#include "cave.hpp" #include "cave_type.hpp" #include "feature_type.hpp" #include "hook_enter_dungeon_in.hpp" #include "monster2.hpp" #include "monster_race.hpp" #include "monster_type.hpp" #include "object1.hpp" #include "object_kind.hpp" #include "options.hpp" #include "player_type.hpp" #include "q_rand.hpp" #include "spells1.hpp" #include "store_info_type.hpp" #include "tables.hpp" #include "trap_type.hpp" #include "util.hpp" #include "util.h" #include "variable.h" #include "variable.hpp" #include "z-rand.hpp" #include #include #include #include /* * 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 *instance = nullptr; // First-time initialization if (!instance) { // Create the list of "live" indexes instance = new std::vector(); // 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 *instance = nullptr; // First-time initialization if (!instance) { // Create the list of "live" indexes instance = new std::vector(); // Filter all the "live" entries for (size_t i = 0; i < max_k_idx; i++) { if (k_info[i].name) { instance->push_back(i); } } } // Sanity check assert(instance != nullptr); // Select an object kind at random int n = rand_int(instance->size()); *cp = k_info[(*instance)[n]].x_char; *ap = k_info[(*instance)[n]].x_attr; } /* * Hack -- Random hallucination */ static void image_random(byte *ap, char *cp) { /* Normally, assume monsters */ if (rand_int(100) < 75) { image_monster(ap, cp); } /* Otherwise, assume objects */ else { image_object(ap, cp); } } static char get_shimmer_color() { switch (randint(7)) { case 1: return (TERM_RED); case 2: return (TERM_L_RED); case 3: return (TERM_WHITE); case 4: return (TERM_L_GREEN); case 5: return (TERM_BLUE); case 6: return (TERM_L_DARK); case 7: return (TERM_GREEN); } return (TERM_VIOLET); } /* * Table of breath colors. Must match listings in a single set of * monster spell flags. * * The value "255" is special. Monsters with that kind of breath * may be any color. */ static byte breath_to_attr[32][2] = { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { TERM_SLATE, TERM_L_DARK }, /* RF4_BRTH_ACID */ { TERM_BLUE, TERM_L_BLUE }, /* RF4_BRTH_ELEC */ { TERM_RED, TERM_L_RED }, /* RF4_BRTH_FIRE */ { TERM_WHITE, TERM_L_WHITE }, /* RF4_BRTH_COLD */ { TERM_GREEN, TERM_L_GREEN }, /* RF4_BRTH_POIS */ { TERM_L_GREEN, TERM_GREEN }, /* RF4_BRTH_NETHR */ { TERM_YELLOW, TERM_ORANGE }, /* RF4_BRTH_LITE */ { TERM_L_DARK, TERM_SLATE }, /* RF4_BRTH_DARK */ { TERM_L_UMBER, TERM_UMBER }, /* RF4_BRTH_CONFU */ { TERM_YELLOW, TERM_L_UMBER }, /* RF4_BRTH_SOUND */ { 255, 255 }, /* (any color) */ /* RF4_BRTH_CHAOS */ { TERM_VIOLET, TERM_VIOLET }, /* RF4_BRTH_DISEN */ { TERM_L_RED, TERM_VIOLET }, /* RF4_BRTH_NEXUS */ { TERM_L_BLUE, TERM_L_BLUE }, /* RF4_BRTH_TIME */ { TERM_L_WHITE, TERM_SLATE }, /* RF4_BRTH_INER */ { TERM_L_WHITE, TERM_SLATE }, /* RF4_BRTH_GRAV */ { TERM_UMBER, TERM_L_UMBER }, /* RF4_BRTH_SHARD */ { TERM_ORANGE, TERM_RED }, /* RF4_BRTH_PLAS */ { TERM_UMBER, TERM_L_UMBER }, /* RF4_BRTH_FORCE */ { TERM_L_BLUE, TERM_WHITE }, /* RF4_BRTH_MANA */ { 0, 0 }, /* */ { TERM_GREEN, TERM_L_GREEN }, /* RF4_BRTH_NUKE */ { 0, 0 }, /* */ { TERM_WHITE, TERM_L_RED }, /* RF4_BRTH_DISINT */ }; /* * Multi-hued monsters shimmer acording to their breaths. * * If a monster has only one kind of breath, it uses both colors * associated with that breath. Otherwise, it just uses the first * color for any of its breaths. * * If a monster does not breath anything, it can be any color. */ static byte multi_hued_attr(std::shared_ptr r_ptr) { byte allowed_attrs[15]; int i, j; int stored_colors = 0; int breaths = 0; int first_color = 0; int second_color = 0; /* Monsters with no ranged attacks can be any color */ if (!r_ptr->freq_inate) return (get_shimmer_color()); /* Check breaths */ for (i = 0; i < 32; i++) { bool_ stored = FALSE; /* Don't have that breath */ if (!