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+#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 <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(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];
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ 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)
+ {
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ /* 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];
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ 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)
+ {
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ /* Default attr/char */
+ c = r_ptr->d_char;
+ a = r_ptr->d_attr;
+
+ /* Ignore weird codes */
+ if (avoid_other)
+ {
+ /* Use char */
+ *cp = c;
+
+ /* Use attr */
+ *ap = a;
+ }
+
+ /* Multi-hued monster */
+ else if (r_ptr->flags1 & (RF1_ATTR_MULTI))
+ {
+ /* Is it a shapechanger? */
+ if (r_ptr->flags2 & (RF2_SHAPECHANGER))
+ {
+ image_random(ap, cp);
+ }
+ else
+ *cp = c;
+
+ /* Multi-hued attr */
+ if (r_ptr->flags2 & (RF2_ATTR_ANY))
+ {
+ *ap = randint(15);
+ }
+ else
+ {
+ *ap = multi_hued_attr(r_ptr);
+ }
+ }
+
+ /* Normal monster (not "clear" in any way) */
+ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR)))
+ {
+ /* Use char */
+ *cp = c;
+
+ /* Use attr */
+ *ap = a;
+ }
+
+ /* Hack -- Bizarre grid under monster */
+ else if ((*ap & 0x80) || (*cp & 0x80))
+ {
+ /* Use char */
+ *cp = c;
+
+ /* Use attr */
+ *ap = a;
+ }
+
+ /* Normal */
+ else
+ {
+ /* Normal (non-clear char) monster */
+ if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR)))
+ {
+ /* Normal char */
+ *cp = c;
+ }
+
+ /* Normal (non-clear attr) monster */
+ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR)))
+ {
+ /* Normal attr */
+ *ap = a;
+ }
+ }
+
+ /* Hack -- hallucination */
+ if (p_ptr->image)
+ {
+ /* Hallucinatory monster */
+ image_monster(ap, cp);
+ }
+ }
+ }
+ }
+
+
+ /* Handle "player" */
+ if ((y == p_ptr->py) && (x == p_ptr->px) &&
+ (!p_ptr->invis ||
+ (p_ptr->invis && p_ptr->see_inv)))
+ {
+ monster_race *r_ptr = &r_info[p_ptr->body_monster];
+
+ /* Get the "player" attr */
+ if (!avoid_other && (r_ptr->flags1 & RF1_ATTR_MULTI))
+ {
+ a = get_shimmer_color();
+ }
+ else
+ {
+ a = r_ptr->d_attr;
+ }
+
+ /* Get the "player" char */
+ c = r_ptr->d_char;
+
+ /* Save the info */
+ *ap = a;
+ *cp = c;
+
+ }
+}
+
+
+/*
+ * 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];
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ 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];
+ monster_race *r_ptr;
+
+ /* Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
+
+ /* Skip out-of-sight monsters (MAX_SIGHT + max radius) */
+ if (m_ptr->cdis > MAX_SIGHT + 1) continue;
+
+ /* Access monster race info (with possible ego mods) */
+ r_ptr = race_info_idx(m_ptr->r_idx, m_ptr->ego);
+
+ /* Skip monsters not carrying light source */
+ if (!(r_ptr->flags9 & RF9_HAS_LITE)) continue;
+
+ /* Access the location */
+ fy = m_ptr->fy;
+ fx = m_ptr->fx;
+
+ /* Extract monster grid visibility */
+ invis = !player_has_los_bold(fy, fx);
+
+ /* Nested loops may be a bad idea here XXX */
+ for (d = 0; d < 9; d++)
+ {
+ y = fy + ddy_ddd[d];
+ x = fx + ddx_ddd[d];
+
+ /* Paranoia */
+ /* if (!in_bounds(y, x)) continue; */
+
+ /* Access the grid */
+ c_ptr = &cave[y][x];
+
+ /* Access cave info flags */
+ info = c_ptr->info;
+
+ /* Don't care grids out of player's los */
+ if (!(info & (CAVE_VIEW))) continue;
+
+ /*
+ * Avoid processing already monster-lit grids,
+ * for efficiency and to avoid temp array overflow
+ */
+ if (info & (CAVE_MLIT)) continue;
+
+ /*
+ * Hack XXX XXX -- light shouldn't penetrate walls
+ *
+ * OK NG
+ * .#. p#. | p. .p. p..
