bits_1) != VINFO_BITS_1) ||
((vinfo[1].bits_0 | vinfo[2].bits_0) != VINFO_BITS_0))
{
quit("Incorrect bit masks!");
}
/* Kill hack */
KILL(hack, vinfo_hack);
/* Success */
return (0);
}
/*
* Forget the "CAVE_VIEW" grids, redrawing as needed
*/
void forget_view(void)
{
int i;
int fast_view_n = view_n;
cave_type *c_ptr;
/* None to forget */
if (!fast_view_n) return;
/* Clear them all */
for (i = 0; i < fast_view_n; i++)
{
int y = view_y[i];
int x = view_x[i];
/* Access the grid */
c_ptr = &cave[y][x];
/* Clear "CAVE_VIEW", "CAVE_SEEN" and player torch flags */
c_ptr->info &= ~(CAVE_VIEW | CAVE_SEEN | CAVE_PLIT);
/* Redraw */
lite_spot(y, x);
}
/* None left */
view_n = 0;
}
/*
* Calculate the complete field of view using a new algorithm
*
* If "view_y/x" and "temp_y/x" were global pointers to arrays of grids, as
* opposed to actual arrays of grids, then we could be more efficient by
* using "pointer swapping".
*
* Normally, vision along the major axes is more likely than vision
* along the diagonal axes, so we check the bits corresponding to
* the lines of sight near the major axes first.
*
* We use the "temp_y/x" array (and the "CAVE_TEMP" flag) to keep track of
* which grids were previously marked "CAVE_SEEN", since only those grids
* whose "CAVE_SEEN" value changes during this routine must be redrawn.
*
* This function is now responsible for maintaining the "CAVE_SEEN"
* flags as well as the "CAVE_VIEW" flags, which is good, because
* the only grids which normally need to be memorized and/or redrawn
* are the ones whose "CAVE_SEEN" flag changes during this routine.
*
* Basically, this function divides the "octagon of view" into octants of
* grids (where grids on the main axes and diagonal axes are "shared" by
* two octants), and processes each octant one at a time, processing each
* octant one grid at a time, processing only those grids which "might" be
* viewable, and setting the "CAVE_VIEW" flag for each grid for which there
* is an (unobstructed) line of sight from the center of the player grid to
* any internal point in the grid (and collecting these "CAVE_VIEW" grids
* into the "view_y/x" array), and setting the "CAVE_SEEN" flag for the grid
* if, in addition, the grid is "illuminated" in some way.
*
* This function relies on a theorem (suggested and proven by Mat Hostetter)
* which states that in each octant of a field of view, a given grid will
* be "intersected" by one or more unobstructed "lines of sight" from the
* center of the player grid if and only if it is "intersected" by at least
* one such unobstructed "line of sight" which passes directly through some
* corner of some grid in the octant which is not shared by any other octant.
* The proof is based on the fact that there are at least three significant
* lines of sight involving any non-shared grid in any octant, one which
* intersects the grid and passes though the corner of the grid closest to
* the player, and two which "brush" the grid, passing through the "outer"
* corners of the grid, and that any line of sight which intersects a grid
* without passing through the corner of a grid in the octant can be "slid"
* slowly towards the corner of the grid closest to the player, until it
* either reaches it or until it brushes the corner of another grid which
* is closer to the player, and in either case, the existanc of a suitable
* line of sight is thus demonstrated.