(r_ptr->flags4 & (1L << i))) continue; /* Get the first color of this breath */ first_color = breath_to_attr[i][0]; /* Breath has no color associated with it */ if (first_color == 0) continue; /* Monster can be of any color */ if (first_color == 255) return (randint(15)); /* Increment the number of breaths */ breaths++; /* Monsters with lots of breaths may be any color. */ if (breaths == 6) return (randint(15)); /* Always store the first color */ for (j = 0; j < stored_colors; j++) { /* Already stored */ if (allowed_attrs[j] == first_color) stored = TRUE; } if (!stored) { allowed_attrs[stored_colors] = first_color; stored_colors++; } /* * Remember (but do not immediately store) the second color * of the first breath. */ if (breaths == 1) { second_color = breath_to_attr[i][1]; } } /* Monsters with no breaths may be of any color. */ if (breaths == 0) return (get_shimmer_color()); /* If monster has one breath, store the second color too. */ if (breaths == 1) { allowed_attrs[stored_colors] = second_color; stored_colors++; } /* Pick a color at random */ return (allowed_attrs[rand_int(stored_colors)]); } /* * Extract the attr/char to display at the given (legal) map location * * Note that this function, since it is called by "lite_spot()" which * is called by "update_view()", is a major efficiency concern. * * Basically, we examine each "layer" of the world (terrain, objects, * monsters/players), from the bottom up, extracting a new attr/char * if necessary at each layer, and defaulting to "darkness". This is * not the fastest method, but it is very simple, and it is about as * fast as it could be for grids which contain no "marked" objects or * "visible" monsters. * * We apply the effects of hallucination during each layer. Objects will * always appear as random "objects", monsters will always appear as random * "monsters", and normal grids occasionally appear as random "monsters" or * "objects", but note that these random "monsters" and "objects" are really * just "colored ascii symbols" (which may look silly on some machines). * * The hallucination functions avoid taking any pointers to local variables * because some compilers refuse to use registers for any local variables * whose address is taken anywhere in the function. * * As an optimization, we can handle the "player" grid as a special case. * * Note that the memorization of "objects" and "monsters" is not related * to the memorization of "terrain". This allows the player to memorize * the terrain of a grid without memorizing any objects in that grid, and * to detect monsters without detecting anything about the terrain of the * grid containing the monster. * * The fact that all interesting "objects" and "terrain features" are * memorized as soon as they become visible for the first time means * that we only have to check the "CAVE_SEEN" flag for "boring" grids. * * Note that bizarre things must be done when the "attr" and/or "char" * codes have the "high-bit" set, since these values are used to encode * various "special" pictures in some versions, and certain situations, * such as "multi-hued" or "clear" monsters, cause the attr/char codes * to be "scrambled" in various ways. * * Note that the "zero" entry in the feature/object/monster arrays are * used to provide "special" attr/char codes, with "monster zero" being * used for the player attr/char, "object zero" being used for the "stack" * attr/char, and "feature zero" being used for the "nothing" attr/char. * * Note that eventually we may want to use the "&" symbol for embedded * treasure, and use the "*" symbol to indicate multiple objects, but * currently, we simply use the attr/char of the first "marked" object * in the stack, if any, and so "object zero" is unused. XXX XXX XXX * * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of * "x_ptr->xxx", is quicker than "x_info[x].xxx", even if "x" is a fixed * constant. If this is incorrect then a lot of code should be changed. * * * Some comments on the "terrain" layer... * * Note that "boring" grids (floors, invisible traps, and any illegal grids) * are very different from "interesting" grids (all other terrain features), * and the two types of grids are handled completely separately. The most * important distinction is that "boring" grids may or may not be memorized * when they are first encountered, and so we must use the "CAVE_SEEN" flag * to see if they are "see-able". * * * Some comments on the "terrain" layer (boring grids)... * * Note that "boring" grids are always drawn using the picture for "empty * floors", which is stored in "f_info[FEAT_FLOOR]". Sometimes, special * lighting effects may cause this picture to be modified. * * Note that "invisible traps" are always displayes exactly like "empty * floors", which prevents various forms of "cheating", with no loss of * efficiency. There are still a few ways to "guess" where traps may be * located, for example, objects will never fall into a grid containing * an invisible trap. XXX XXX * * To determine if a "boring" grid should be displayed, we simply check to * see if it is either memorized ("CAVE_MARK"), or currently "see-able" by * the player ("CAVE_SEEN"). Note that "CAVE_SEEN" is now maintained by the * "update_view()" function. * * Note the "special lighting effects" which can be activated for "boring" * grids using the "view_special_lite" option, causing certain such grids * to be displayed using special colors. If the grid is "see-able" by * the player, we will use the normal (except that, if the "view_yellow_lite" * option is set, and the grid is *only* "see-able" because of the player's * torch, then we will use "yellow"), else if the player is "blind", we will * use greyscale, else if the grid is not "illuminated", we will use "dark * gray", if the "view_bright_lite" option is set, we will use "darker" colour * else we will use the normal colour. * * * Some comments on the "terrain" layer (non-boring grids)... * * Note the use of the "mimic" field in the "terrain feature" processing, * which allows any feature to "pretend" to be another feature. This is * used to "hide" secret doors, and to make all "doors" appear the same, * and all "walls" appear the same, and "hidden" treasure stay hidden. * Note that it is possible to use this field to make a feature "look" * like a floor, but the "view_special_lite" flag only affects actual * "boring" grids. * * Since "interesting" grids are always memorized as soon as they become * "see-able" by the player ("CAVE_SEEN"), such a grid only needs to be * displayed if it is memorized ("CAVE_MARK"). Most "interesting" grids * are in fact non-memorized, non-see-able, wall grids, so the fact that * we do not have to check the "CAVE_SEEN" flag adds some efficiency, at * the cost of *forcing* the memorization of all "interesting" grids when * they are first seen. Since the "CAVE_SEEN" flag is now maintained by * the "update_view()" function, this efficiency is not as significant as * it was in previous versions, and could perhaps be removed. * (so I removed this to simplify the terrain feature handling -- pelpel) * * Note the "special lighting effects" which can be activated for "wall" * grids using the "view_granite_lite" option, causing certain such grids * to be displayed using special colors. * If the grid is "see-able" by the player, we will use the normal colour * else if the player is "blind", we will use grey scale, else if the * "view_bright_lite" option is set, we will use reduced colour, else we * will use the normal one. * * Note that "wall" grids are more complicated than "boring" grids, due to * the fact that "CAVE_GLOW" for a "wall" grid means that the grid *might* * be glowing, depending on where the player is standing in relation to the * wall. In particular, the wall of an illuminated room should look just * like any other (dark) wall unless the player is actually inside the room. * * Thus, we do not support as many visual special effects for "wall" grids * as we do for "boring" grids, since many of them would give the player * information about the "CAVE_GLOW" flag of the wall grid, in particular, * it would allow the player to notice the walls of illuminated rooms from * a dark hallway that happened to run beside the room. * * * Some comments on the "object" layer... * * Currently, we do nothing with multi-hued objects, because there are * not any. If there were, they would have to set "shimmer_objects" * when they were created, and then new "shimmer" code in "dungeon.c" * would have to be created