+ * p.@ ..@ | .# .#. .#.
+ * | .@ .@. ..@
+ *
+ * So if a monster carrying light source is out of player LoS,
+ * walls aren't illuminated.
+ *
+ * CAVEAT: % will be illuminated in cases like this:
+ *
+ * #%..@
+ * p....
+ *
+ * We don't have four sides for a wall grid, so...
+ */
+ if (invis && (f_info[c_ptr->feat].flags1 & FF1_NO_VISION)) continue;
+
+ /* Give monster light to the location */
+ c_ptr->info |= (CAVE_MLIT | CAVE_SEEN);
+
+ /* Save the location */
+ temp_y[fast_temp_n] = y;
+ temp_x[fast_temp_n] = x;
+ fast_temp_n++;
+ }
+ }
+
+ /* Process old grids */
+ for (i = 0; i < fast_lite_n; i++)
+ {
+ /* Access location */
+ y = lite_y[i];
+ x = lite_x[i];
+
+ /* Access grid */
+ c_ptr = &cave[y][x];
+
+ /* Was lit, is no longer lit */
+ if (!(c_ptr->info & (CAVE_MLIT)))
+ {
+ /* Clear the temp flag */
+ c_ptr->info &= ~(CAVE_TEMP);
+
+ /* See if there was a visible monster */
+ if (player_has_los_bold(y, x) && c_ptr->m_idx)
+ {
+ /* Hide the monster */
+ update_mon(c_ptr->m_idx, FALSE);
+ }
+ else
+ {
+ /* Redraw */
+ lite_spot(y, x);
+ }
+ }
+ }
+
+ /* Copy the temp array into the light array */
+ for (i = 0; i < fast_temp_n; i++)
+ {
+ /* Access location */
+ y = temp_y[i];
+ x = temp_x[i];
+
+ /* Access grid */
+ c_ptr = &cave[y][x];
+
+
+ /* No changes in illumination */
+ if (c_ptr->info & (CAVE_TEMP))
+ {
+ /* Clear the temp flag */
+ c_ptr->info &= ~(CAVE_TEMP);
+ }
+
+ /* Was not lit, is now lit */
+ else
+ {
+ /* Remember the location, if appropriate */
+ note_spot(y, x);
+
+ /* See if there is a monster */
+ if (c_ptr->m_idx)
+ {
+ /* Show it */
+ update_mon(c_ptr->m_idx, FALSE);
+ }
+ else
+ {
+ /* Redraw */
+ lite_spot(y, x);
+ }
+ }
+
+
+ /* Save the location */
+ lite_y[i] = y;
+ lite_x[i] = x;
+ }
+
+ /* Save lite_n */
+ lite_n = fast_temp_n;
+
+ /* Forget temp */
+ temp_n = 0;
+}
+
+
+
+
+
+
+/*
+ * Hack -- provide some "speed" for the "flow" code
+ * This entry is the "current index" for the "when" field
+ * Note that a "when" value of "zero" means "not used".
+ *
+ * Note that the "cost" indexes from 1 to 127 are for
+ * "old" data, and from 128 to 255 are for "new" data.
+ *
+ * This means that as long as the player does not "teleport",
+ * then any monster up to 128 + MONSTER_FLOW_DEPTH will be
+ * able to track down the player, and in general, will be
+ * able to track down either the player or a position recently
+ * occupied by the player.
+ */
+static int flow_n = 0;
+
+
+/*
+ * Hack -- 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];
+ monster_race *r_ptr = race_inf(m_ptr);
+
+ 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;
+}