*
* It turns out that in each octant of the radius 20 "octagon of view",
* there are 161 grids (with 128 not shared by any other octant), and there
* are exactly 126 distinct "lines of sight" passing from the center of the
* player grid through any corner of any non-shared grid in the octant. To
* determine if a grid is "viewable" by the player, therefore, you need to
* simply show that one of these 126 lines of sight intersects the grid but
* does not intersect any wall grid closer to the player. So we simply use
* a bit vector with 126 bits to represent the set of interesting lines of
* sight which have not yet been obstructed by wall grids, and then we scan
* all the grids in the octant, moving outwards from the player grid. For
* each grid, if any of the lines of sight which intersect that grid have not
* yet been obstructed, then the grid is viewable. Furthermore, if the grid
* is a wall grid, then all of the lines of sight which intersect the grid
* should be marked as obstructed for future reference. Also, we only need
* to check those grids for whom at least one of the "parents" was a viewable
* non-wall grid, where the parents include the two grids touching the grid
* but closer to the player grid (one adjacent, and one diagonal). For the
* bit vector, we simply use 4 32-bit integers. All of the static values
* which are needed by this function are stored in the large "vinfo" array
* (above), which is machine generated by another program. XXX XXX XXX
*
* Hack -- The queue must be able to hold more than VINFO_MAX_GRIDS grids
* because the grids at the edge of the field of view use "grid zero" as
* their children, and the queue must be able to hold several of these
* special grids. Because the actual number of required grids is bizarre,
* we simply allocate twice as many as we would normally need. XXX XXX XXX
*/
void update_view(void)
{
int i, o;
int y, x;
int radius;
int fast_view_n = view_n;
int fast_temp_n = 0;
cave_type *c_ptr;
u16b info;
/*** Step 0 -- Begin ***/
/* Save the old "view" grids for later */
for (i = 0; i < fast_view_n; i++)
{
/* Location */
y = view_y[i];
x = view_x[i];
/* Grid */
c_ptr = &cave[y][x];
/* Get grid info */
info = c_ptr->info;
;
/* Save "CAVE_SEEN" grids */
if (info & (CAVE_SEEN))
{
/* Set "CAVE_TEMP" flag */
info |= (CAVE_TEMP);
/* Save grid for later */
temp_y[fast_temp_n] = y;
temp_x[fast_temp_n++] = x;
}
/* Clear "CAVE_VIEW", "CAVE_SEEN" and player torch flags */
info &= ~(CAVE_VIEW | CAVE_SEEN | CAVE_PLIT);
/* Save cave info */
c_ptr->info = info;
}
/* Reset the "view" array */
fast_view_n = 0;
/* Extract "radius" value */
radius = p_ptr->cur_lite;
/* Handle real light */
if (radius > 0) ++radius;
/*** Step 1 -- player grid ***/
/* Player grid */
c_ptr = &cave[p_ptr->py][p_ptr->px];
/* Get grid info */
info = c_ptr->info;
/* Assume viewable */
info |= (CAVE_VIEW);
/* Torch-lit grid */
if (0 < radius)
{
/* Mark as "CAVE_SEEN" and torch-lit */
info |= (CAVE_SEEN | CAVE_PLIT);
}
/* Perma-lit grid */
else if (info & (CAVE_GLOW))
{
/* Mark as "CAVE_SEEN" */
info |= (CAVE_SEEN);
}
/* Save cave info */
c_ptr->info = info;
/* Save in array */
view_y[fast_view_n] = p_ptr->py;
view_x[fast_view_n++] = p_ptr->px;
/*** Step 2 -- octants ***/
/* Scan each octant */
for (o = 0; o < 8; o++)
{
vinfo_type *p;
/* Last added */
vinfo_type *last = &vinfo[0];
/* Grid queue */
int queue_head = 0;
int queue_tail = 0;
vinfo_type *queue[VINFO_MAX_GRIDS*2];
/* Slope bit vector */
u32b bits0 = VINFO_BITS_0;
u32b bits1 = VINFO_BITS_1;
u32b bits2 = VINFO_BITS_2;
u32b bits3 = VINFO_BITS_3;
/* Reset queue */
queue_head = queue_tail = 0;
/* Initial grids */
queue[queue_tail++] = &vinfo[1];
queue[queue_tail++] = &vinfo[2];
/* Process queue */
while (queue_head < queue_tail)
{
/* Dequeue next grid */
p = queue[queue_head++];
/* Check bits */
if ((bits0 & (p->bits_0)) ||
(bits1 & (p->bits_1)) ||
(bits2 & (p->bits_2)) ||
(bits3 & (p->bits_3)))
{
/* Extract coordinate value */
y = p_ptr->py + p->grid_y[o];
x = p_ptr->px + p->grid_x[o];