handle the "shimmer" effect, and the code * in "cave.c" would have to be updated to create the shimmer effect. * This did not seem worth the effort. XXX XXX * * * Some comments on the "monster"/"player" layer... * * Note that monsters can have some "special" flags, including "ATTR_MULTI", * which means their color changes, and "ATTR_CLEAR", which means they take * the color of whatever is under them, and "CHAR_CLEAR", which means that * they take the symbol of whatever is under them. Technically, the flag * "CHAR_MULTI" is supposed to indicate that a monster looks strange when * examined, but this flag is currently ignored. All of these flags are * ignored if the "avoid_other" option is set, since checking for these * conditions is expensive (and annoying) on some systems. * * Normally, players could be handled just like monsters, except that the * concept of the "torch lite" of others player would add complications. * For efficiency, however, we handle the (only) player first, since the * "player" symbol always "pre-empts" any other facts about the grid. * * The "hidden_player" efficiency option, which only makes sense with a * single player, allows the player symbol to be hidden while running. */ /* * Alternative colours for unseen grids * * Reduced colours - remembered interesting grids and perma-lit floors * B&W - currently only used by blindness effect */ /* Colour */ static byte dark_attrs[16] = { TERM_DARK, TERM_L_WHITE, TERM_L_DARK, TERM_ORANGE, TERM_RED, TERM_GREEN, TERM_BLUE, TERM_UMBER, TERM_L_DARK, TERM_SLATE, TERM_VIOLET, TERM_YELLOW, TERM_RED, TERM_GREEN, TERM_BLUE, TERM_UMBER }; /* B&W */ static byte darker_attrs[16] = { TERM_DARK, TERM_L_WHITE, TERM_L_DARK, TERM_SLATE, TERM_L_DARK, TERM_L_DARK, TERM_L_DARK, TERM_L_DARK, TERM_L_DARK, TERM_SLATE, TERM_L_DARK, TERM_SLATE, TERM_SLATE, TERM_SLATE, TERM_SLATE, TERM_SLATE }; static void map_info(int y, int x, byte *ap, char *cp) { byte a; byte c; /**** Preparation ****/ /* Access the grid */ cave_type *c_ptr = &cave[y][x]; /* Cache some frequently used values */ /* Grid info */ auto info = c_ptr->info; /* Feature code */ auto feat = c_ptr->feat; /* Apply "mimic" field */ if (c_ptr->mimic) { feat = c_ptr->mimic; } else { feat = f_info[feat].mimic; } /* Access floor */ feature_type *f_ptr = &f_info[feat]; /**** Layer 1 -- Terrain feature ****/ /* Only memorised or visible grids are displayed */ if (info & (CAVE_MARK | CAVE_SEEN)) { /**** Step 1 -- Retrieve base attr/char ****/ /* 'Sane' terrain features */ if (feat != FEAT_SHOP) { /* Normal char */ c = f_ptr->x_char; /* Normal attr */ a = f_ptr->x_attr; } /* Mega-Hack 1 -- Building don't conform to f_info */ else { c = st_info[c_ptr->special].x_char; a = st_info[c_ptr->special].x_attr; } /* Mega-Hack 2 -- stair to dungeon branch are purple */ if (c_ptr->special && ((feat == FEAT_MORE) || (feat == FEAT_LESS))) { a = TERM_VIOLET; } /* Mega-Hack 3 -- Traps don't have f_info entries either */ if ((info & (CAVE_TRDT)) && (feat != FEAT_ILLUS_WALL)) { /* Trap index */ auto t_idx = c_ptr->t_idx; /* * If trap is set on a floor grid that is not * one of "interesting" features, use a special * symbol to display it. Check for doors is no longer * necessary because they have REMEMBER flag now. * * Cave macros cannot be used safely here, because of * c_ptr->mimic XXX XXX */ if ((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR) { c = f_info[FEAT_TRAP].x_char; } /* Add attr XXX XXX XXX */ a = t_info[t_idx].color; /* Get a new color with a strange formula :) XXX XXX XXX */ if (t_info[t_idx].flags & FTRAP_CHANGE) { s32b tmp; tmp = dun_level + dungeon_type + feat; a = tmp % 16; } } /**** Step 2 -- Apply special random effects ****/ if (!avoid_other && !avoid_shimmer) { /* Special terrain effect */ if (c_ptr->effect) { a = spell_color(effects[c_ptr->effect].type); } /* Multi-hued attr */ else if (f_ptr->flags1 & FF1_ATTR_MULTI) { a = f_ptr->shimmer[rand_int(7)]; } } /* * Step 3 * * Special lighting effects, if specified and applicable * This will never happen for * - any grids in the overhead map * - traps * - (graphics modes) terrain features without corresponding * "darker" tiles. * * Note the use of f_ptr->flags1 to avoid problems with * c_ptr->mimic. */ /* view_special_lite: lighting effects for boring features */ if (view_special_lite && ((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR)) { if (!p_ptr->wild_mode && !