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Diffstat (limited to 'src/cave.cc')
-rw-r--r-- | src/cave.cc | 4693 |
1 files changed, 4693 insertions, 0 deletions
diff --git a/src/cave.cc b/src/cave.cc new file mode 100644 index 00000000..5ff31019 --- /dev/null +++ b/src/cave.cc @@ -0,0 +1,4693 @@ +#include "cave.hpp" + +#include "cave_type.hpp" +#include "feature_type.hpp" +#include "hook_enter_dungeon_in.hpp" +#include "monster2.hpp" +#include "monster_race.hpp" +#include "monster_type.hpp" +#include "object1.hpp" +#include "object_kind.hpp" +#include "options.hpp" +#include "player_type.hpp" +#include "q_rand.hpp" +#include "spells1.hpp" +#include "store_info_type.hpp" +#include "tables.hpp" +#include "trap_type.hpp" +#include "util.hpp" +#include "util.h" +#include "variable.h" +#include "variable.hpp" +#include "z-rand.hpp" + +#include <cassert> +#include <vector> +#include <iterator> +#include <algorithm> + +/* + * 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 const *c_ptr = &cave[y][x]; + + /* Forbid perma-grids */ + if (cave_perma_grid(c_ptr)) return (FALSE); + + /* Check objects */ + for (auto const o_idx: c_ptr->o_idxs) + { + /* Acquire object */ + object_type *o_ptr = &o_list[o_idx]; + + /* Forbid artifact grids */ + if ((o_ptr->art_name) || artifact_p(o_ptr)) return (FALSE); + } + + /* Accept */ + return (TRUE); +} + + + +/* + * Generate visual for hallucinatory monster + */ +static void image_monster(byte *ap, char *cp) +{ + // Cached state which keeps a list of all the "live" monster race entries. + static std::vector<size_t> *instance = nullptr; + + // First-time initialization + if (!instance) + { + // Create the list of "live" indexes + instance = new std::vector<size_t>(); + // Start at 1 to avoid 'player' + for (size_t i = 1; i < max_r_idx; i++) + { + if (r_info[i].name) + { + instance->push_back(i); + } + } + } + + // Sanity check + assert(instance != nullptr); + + // Select a race at random + int n = rand_int(instance->size()); + *cp = r_info[(*instance)[n]].x_char; + *ap = r_info[(*instance)[n]].x_attr; +} + + +/* + * Generate visual for hallucinatory object + */ +static void image_object(byte *ap, char *cp) +{ + // Cached state which keeps a list of the "live" object_kind entries. + static std::vector<size_t> *instance = nullptr; + + // First-time initialization + if (!instance) + { + // Create the list of "live" indexes + instance = new std::vector<size_t>(); + // Filter all the "live" entries + for (size_t i = 0; i < max_k_idx; i++) + { + if (k_info[i].name) + { + instance->push_back(i); + } + } + } + + // Sanity check + assert(instance != nullptr); + + // Select an object kind at random + int n = rand_int(instance->size()); + *cp = k_info[(*instance)[n]].x_char; + *ap = k_info[(*instance)[n]].x_attr; +} + + +/* + * 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); + } +} + + + +static 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(std::shared_ptr<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 +}; + + +static void map_info(int y, int x, byte *ap, char *cp) +{ + byte a; + + byte c; + + /**** Preparation ****/ + + /* Access the grid */ + cave_type *c_ptr = &cave[y][x]; + + + /* Cache some frequently used values */ + + /* Grid info */ + auto info = c_ptr->info; + + /* Feature code */ + auto feat = c_ptr->feat; + + /* Apply "mimic" field */ + if (c_ptr->mimic) + { + feat = c_ptr->mimic; + } + else + { + feat = f_info[feat].mimic; + } + + /* Access floor */ + feature_type *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) + { + /* 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 && ((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 */ + auto 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].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) + { + /* 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))) + { + /* 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]; + } + + 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); + } + + /* Save the info */ + *ap = a; + *cp = c; + + + /**** Layer 2 -- Objects ****/ + + if (feat != FEAT_MON_TRAP) + { + for (auto const o_idx: c_ptr->o_idxs) + { + /* Acquire object */ + object_type *o_ptr = &o_list[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 && (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]; + auto const r_ptr = m_ptr->race(); + + if (r_ptr->flags9 & RF9_MIMIC) + { + /* Acquire object being mimicked */ + object_type *o_ptr = &o_list[m_ptr->mimic_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 && (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) + { + /* 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; + } + + /* 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]; + + /* Get the "player" attr */ + if (!avoid_other && (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; + + /* Show player health char instead? */ + 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; + } + } + + /* Save the info */ + *ap = a; + *cp = c; + + } +} + + +/* + * Special version of map_info, for use by HTML converter + * to obtain pure-ASCII image of dungeon map + */ +void map_info_default(int y, int x, byte *ap, char *cp) +{ + byte a; + + byte c; + + /**** Preparation ****/ + + /* Access the grid */ + cave_type *c_ptr = &cave[y][x]; + + + /* Cache some frequently used values */ + + /* Grid info */ + auto info = c_ptr->info; + + /* Feature code */ + auto feat = c_ptr->feat; + + /* Apply "mimic" field */ + if (c_ptr->mimic) + { + feat = c_ptr->mimic; + } + else + { + feat = f_info[feat].mimic; + } + + /* Access floor */ + feature_type *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 */ + auto 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 (auto const this_o_idx: c_ptr->o_idxs) + { + /* Acquire object */ + object_type *o_ptr = &o_list[this_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]; + auto const r_ptr = m_ptr->race(); + + if (r_ptr->flags9 & RF9_MIMIC) + { + /* Acquire object being mimicked */ + object_type *o_ptr = &o_list[m_ptr->mimic_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); + } + } + else + { + /* Visible monster */ + if (m_ptr->ml) + { + /* 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; + + } +} + + +/* + * Calculate panel colum of a location in the map + */ +static int panel_col_of(int col) +{ + col -= panel_col_min; + 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); +} + + + + + +/* + * 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; + + /* Require "seen" flag */ + if (!(info & (CAVE_SEEN))) return; + + + /* Hack -- memorize objects */ + for (auto const this_o_idx: c_ptr->o_idxs) + { + /* Acquire object */ + object_type *o_ptr = &o_list[this_o_idx]; + + /* Memorize objects */ + o_ptr->marked = TRUE; + } + + if (c_ptr->m_idx) + { + monster_type *m_ptr = &m_list[c_ptr->m_idx]; + auto r_ptr = m_ptr->race(); + + if (r_ptr->flags9 & RF9_MIMIC) + { + object_type *o_ptr = &o_list[m_ptr->mimic_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; + char c; + + /* Redraw if on screen */ + if (panel_contains(y, x)) + { + /* Examine the grid */ + map_info(y, x, &a, &c); + + /* Hack -- Queue it */ + Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c); + } +} + + + + +/* + * 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; + char c; + + /* 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); + } + } + + /* 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; + + 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); + + /* + * 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; + + + /* Set up initial maps */ + std::vector<std::vector<byte>> ma; + std::vector<std::vector<char>> mc; + std::vector<std::vector<byte>> mp; + for (i = 0; i < hgt + 2; i++) + { + // Nothing there. + ma.push_back(std::vector<byte>(wid + 2, TERM_WHITE)); + mc.push_back(std::vector<char>(wid + 2, ' ')); + + // No priority. + mp.push_back(std::vector<byte>(wid + 2, 0)); + } + assert(static_cast<int>(ma.size()) == hgt + 2); + assert(static_cast<int>(mc.size()) == hgt + 2); + assert(static_cast<int>(mp.size()) == hgt + 2); + + /* 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 */ + map_info(j, i, &ta, &tc); + + /* 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); + } + } + + /* Player location in dungeon */ + *cy = p_ptr->py * yfactor / yrat + ROW_MAP; + *cx = p_ptr->px * xfactor / xrat + COL_MAP; + + /* 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]; +}; + + + +/* + * 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; + + int num_grids = 0; + + int queue_head = 0; + int queue_tail = 0; + vinfo_type *queue[VINFO_MAX_GRIDS*2]; + + + /* Make hack */ + vinfo_hack hack; + memset(&hack, 0, sizeof(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 */ + std::sort(std::begin(hack.slopes), std::end(hack.slopes)); + + + + /* Enqueue player grid */ + queue[queue_tail++] = &vinfo[0]; + + /* Process queue */ + while (queue_head < queue_tail) + { + int e; + + /* Index */ + e = queue_head; + + /* Dequeue next grid */ + 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!"); + } + + + /* 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; + + /* Check for "simple" illumination */ + if (cave[yy][xx].info & (CAVE_GLOW)) + { + /* Mark as 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; + } + } + + /* 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]; + + /* 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 */ + auto r_ptr = m_ptr->race(); + + /* 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 -- 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; +} + + +/* + * 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) +{ + 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; +} + + + + + + + +/* + * 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]; + auto const r_ptr = m_ptr->race(); + + if (r_ptr->flags9 & RF9_MIMIC) + { + object_type *o_ptr = &o_list[m_ptr->mimic_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)]); +} + +/* + * This routine is used when the current feature gets convert to a floor and + * the possible floor types include glass which is permanent. An unpassable + * feature is undesirable, so the glass gets convert to molten glass which + * is passable. + */ +void place_floor_convert_glass(int y, int x) +{ + place_floor(y, x); + + if (cave[y][x].feat == 188) cave[y][x].feat = 103; +} + +/* + * 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) + { + /* 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 + { + /* 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 nx, ny; + int attempts_left = 5000; + + /* 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_FRAME); +} + + + +/* + * 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. + * + * All disturbance cancels repeated commands, resting, and running. + */ +void disturb(int stop_search) +{ + /* Cancel auto-commands */ + /* command_new = 0; */ + + /* Cancel repeated commands */ + if (command_rep) + { + /* Cancel */ + command_rep = 0; + + /* Redraw the state (later) */ + p_ptr->redraw |= (PR_FRAME); + } + + /* Cancel Resting */ + if (resting) + { + /* Cancel */ + resting = 0; + + /* Redraw the state (later) */ + p_ptr->redraw |= (PR_FRAME); + } + + /* 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_FRAME); + } + + /* Flush the input if requested */ + if (flush_disturb) flush(); +} + + + +/* + * Return the index of the random quest on this level + * (or zero) + */ +static 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; +} + + + +/* + * 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); +} + + +/* + * 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; +} + +/** + * Determine if a "legal" grid is a "floor" grid + * + * Line 1 -- forbid doors, rubble, seams, walls + * + * Note that the terrain features are split by a one bit test + * into those features which block line of sight and those that + * do not, allowing an extremely fast single bit check below. + * + * Add in the fact that some new terrain (water & lava) do NOT block sight + * -KMW- + */ +bool cave_floor_bold(int y, int x) +{ + return cave_floor_grid(&cave[y][x]); +} + +/** + * Grid based version of "cave_floor_bold()" + */ +bool cave_floor_grid(cave_type const *c) +{ + return (f_info[c->feat].flags1 & FF1_FLOOR) && (c->feat != FEAT_MON_TRAP); +} + + + +/** + * Determine if a "legal" grid is floor without the REMEMBER flag set + * Sometimes called "boring" grid + */ +bool cave_plain_floor_bold(int y, int x) +{ + return cave_plain_floor_grid(&cave[y][x]); +} + +/** + * Grid based version of "cave_plain_floor_bold()" + */ +bool cave_plain_floor_grid(cave_type const *c) +{ + return + (f_info[c->feat].flags1 & FF1_FLOOR) && + !(f_info[c->feat].flags1 & FF1_REMEMBER); +} + + + +/** + * Determine if a "legal" grid isn't a "blocking line of sight" grid + * + * Line 1 -- forbid doors, rubble, seams, walls + * + * Note that the terrain features are split by a one bit test + * into those features which block line of sight and those that + * do not, allowing an extremely fast single bit check below. + * + * Add in the fact that some new terrain (water & lava) do NOT block sight + * -KMW- + */ +bool cave_sight_bold(int y, int x) +{ + return cave_sight_grid(&cave[y][x]); +} + +bool cave_sight_grid(cave_type const *c) +{ + return !(f_info[c->feat].flags1 & FF1_NO_VISION); +} + + +/** + * Determine if a "legal" grid is a "clean" floor grid + * + * Line 1 -- forbid non-floors + * Line 2 -- forbid deep water -KMW- + * Line 3 -- forbid deep lava -KMW- + * Line 4 -- forbid normal objects + */ +bool cave_clean_bold(int y, int x) +{ + return + (f_info[cave[y][x].feat].flags1 & FF1_FLOOR) && + (cave[y][x].feat != FEAT_MON_TRAP) && + (cave[y][x].o_idxs.empty()) && + !(f_info[cave[y][x].feat].flags1 & FF1_PERMANENT); +} + +/* + * Determine if a "legal" grid is an "empty" floor grid + * + * Line 1 -- forbid doors, rubble, seams, walls + * Line 2 -- forbid normal monsters + * Line 3 -- forbid the player + */ +bool cave_empty_bold(int y, int x) +{ + return + cave_floor_bold(y,x) && + !(cave[y][x].m_idx) && + !((y == p_ptr->py) && (x == p_ptr->px)); +} + + +/* + * Determine if a "legal" grid is an "naked" floor grid + * + * Line 1 -- forbid non-floors, non-shallow water & lava -KMW- + * Line 2 -- forbid normal objects + * Line 3 -- forbid player/monsters + */ +bool cave_naked_bold(int y, int x) +{ + return + (f_info[cave[y][x].feat].flags1 & FF1_FLOOR) && + (cave[y][x].feat != FEAT_MON_TRAP) && + !(f_info[cave[y][x].feat].flags1 & FF1_PERMANENT) && + (cave[y][x].o_idxs.empty()) && + (cave[y][x].m_idx == 0); +} + +bool cave_naked_bold2(int y, int x) +{ + return + (f_info[cave[y][x].feat].flags1 & FF1_FLOOR) && + (cave[y][x].feat != FEAT_MON_TRAP) && + (cave[y][x].o_idxs.empty()) && + (cave[y][x].m_idx == 0); +} + + +/** + * Determine if a "legal" grid is "permanent" + */ +bool cave_perma_bold(int y, int x) +{ + return cave_perma_grid(&cave[y][x]); +} + +bool cave_perma_grid(cave_type const *c) +{ + return f_info[c->feat].flags1 & FF1_PERMANENT; +} + +/* + * Determine if a "legal" grid is within "los" of the player + * + * Note the use of comparison to zero to force a "boolean" result + */ +bool player_has_los_bold(int y, int x) +{ + return (cave[y][x].info & (CAVE_VIEW)) != 0; +} + +/* + * Determine if a "legal" grid can be "seen" by the player + * + * Note the use of comparison to zero to force a "boolean" result + */ +bool player_can_see_bold(int y, int x) +{ + return (cave[y][x].info & (CAVE_SEEN)) != 0; +} |