/* Access the grid */
c_ptr = &cave[y][x];
/* Get grid info */
info = c_ptr->info;
/* Handle wall */
if (info & (CAVE_WALL))
{
/* Clear bits */
bits0 &= ~(p->bits_0);
bits1 &= ~(p->bits_1);
bits2 &= ~(p->bits_2);
bits3 &= ~(p->bits_3);
/* Newly viewable wall */
if (!(info & (CAVE_VIEW)))
{
/* Mark as viewable */
info |= (CAVE_VIEW);
/* Torch-lit grids */
if (p->d < radius)
{
/* Mark as "CAVE_SEEN" and torch-lit */
info |= (CAVE_SEEN | CAVE_PLIT);
}
/* Monster-lit grids */
else if (info & (CAVE_MLIT))
{
/* Mark as "CAVE_SEEN" */
info |= (CAVE_SEEN);
}
/* Perma-lit grids */
else if (info & (CAVE_GLOW))
{
/* Hack -- move towards player */
int yy = (y < p_ptr->py) ? (y + 1) : (y > p_ptr->py) ? (y - 1) : y;
int xx = (x < p_ptr->px) ? (x + 1) : (x > p_ptr->px) ? (x - 1) : x;
#ifdef UPDATE_VIEW_COMPLEX_WALL_ILLUMINATION
/* Check for "complex" illumination */
if ((!(cave[yy][xx].info & (CAVE_WALL)) &&
(cave[yy][xx].info & (CAVE_GLOW))) ||
(!(cave[y][xx].info & (CAVE_WALL)) &&
(cave[y][xx].info & (CAVE_GLOW))) ||
(!(cave[yy][x].info & (CAVE_WALL)) &&
(cave[yy][x].info & (CAVE_GLOW))))
{
/* Mark as seen */
info |= (CAVE_SEEN);
}
#else /* UPDATE_VIEW_COMPLEX_WALL_ILLUMINATION */
/* Check for "simple" illumination */
if (cave[yy][xx].info & (CAVE_GLOW))
{
/* Mark as seen */
info |= (CAVE_SEEN);
}
#endif /* UPDATE_VIEW_COMPLEX_WALL_ILLUMINATION */
}
/* Save cave info */
c_ptr->info = info;
/* Save in array */
view_y[fast_view_n] = y;
view_x[fast_view_n++] = x;
}
}
/* Handle non-wall */
else
{
/* Enqueue child */
if (last != p->next_0)
{
queue[queue_tail++] = last = p->next_0;
}
/* Enqueue child */
if (last != p->next_1)
{
queue[queue_tail++] = last = p->next_1;
}
/* Newly viewable non-wall */
if (!(info & (CAVE_VIEW)))
{
/* Mark as "viewable" */
info |= (CAVE_VIEW);
/* Torch-lit grids */
if (p->d < radius)
{
/* Mark as "CAVE_SEEN" and torch-lit */
info |= (CAVE_SEEN | CAVE_PLIT);
}
/* Perma-lit or monster-lit grids */
else if (info & (CAVE_GLOW | CAVE_MLIT))
{
/* Mark as "CAVE_SEEN" */
info |= (CAVE_SEEN);
}
/* Save cave info */
c_ptr->info = info;
/* Save in array */
view_y[fast_view_n] = y;
view_x[fast_view_n++] = x;
}
}
}
}
}
/*** Step 3 -- Complete the algorithm ***/
/* Handle blindness */
if (p_ptr->blind)
{
/* Process "new" grids */
for (i = 0; i < fast_view_n; i++)
{
/* Location */
y = view_y[i];
x = view_x[i];
/* Grid cannot be "CAVE_SEEN" */
cave[y][x].info &= ~(CAVE_SEEN);
}
}
/* Process "new" grids */
for (i = 0; i < fast_view_n; i++)
{
/* Location */
y = view_y[i];
x = view_x[i];
/* Get grid info */
info = cave[y][x].info;
/* Was not "CAVE_SEEN", is now "CAVE_SEEN" */
if ((info & (CAVE_SEEN)) && !(info & (CAVE_TEMP)))
{
/* Note */
note_spot(y, x);
/* Redraw */
lite_spot(y, x);
}
}
/* Process "old" grids */
for (i = 0; i < fast_temp_n; i++)
{
/* Location */
y = temp_y[i];
x = temp_x[i];
/* Grid */
c_ptr = &cave[y][x];
/* Get grid info */
info = c_ptr->info;
/* Clear "CAVE_TEMP" flag */
info &= ~(CAVE_TEMP);
/* Save cave info */
c_ptr->info = info;
/* Was "CAVE_SEEN", is now not "CAVE_SEEN" */
if (!(info & (CAVE_SEEN)))
{
/* Redraw */
lite_spot(y, x);
}
}
/* Save 'view_n' */
view_n = fast_view_n;
}
/*
* Clear monster light
*/
void forget_mon_lite(void)
{
int i, y, x;
/* Process all the monster-lit grids */
for (i = 0; i < lite_n; i++)
{
/* Access location */
y = lite_y[i];
x = lite_x[i];
/* Clear monster light flag */
cave[y][x].info &= ~(CAVE_MLIT);
}
/* Forget light array */
lite_n = 0;
}
/*
* Update squares illuminated by monsters
*
* Code taken from Steven Fuerst's work for ZAngband, without support
* for multiple lite radii, and with necessary modifications for different
* internal representation of dungeon/wilderness. Other minor changes
* are mine...
*
* I'm not sure if I can handle wide radius well. Consider the following
* example, with p carrying a radius 3 light source:
*
* ##%#
* .x..
* p##@
*
* % should be illuminated, although the beam path is entirely out of
* player's los (because of grid-based nature of cave representation)...