(info & (CAVE_TRDT))) { /* Handle "seen" grids */ if (info & (CAVE_SEEN)) { /* Only lit by "torch" light */ if (view_yellow_lite && !(info & (CAVE_GLOW))) { /* Use "yellow" */ a = TERM_YELLOW; } } /* Handle "blind" */ else if (p_ptr->blind) { /* Use darker colour */ a = darker_attrs[a & 0xF]; } /* Handle "dark" grids */ else if (!(info & (CAVE_GLOW))) { /* Use darkest colour */ a = TERM_L_DARK; } /* "Out-of-sight" glowing grids -- handle "view_bright_lite" */ else if (view_bright_lite) { /* Use darker colour */ a = dark_attrs[a & 0xF]; } } } /* view_granite_lite: lighting effects for walls and doors */ else if (view_granite_lite && (f_ptr->flags1 & (FF1_NO_VISION | FF1_DOOR))) { if (!p_ptr->wild_mode && !(info & (CAVE_TRDT))) { /* Handle "seen" grids */ if (info & (CAVE_SEEN)) { /* Do nothing */ } /* Handle "blind" */ else if (p_ptr->blind) { /* Use darker colour */ a = darker_attrs[a & 0xF]; } /* Handle "view_bright_lite" */ else if (view_bright_lite) { /* Use darker colour */ a = dark_attrs[a & 0xF]; } else { /* Use normal colour */ } } } } /* Unknown grids */ else { /* Access darkness */ f_ptr = &f_info[FEAT_NONE]; /* Normal attr */ a = f_ptr->x_attr; /* Normal char */ c = f_ptr->x_char; } /* * Hack -- rare random hallucination * Because we cannot be sure which is outer dungeon walls, * the check for 'feat' has been removed */ if (p_ptr->image && (rand_int(256) == 0)) { /* Hallucinate */ image_random(ap, cp); } /* Save the info */ *ap = a; *cp = c; /**** Layer 2 -- Objects ****/ if (feat != FEAT_MON_TRAP) { for (auto const o_idx: c_ptr->o_idxs) { /* Acquire object */ object_type *o_ptr = &o_list[o_idx]; /* Memorized objects */ if (o_ptr->marked) { /* Normal char */ *cp = object_char(o_ptr); /* Normal attr */ *ap = object_attr(o_ptr); /* Multi-hued attr */ if (!avoid_other && (k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI)) { *ap = get_shimmer_color(); } /* Hack -- hallucination */ if (p_ptr->image) image_object(ap, cp); /* Done */ break; } } } /**** Layer 3 -- Handle monsters ****/ if (c_ptr->m_idx) { monster_type *m_ptr = &m_list[c_ptr->m_idx]; auto const r_ptr = m_ptr->race(); if (r_ptr->flags9 & RF9_MIMIC) { /* Acquire object being mimicked */ object_type *o_ptr = &o_list[m_ptr->mimic_o_idx()]; /* Memorized objects */ if (o_ptr->marked) { /* Normal char */ *cp = object_char(o_ptr); /* Normal attr */ *ap = object_attr(o_ptr); /* Multi-hued attr */ if (!avoid_other && (k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI)) { *ap = get_shimmer_color(); } /* Hack -- hallucination */ if (p_ptr->image) image_object(ap, cp); } } else { /* Visible monster */ if (m_ptr->ml) { /* Desired attr/char */ c = r_ptr->x_char; a = r_ptr->x_attr; /* Ignore weird codes */ if (avoid_other) { /* Use char */ *cp = c; /* Use attr */ *ap = a; } /* Multi-hued monster */ else if (r_ptr->flags1 & (RF1_ATTR_MULTI)) { /* Is it a shapechanger? */ if (r_ptr->flags2 & (RF2_SHAPECHANGER)) { image_random(ap, cp); } else *cp = c; /* Multi-hued attr */ if (r_ptr->flags2 & (RF2_ATTR_ANY)) { *ap = randint(15); } else { *ap = multi_hued_attr(r_ptr); } } /* Normal monster (not "clear" in any way) */ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR))) { /* Use char */ *cp = c; /* Use attr */ *ap = a; } /* * Hack -- Bizarre grid under monster * WAS: else if (*ap & 0x80) || (*cp & 0x80) -- pelpel */ else if (*ap & 0x80) { /* Use char */ *cp = c; /* Use attr */ *ap = a; } /* Normal */ else { /* Normal (non-clear char) monster */ if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR))) { /* Normal char */ *cp = c; } /* Normal (non-clear attr) monster */ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR))) { /* Normal attr */ *ap = a; } } /* Hack -- hallucination */ if (p_ptr->image) { /* Hallucinatory monster */ image_monster(ap, cp); } } } } /* Handle "player" */ if ((y == p_ptr->py) && (x == p_ptr->px) && (!p_ptr->invis || p_ptr->see_inv)) { monster_race *r_ptr = &r_info[p_ptr->body_monster]; /* Get the "player" attr */ if (!avoid_other && (r_ptr->flags1 & RF1_ATTR_MULTI)) { a = get_shimmer_color(); } else { a = r_ptr->x_attr; } /* Get the "player" char */ c = r_ptr->x_char; /* Show player health char instead? */ if (player_char_health) { int percent = p_ptr->chp * 10 / p_ptr->mhp; if (percent < 7) { c = I2D(percent); if (percent < 3) a = TERM_L_RED; } } /* Save the info */ *ap = a; *cp = c; } } /* * Special version of map_info, for use by HTML converter * to obtain pure-ASCII image of dungeon map */ void map_info_default(int y, int x, byte *ap, char *cp) { byte a; byte c; /**** Preparation ****/ /* Access the grid */ cave_type *c_ptr = &cave[y][x]; /* Cache some frequently used values */ /* Grid info */ auto info = c_ptr->info; /* Feature code */ auto feat = c_ptr->feat; /* Apply "mimic" field */ if (c_ptr->mimic) { feat = c_ptr->mimic; } else { feat = f_info[feat].mimic; } /* Access floor */ feature_type *f_ptr = &f_info[feat]; /**** Layer 1 -- Terrain feature ****/ /* Only memorised or visible grids are displayed */ if (info & (CAVE_MARK | CAVE_SEEN)) { /**** Step 1 -- Retrieve base attr/char ****/ /* 'Sane' terrain features */ if (feat != FEAT_SHOP) { /* Default char */ c = f_ptr->d_char; /* Default attr */ a = f_ptr->d_attr; } /* Mega-Hack 1 -- Building don't conform to f_info */ else { c = st_info[c_ptr->special].d_char; a = st_info[c_ptr->special].d_attr; } /* Mega-Hack 2 -- stair to dungeon branch are purple */ if (c_ptr->special && ((feat == FEAT_MORE) || (feat == FEAT_LESS))) { a = TERM_VIOLET; } /* Mega-Hack 3 -- Traps don't have f_info entries either */ if ((info & (CAVE_TRDT)) && (feat != FEAT_ILLUS_WALL)) { /* Trap index */ auto t_idx = c_ptr->t_idx; /* * If trap is set on a floor grid that is not * one of "interesting" features, use a special * symbol to display it. Check for doors is no longer * necessary because they have REMEMBER flag now. * * Cave macros cannot be used safely here, because of * c_ptr->mimic XXX XXX */ if ((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR) { c = f_info[FEAT_TRAP].d_char; } /* Add attr */ a = t_info[t_idx].color; /* Get a new color with a strange formula :) */ if (t_info[t_idx].flags & FTRAP_CHANGE) { s32b tmp; tmp = dun_level + dungeon_type + feat; a = tmp % 16; } } /**** Step 2 -- Apply special random effects ****/ if (!avoid_other) { /* Special terrain effect */ if (c_ptr->effect) { a = spell_color(effects[c_ptr->effect].type); } /* Multi-hued attr */ else if (f_ptr->flags1 & FF1_ATTR_MULTI) { a = f_ptr->shimmer[rand_int(7)]; } } /* * Step 3 * * Special lighting effects, if specified and applicable * This will never happen for * - any grids in the overhead map * - traps * - (graphics modes) terrain features without corresponding * "darker" tiles. * * All the if's here are flag checks, so changed order shouldn't * affect performance a lot, I hope... */ /* view_special_lite: lighting effects for boring features */ if (view_special_lite && ((f_ptr->flags1 & (FF1_FLOOR | FF1_REMEMBER)) == FF1_FLOOR)) { if (!p_ptr->wild_mode && !(info & (CAVE_TRDT))) { /* Handle "seen" grids */ if (info & (CAVE_SEEN)) { /* Only lit by "torch" light */ if (view_yellow_lite && !(info & (CAVE_GLOW))) { /* Use "yellow" */ a = TERM_YELLOW; } } /* Handle "blind" */ else if (p_ptr->blind) { /* Use darker colour */ a = darker_attrs[a & 0xF]; } /* Handle "dark" grids */ else if (!(info & (CAVE_GLOW))) { /* Use darkest colour */ a = TERM_L_DARK; } /* "Out-of-sight" glowing grids -- handle "view_bright_lite" */ else if (view_bright_lite) { /* Use darker colour */ a = dark_attrs[a & 0xF]; } } } /* view_granite_lite: lighting effects for walls and doors */ else if (view_granite_lite && (f_ptr->flags1 & (FF1_NO_VISION | FF1_DOOR))) { if (!p_ptr->wild_mode && !(info & (CAVE_TRDT))) { /* Handle "seen" grids */ if (info & (CAVE_SEEN)) { /* Do nothing */ } /* Handle "blind" */ else if (p_ptr->blind) { /* Use darker colour */ a = darker_attrs[a & 0xF]; } /* Handle "view_bright_lite" */ else if (view_bright_lite) { /* Use darker colour */ a = dark_attrs[a & 0xF]; } } } } /* Unknown grids */ else { /* Access darkness */ f_ptr = &f_info[FEAT_NONE]; /* Default attr */ a = f_ptr->d_attr; /* Default char */ c = f_ptr->d_char; } /* * Hack -- rare random hallucination * Because we cannot be sure which is outer dungeon walls, * the check for 'feat' has been removed */ if (p_ptr->image && (rand_int(256) == 0)) { /* Hallucinate */ image_random(ap, cp); } /* Save the info */ *ap = a; *cp = c; /**** Layer 2 -- Objects ****/ if (feat != FEAT_MON_TRAP) { for (auto const this_o_idx: c_ptr->o_idxs) { /* Acquire object */ object_type *o_ptr = &o_list[this_o_idx]; /* Memorized objects */ if (o_ptr->marked) { /* Normal char */ *cp = object_char_default(o_ptr); /* Normal attr */ *ap = object_attr_default(o_ptr); /* Multi-hued attr */ if (!avoid_other && (k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI)) { *ap = get_shimmer_color(); } /* Hack -- hallucination */ if (p_ptr->image) image_object(ap, cp); /* Done */ break; } } } /**** Layer 3 -- Handle monsters ****/ if (c_ptr->m_idx) { monster_type *m_ptr = &m_list[c_ptr->m_idx]; auto const r_ptr = m_ptr->race(); if (r_ptr->flags9 & RF9_MIMIC) { /* Acquire object being mimicked */ object_type *o_ptr = &o_list[m_ptr->mimic_o_idx()]; /* Memorized objects */ if (o_ptr->marked) { /* Normal char */ *cp = object_char_default(o_ptr); /* Normal attr */ *ap = object_attr_default(o_ptr); /* Multi-hued attr */ if (!avoid_other && (k_info[o_ptr->k_idx].flags5 & TR5_ATTR_MULTI)) { *ap = get_shimmer_color(); } /* Hack -- hallucination */ if (p_ptr->image) image_object(ap, cp); } } else { /* Visible monster */ if (m_ptr->ml) { /* Default attr/char */ c = r_ptr->d_char; a = r_ptr->d_attr; /* Ignore weird codes */ if (avoid_other) { /* Use char */ *cp = c; /* Use attr */ *ap = a; } /* Multi-hued monster */ else if (r_ptr->flags1 & (RF1_ATTR_MULTI)) { /* Is it a shapechanger? */ if (r_ptr->flags2 & (RF2_SHAPECHANGER)) { image_random(ap, cp); } else *cp = c; /* Multi-hued attr */ if (r_ptr->flags2 & (RF2_ATTR_ANY)) { *ap = randint(15); } else { *ap = multi_hued_attr(r_ptr); } } /* Normal monster (not "clear" in any way) */ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR))) { /* Use char */ *cp = c; /* Use attr */ *ap = a; } /* Hack -- Bizarre grid under monster */ else if ((*ap & 0x80) || (*cp & 0x80)) { /* Use char */ *cp = c; /* Use attr */ *ap = a; } /* Normal */ else { /* Normal (non-clear char) monster */ if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR))) { /* Normal char */ *cp = c; } /* Normal (non-clear attr) monster */ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR))) { /* Normal attr */ *ap = a; } } /* Hack -- hallucination */ if (p_ptr->image) { /* Hallucinatory monster */ image_monster(ap, cp); } } } } /* Handle "player" */ if ((y == p_ptr->py) && (x == p_ptr->px) && (!p_ptr->invis || (p_ptr->invis && p_ptr->see_inv))) { monster_race *r_ptr = &r_info[p_ptr->body_monster]; /* Get the "player" attr */ if (!avoid_other && (r_ptr->flags1 & RF1_ATTR_MULTI)) { a = get_shimmer_color(); } else { a = r_ptr->d_attr; } /* Get the "player" char */ c = r_ptr->d_char; /* Save the info */ *ap = a; *cp = c; } } /* * Calculate panel colum of a location in the map */ static int panel_col_of(int col) { col -= panel_col_min; return col + COL_MAP; } /* * Moves the cursor to a given MAP (y,x) location */ void move_cursor_relative(int row, int col) { /* Real co-ords convert to screen positions */ row -= panel_row_prt; /* Go there */ Term_gotoxy(panel_col_of(col), row); } /* * Place an attr/char pair at the given map coordinate, if legal. */ void print_rel(char c, byte a, int y, int x) { /* Paranoia -- Only do "legal" locations */ if (!panel_contains(y, x)) return; /* Draw the char using the attr */ Term_draw(panel_col_of(x), y - panel_row_prt, a, c); } /* * Memorize interesting viewable object/features in the given grid * * This function should only be called on "legal" grids. * * This function will memorize the object and/or feature in the given * grid, if they are (1) viewable and (2) interesting. Note that all * objects are interesting, all