* And I'm extremely reluctant to introduce symmetrical los. The current
* asymmetrical system has its own merit, and all the rules of games are
* asymmetrical, in some way or another...
*
* The code below exploits special characteristics of radius one light
* where one can fairly safely use light source's visibility (in terms of los)
* to determine if we can illuminate walls XXX
*
* This function works within the current player's field of view
* calculated by update_view(), so it should normally be called
* whenever FoV is updated (== PU_VIEW | PU_MON_LITE). The other
* case is when RF9_HAS_LITE monsters have moved or dead. Monster
* creation occurs out of LoS, so I chose not to take this into
* consideration.
*
* The CAVE_TEMP flag is used by the function to remember "old" monster-lit
* grids so that it can only redraw squares whose visibility has changed.
*
* Doing this in the update_view() order (update "new" grids, then "old")
* would result in bizarre lighting effects XXX XXX
*
* It has been made possible again to draw torch/monster-lit grids in
* different colours, even when they are in permanently lit locations
* by using (CAVE_PLIT|CAVE_MLIT) as if it were old CAVE_LITE, but I don't
* think it's appropriate for torch lights to be visible under the Sun :)
* or brighter light, and it doesn't work well with PernAngband's already
* colourful terrain features in aesthetically pleasing ways... -- pelpel
*/
void update_mon_lite(void)
{
int i, y, x, d;
int fy, fx;
cave_type *c_ptr;
u16b info;
bool invis;
s16b fast_lite_n = lite_n;
s16b fast_temp_n;
/* Mega-Hack -- It's unnecessary there */
if (p_ptr->wild_mode) return;
/* Handle special case -- Blindness */
if (p_ptr->blind)
{
for (i = 0; i < fast_lite_n; i++)
{
/* Light location */
y = lite_y[i];
x = lite_x[i];
/* Forget monster light and view */
cave[y][x].info &= ~(CAVE_MLIT | CAVE_SEEN);
/* Redraw spot */
/* lite_spot(y, x); */
}
/* Clear the light list */
lite_n = 0;
/* Done */
return;
}
/* Remember and clear all monster-lit grids */
for (i = 0; i < fast_lite_n; i++)
{
/* Lit location */
y = lite_y[i];
x = lite_x[i];
/* Access grid */
c_ptr = &cave[y][x];
/* Access cave info of the grid */
info = c_ptr->info;
/* Remember it, by setting the CAVE_TEMP flag */
info |= (CAVE_TEMP);
/* Forget monster light */
info &= ~(CAVE_MLIT);
/* Unseen unless it's glowing or illuminated by player light source */
if (!(info & (CAVE_GLOW | CAVE_PLIT)))
{
info &= ~(CAVE_SEEN);
}
/* Save cave info flags */
c_ptr->info = info;
}
/* Clear the temp list */
fast_temp_n = 0;
/* Loop through monsters, adding newly lit grids to changes list */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
monster_race *r_ptr;
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
/* Skip out-of-sight monsters (MAX_SIGHT + max radius) */
if (m_ptr->cdis > MAX_SIGHT + 1) continue;
/* Access monster race info (with possible ego mods) */
r_ptr = race_info_idx(m_ptr->r_idx, m_ptr->ego);
/* Skip monsters not carrying light source */
if (!(r_ptr->flags9 & RF9_HAS_LITE)) continue;
/* Access the location */
fy = m_ptr->fy;
fx = m_ptr->fx;
/* Extract monster grid visibility */
invis = !player_has_los_bold(fy, fx);
/* Nested loops may be a bad idea here XXX */
for (d = 0; d < 9; d++)
{
y = fy + ddy_ddd[d];
x = fx + ddx_ddd[d];
/* Paranoia */
/* if (!in_bounds(y, x)) continue; */
/* Access the grid */
c_ptr = &cave[y][x];
/* Access cave info flags */
info = c_ptr->info;
/* Don't care grids out of player's los */
if (!(info & (CAVE_VIEW))) continue;
/*
* Avoid processing already monster-lit grids,
* for efficiency and to avoid temp array overflow
*/
if (info & (CAVE_MLIT)) continue;
/*
* Hack XXX XXX -- light shouldn't penetrate walls
*
* OK NG
* .#. p#. | p. .p. p..
* p.@ ..@ | .# .#. .#.
* | .@ .@. ..@
*
* So if a monster carrying light source is out of player LoS,
* walls aren't illuminated.
*
* CAVEAT: % will be illuminated in cases like this:
*
* #%..@
* p....
*
* We don't have four sides for a wall grid, so...
*/
if (invis && (f_info[c_ptr->feat].flags1 & FF1_NO_VISION)) continue;
/* Give monster light to the location */
c_ptr->info |= (CAVE_MLIT | CAVE_SEEN);
/* Save the location */
temp_y[fast_temp_n] = y;
temp_x[fast_temp_n] = x;
fast_temp_n++;
}
}
/* Process old grids */
for (i = 0; i < fast_lite_n; i++)
{
/* Access location */
y = lite_y[i];
x = lite_x[i];
/* Access grid */
c_ptr = &cave[y][x];
/* Was lit, is no longer lit */
if (!(c_ptr->info & (CAVE_MLIT)))
{
/* Clear the temp flag */
c_ptr->info &= ~(CAVE_TEMP);
/* See if there was a visible monster */
if (player_has_los_bold(y, x) && c_ptr->m_idx)
{
/* Hide the monster */
update_mon(c_ptr->m_idx, FALSE);
}
else
{
/* Redraw */
lite_spot(y, x);
}
}
}
/* Copy the temp array into the light array */
for (i = 0; i < fast_temp_n; i++)
{
/* Access location */
y = temp_y[i];
x = temp_x[i];
/* Access grid */
c_ptr = &cave[y][x];
/* No changes in illumination */
if (c_ptr->info & (CAVE_TEMP))
{
/* Clear the temp flag */
c_ptr->info &= ~(CAVE_TEMP);
}
/* Was not lit, is now lit */
else
{
/* Remember the location, if appropriate */
note_spot(y, x);
/* See if there is a monster */
if (c_ptr->m_idx)
{
/* Show it */
update_mon(c_ptr->m_idx, FALSE);
}
else
{
/* Redraw */
lite_spot(y, x);
}
}
/* Save the location */
lite_y[i] = y;
lite_x[i] = x;
}
/* Save lite_n */
lite_n = fast_temp_n;
/* Forget temp */
temp_n = 0;
}
/*
* Hack -- provide some "speed" for the "flow" code
* This entry is the "current index" for the "when" field
* Note that a "when" value of "zero" means "not used".
*
* Note that the "cost" indexes from 1 to 127 are for
* "old" data, and from 128 to 255 are for "new" data.
*
* This means that as long as the player does not "teleport",
* then any monster up to 128 + MONSTER_FLOW_DEPTH will be
* able to track down the player, and in general, will be
* able to track down either the player or a position recently
* occupied by the player.
*/
static int flow_n = 0;
/*
* Hack -- forget the "flow" information
*/
void forget_flow(void)
{
#ifdef MONSTER_FLOW
int x, y;
/* Nothing to forget */
if (!flow_n) return;
/* Check the entire dungeon */
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
/* Forget the old data */
cave[y][x].cost = 0;
cave[y][x].when = 0;
}
}
/* Start over */
flow_n = 0;
#endif
}
#ifdef MONSTER_FLOW
/*
* Hack -- Allow us to treat the "seen" array as a queue
*/
static int flow_head = 0;
static int flow_tail = 0;
/*
* Take note of a reachable grid. Assume grid is legal.
*/
static void update_flow_aux(int y, int x, int n)
{
cave_type *c_ptr;
int old_head = flow_head;
/* Get the grid */
c_ptr = &cave[y][x];
/* Ignore "pre-stamped" entries */
if (c_ptr->when == flow_n) return;
/* Ignore "walls" and "rubble" */
if (c_ptr->feat >= FEAT_RUBBLE) return;
/* Save the time-stamp */
c_ptr->when = flow_n;
/* Save the flow cost */
c_ptr->cost = n;
/* Hack -- limit flow depth */
if (n == MONSTER_FLOW_DEPTH) return;
/* Enqueue that entry */
temp_y[flow_head] = y;
temp_x[flow_head] = x;
/* Advance the queue */
if (++flow_head == TEMP_MAX) flow_head = 0;
/* Hack -- notice overflow by forgetting new entry */
if (flow_head == flow_tail) flow_head = old_head;
}
#endif
/*
* Hack -- fill in the "cost" field of every grid that the player
* can "reach" with the number of steps needed to reach that grid.
* This also yields the "distance" of the player from every grid.
*
* In addition, mark the "when" of the grids that can reach
* the player with the incremented value of "flow_n".
*
* Hack -- use the "seen" array as a "circular queue".
*
* We do not need a priority queue because the cost from grid
* to grid is always "one" and we process them in order.
*/
void update_flow(void)
{
#ifdef MONSTER_FLOW
int x, y, d;
/* Hack -- disabled */
if (!flow_by_sound) return;
/* Paranoia -- make sure the array is empty */
if (temp_n) return;
/* Cycle the old entries (once per 128 updates) */
if (flow_n == 255)
{
/* Rotate the time-stamps */
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
int w = cave[y][x].when;
cave[y][x].when = (w > 128) ? (w - 128) : 0;
}
}
/* Restart */
flow_n = 127;
}
/* Start a new flow (never use "zero") */
flow_n++;
/* Reset the "queue" */
flow_head = flow_tail = 0;
/* Add the player's grid to the queue */
update_flow_aux(p_ptr->py, p_ptr->px, 0);
/* Now process the queue */
while (flow_head != flow_tail)
{
/* Extract the next entry */
y = temp_y[flow_tail];
x = temp_x[flow_tail];
/* Forget that entry */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
/* Add the "children" */
for (d = 0; d < 8; d++)
{
/* Add that child if "legal" */
update_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], cave[y][x].cost + 1);
}
}
/* Forget the flow info */
flow_head = flow_tail = 0;
#endif
}
/*
* Hack -- map the current panel (plus some) ala "magic mapping"
*/
void map_area(void)
{
int i, x, y, y1, y2, x1, x2;
cave_type *c_ptr;
/* Pick an area to map */
y1 = panel_row_min - randint(10);
y2 = panel_row_max + randint(10);
x1 = panel_col_min - randint(20);
x2 = panel_col_max + randint(20);
/* Speed -- shrink to fit legal bounds */
if (y1 < 1) y1 = 1;
if (y2 > cur_hgt - 2) y2 = cur_hgt - 2;
if (x1 < 1) x1 = 1;
if (x2 > cur_wid - 2) x2 = cur_wid - 2;
/* Scan that area */
for (y = y1; y <= y2; y++)
{
for (x = x1; x <= x2; x++)
{
c_ptr = &cave[y][x];
/* All non-walls are "checked" */
if (!is_wall(c_ptr))
{
/* Memorize normal features */
if (!cave_plain_floor_grid(c_ptr))
{
/* Memorize the object */
c_ptr->info |= (CAVE_MARK);
}
/* Memorize known walls */
for (i = 0; i < 8; i++)
{
c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]];
/* Memorize walls (etc) */
if (is_wall(c_ptr))
{
/* Memorize the walls */
c_ptr->info |= (CAVE_MARK);
}
}
}
}
}
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD);
}
/*
* Light up the dungeon using "clairvoyance"
*
* This function "illuminates" every grid in the dungeon, memorizes all
* "objects", memorizes all grids as with magic mapping, and, under the
* standard option settings (view_perma_grids but not view_torch_grids)
* memorizes all floor grids too.
*
* Note that if "view_perma_grids" is not set, we do not memorize floor
* grids, since this would defeat the purpose of "view_perma_grids", not
* that anyone seems to play without this option.
*
* Note that if "view_torch_grids" is set, we do not memorize floor grids,
* since this would prevent the use of "view_torch_grids" as a method to
* keep track of what grids have been observed directly.
*/
void wiz_lite(void)
{
int i, y, x;
/* Memorize objects */
for (i = 1; i < o_max; i++)
{
object_type *o_ptr = &o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
/* Memorize */
o_ptr->marked = TRUE;
}
/* Scan all normal grids */
for (y = 1; y < cur_hgt - 1; y++)
{
/* Scan all normal grids */
for (x = 1; x < cur_wid - 1; x++)
{
cave_type *c_ptr = &cave[y][x];
if (c_ptr->m_idx)
{
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = race_inf(m_ptr);
if (r_ptr->flags9 & RF9_MIMIC)
{
object_type *o_ptr = &o_list[m_ptr->hold_o_idx];
o_ptr->marked = TRUE;
}
}
/* Process all non-walls */
/* if (c_ptr->feat < FEAT_SECRET) */
{
/* Scan all neighbors */
for (i = 0; i < 9; i++)
{
int yy = y + ddy_ddd[i];
int xx = x + ddx_ddd[i];
/* Get the grid */
c_ptr = &cave[yy][xx];
/* Perma-lite the grid */
c_ptr->info |= (CAVE_GLOW);
/* Memorize normal features */
if (!cave_plain_floor_grid(c_ptr))
{
/* Memorize the grid */
c_ptr->info |= (CAVE_MARK);
}
/* Normally, memorize floors (see above) */
if (view_perma_grids && !view_torch_grids)
{
/* Memorize the grid */
c_ptr->info |= (CAVE_MARK);
}
}
}
}
}
/* Fully update the visuals */
p_ptr->update |= (PU_UN_VIEW | PU_VIEW | PU_MONSTERS | PU_MON_LITE);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD);
}
void wiz_lite_extra(void)
{
int y, x;
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
wiz_lite();
}
/*
* Forget the dungeon map (ala "Thinking of Maud...").
*/
void wiz_dark(void)
{
int i, y, x;
/* Forget every grid */
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
cave_type *c_ptr = &cave[y][x];
/* Process the grid */
c_ptr->info &= ~(CAVE_MARK);
}
}
/* Forget all objects */
for (i = 1; i < o_max; i++)
{
object_type *o_ptr = &o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
/* Forget the object */
o_ptr->marked = FALSE;
}
/* Fully update the visuals */
p_ptr->update |= (PU_UN_VIEW | PU_VIEW | PU_MONSTERS | PU_MON_LITE);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD);
}
/*
* Change the "feat" flag for a grid, and notice/redraw the grid
*/
void cave_set_feat(int y, int x, int feat)
{
cave_type *c_ptr = &cave[y][x];
/* Change the feature */
c_ptr->feat = feat;
/*
* Handle "wall/door" grids
*
* XXX XXX XXX This assumes c_ptr->mimic doesn't mimic terrain
* features whose LoS behaviour is different from its own, in
* most cases. Level boundaries are the most notable exception,
* where "real" terrain is always FEAT_PERM_SOLID, and the fact
* is (ab)used to prevent out-of-range access to the cave array.
* If we were going to implement an evil dungeon type in which
* everything is mimicked, then this function, los(), projectable(),
* project_path() and maybe some functions in melee2.c might
* better use c_ptr->mimic when it's set -- pelpel
*/
if (!cave_sight_grid(c_ptr))
{
c_ptr->info |= (CAVE_WALL);
}
/* Handle "floor"/etc grids */
else
{
c_ptr->info &= ~(CAVE_WALL);
}
/* Notice & Redraw */
if (character_dungeon)
{
/* Notice */
note_spot(y, x);
/* Redraw */
lite_spot(y, x);
}
}
/*
* Place floor terrain at (y, x) according to dungeon info
*/
void place_floor(int y, int x)
{
cave_set_feat(y, x, floor_type[rand_int(100)]);
}
/*
* Place a cave filler at (y, x)
*/
void place_filler(int y, int x)
{
cave_set_feat(y, x, fill_type[rand_int(100)]);
}
/*
* Calculate "incremental motion". Used by project() and shoot().
* Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2).
*/
void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
{
int dy, dx, dist, shift;
/* Extract the distance travelled */
dy = (*y < y1) ? y1 - *y : *y - y1;
dx = (*x < x1) ? x1 - *x : *x - x1;
/* Number of steps */
dist = (dy > dx) ? dy : dx;
/* We are calculating the next location */
dist++;
/* Calculate the total distance along each axis */
dy = (y2 < y1) ? (y1 - y2) : (y2 - y1);
dx = (x2 < x1) ? (x1 - x2) : (x2 - x1);
/* Paranoia -- Hack -- no motion */
if (!dy && !dx) return;
/* Move mostly vertically */
if (dy > dx)
{
#if 0
int k;
/* Starting shift factor */
shift = dy >> 1;
/* Extract a shift factor */
for (k = 0; k < dist; k++)
{
if (shift <= 0) shift += dy;
shift -= dx;
}
/* Sometimes move along minor axis */
if (shift <= 0) (*x) = (x2 < x1) ? (*x - 1) : (*x + 1);
/* Always move along major axis */
(*y) = (y2 < y1) ? (*y - 1) : (*y + 1);
#endif
/* Extract a shift factor */
shift = (dist * dx + (dy - 1) / 2) / dy;
/* Sometimes move along the minor axis */
(*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift);
/* Always move along major axis */
(*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist);
}
/* Move mostly horizontally */
else
{
#if 0
int k;
/* Starting shift factor */
shift = dx >> 1;
/* Extract a shift factor */
for (k = 0; k < dist; k++)
{
if (shift <= 0) shift += dx;
shift -= dy;
}
/* Sometimes move along minor axis */
if (shift <= 0) (*y) = (y2 < y1) ? (*y - 1) : (*y + 1);
/* Always move along major axis */
(*x) = (x2 < x1) ? (*x - 1) : (*x + 1);
#endif
/* Extract a shift factor */
shift = (dist * dy + (dx - 1) / 2) / dx;
/* Sometimes move along the minor axis */
(*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift);
/* Always move along major axis */
(*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist);
}
}
/*
* Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
* at the final destination, assuming no monster gets in the way.
*
* This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
*/
bool projectable(int y1, int x1, int y2, int x2)
{
int dist, y, x;
/* Start at the initial location */
y = y1, x = x1;
/* See "project()" */
for (dist = 0; dist <= MAX_RANGE; dist++)
{
/* Check for arrival at "final target" */
/*
* NB: this check was AFTER the 'never pass
* thru walls' clause, below. Switching them
* lets monsters shoot a the player if s/he is
* visible but in a wall
*/
if ((x == x2) && (y == y2)) return (TRUE);
/* Never pass through walls */
if (dist && (!cave_sight_bold(y, x) || !cave_floor_bold(y, x))) break;
/* Calculate the new location */
mmove2(&y, &x, y1, x1, y2, x2);
}
/* Assume obstruction */
return (FALSE);
}
/*
* Standard "find me a location" function
*
* Obtains a legal location within the given distance of the initial
* location, and with "los()" from the source to destination location.
*
* This function is often called from inside a loop which searches for
* locations while increasing the "d" distance.
*
* Currently the "m" parameter is unused.
*/
void scatter(int *yp, int *xp, int y, int x, int d, int m)
{
int nx, ny;
int attempts_left = 5000;
/* Unused */
m = m;
/* Pick a location */
while (--attempts_left)
{
/* Pick a new location */
ny = rand_spread(y, d);
nx = rand_spread(x, d);
/* Ignore illegal locations and outer walls */
if (!in_bounds(ny, nx)) continue;
/* Ignore "excessively distant" locations */
if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
/* Require "line of sight" */
if (los(y, x, ny, nx)) break;
}
if (attempts_left > 0)
{
/* Save the location */
(*yp) = ny;
(*xp) = nx;
}
}
/*
* Track a new monster
*/
void health_track(int m_idx)
{
/* Track a new guy */
health_who = m_idx;
/* Redraw (later) */
p_ptr->redraw |= (PR_HEALTH);
}
/*
* Hack -- track the given monster race
*/
void monster_race_track(int r_idx, int ego)
{
/* Save this monster ID */
monster_race_idx = r_idx;
monster_ego_idx = ego;
/* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/*
* Hack -- track the given object kind
*/
void object_track(object_type *o_ptr)
{
/* Save this monster ID */
tracked_object = o_ptr;
/* Window stuff */
p_ptr->window |= (PW_OBJECT);
}
/*
* Something has happened to disturb the player.
*
* The first arg indicates a major disturbance, which affects search.
*
* The second arg is currently unused, but could induce output flush.
*
* All disturbance cancels repeated commands, resting, and running.
*/
void disturb(int stop_search, int unused_flag)
{
/* Unused */
unused_flag = unused_flag;
/* Cancel auto-commands */
/* command_new = 0; */
/* Cancel repeated commands */
if (command_rep)
{
/* Cancel */
command_rep = 0;
/* Redraw the state (later) */
p_ptr->redraw |= (PR_STATE);
}
/* Cancel Resting */
if (resting)
{
/* Cancel */
resting = 0;
/* Redraw the state (later) */
p_ptr->redraw |= (PR_STATE);
}
/* Cancel running */
if (running)
{
/* Cancel */
running = 0;
/* Calculate torch radius */
p_ptr->update |= (PU_TORCH);
}
/* Cancel searching if requested */
if (stop_search && p_ptr->searching)
{
/* Cancel */
p_ptr->searching = FALSE;
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Redraw the state */
p_ptr->redraw |= (PR_STATE);
}
/* Flush the input if requested */
if (flush_disturb) flush();
}
/*
* Hack -- Check if a level is a "quest" level
*/
int is_quest(int level)
{
int i = random_quest_number();
/* Check quests */
if (p_ptr->inside_quest)
return (p_ptr->inside_quest);
if (i) return (QUEST_RANDOM);
/* Nope */
return (0);
}
/*
* Return the index of the random quest on this level
* (or zero)
*/
int random_quest_number()
{
if ((dun_level >= 1) && (dun_level < MAX_RANDOM_QUEST) &&
(dungeon_flags1 & DF1_PRINCIPAL) &&
(random_quests[dun_level].type) &&
(!random_quests[dun_level].done) &&
(!is_randhero(dun_level)))
{
return dun_level;
}
/* Nope */
return 0;
}
/*
* handle spell effects
*/
int effect_pop()
{
int i;
for (i = 1; i < MAX_EFFECTS; i++)
if (!effects[i].time)
return i;
return -1;
}
int new_effect(int type, int dam, int time, int cy, int cx, int rad, s32b flags)
{
int i;
if ((i = effect_pop()) == -1) return -1;
effects[i].type = type;
effects[i].dam = dam;
effects[i].time = time;
effects[i].flags = flags;
effects[i].cx = cx;
effects[i].cy = cy;
effects[i].rad = rad;
return i;
}
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