terrain features except floors (and * invisible traps) are interesting, and floors (and invisible traps) * are interesting sometimes (depending on various options involving * the illumination of floor grids). * * The automatic memorization of all objects and non-floor terrain * features as soon as they are displayed allows incredible amounts * of optimization in various places, especially "map_info()". * * Note that the memorization of objects is completely separate from * the memorization of terrain features, preventing annoying floor * memorization when a detected object is picked up from a dark floor, * and object memorization when an object is dropped into a floor grid * which is memorized but out-of-sight. * * This function should be called every time the "memorization" of * a grid (or the object in a grid) is called into question, such * as when an object is created in a grid, when a terrain feature * "changes" from "floor" to "non-floor", when any grid becomes * "illuminated" or "viewable", and when a "floor" grid becomes * "torch-lit". * * Note the relatively efficient use of this function by the various * "update_view()" and "update_lite()" calls, to allow objects and * terrain features to be memorized (and drawn) whenever they become * viewable or illuminated in any way, but not when they "maintain" * or "lose" their previous viewability or illumination. * * Note the butchered "internal" version of "player_can_see_bold()", * optimized primarily for the most common cases, that is, for the * non-marked floor grids. */ void note_spot(int y, int x) { cave_type *c_ptr = &cave[y][x]; u16b info = c_ptr->info; /* Require "seen" flag */ if (!(info & (CAVE_SEEN))) return; /* Hack -- memorize objects */ for (auto const this_o_idx: c_ptr->o_idxs) { /* Acquire object */ object_type *o_ptr = &o_list[this_o_idx]; /* Memorize objects */ o_ptr->marked = TRUE; } if (c_ptr->m_idx) { monster_type *m_ptr = &m_list[c_ptr->m_idx]; auto r_ptr = m_ptr->race(); if (r_ptr->flags9 & RF9_MIMIC) { object_type *o_ptr = &o_list[m_ptr->mimic_o_idx()]; o_ptr->marked = TRUE; } } /* Hack -- memorize grids */ if (!(info & (CAVE_MARK))) { /* Memorise some "boring" grids */ if (cave_plain_floor_grid(c_ptr)) { /* Option -- memorise certain floors */ if ((info & (CAVE_TRDT)) || ((info & (CAVE_GLOW)) && view_perma_grids ) || view_torch_grids) { /* Memorize */ c_ptr->info |= (CAVE_MARK); } } /* Memorise all "interesting" grids */ else { /* Memorize */ c_ptr->info |= (CAVE_MARK); } } } /* * Redraw (on the screen) a given MAP location * * This function should only be called on "legal" grids */ void lite_spot(int y, int x) { byte a; char c; /* Redraw if on screen */ if (panel_contains(y, x)) { /* Examine the grid */ map_info(y, x, &a, &c); /* Hack -- Queue it */ Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c); } } /* * Prints the map of the dungeon * * Note that, for efficiency, we contain an "optimized" version * of both "lite_spot()" and "print_rel()", and that we use the * "lite_spot()" function to display the player grid, if needed. */ void prt_map(void) { int x, y; int v; /* Access the cursor state */ (void)Term_get_cursor(&v); /* Hide the cursor */ (void)Term_set_cursor(0); /* Dump the map */ for (y = panel_row_min; y <= panel_row_max; y++) { /* Scan the columns of row "y" */ for (x = panel_col_min; x <= panel_col_max; x++) { byte a; char c; /* Determine what is there */ map_info(y, x, &a, &c); /* Efficiency -- Redraw that grid of the map */ Term_queue_char(panel_col_of(x), y - panel_row_prt, a, c); } } /* Display player */ lite_spot(p_ptr->py, p_ptr->px); /* Restore the cursor */ (void)Term_set_cursor(v); } /* * Display highest priority object in the RATIO by RATIO area */ /* * Display the entire map */ #define MAP_HGT (MAX_HGT / RATIO) #define MAP_WID (MAX_WID / RATIO) /* * Hack -- priority array (see below) * * Note that all "walls" always look like "secret doors" (see "map_info()"). */ static byte priority_table[][2] = { /* Dark */ { FEAT_NONE, 2 }, /* Floors */ { FEAT_FLOOR, 5 }, /* Walls */ { FEAT_SECRET, 10 }, /* Quartz */ { FEAT_QUARTZ, 11 }, /* Magma */ { FEAT_MAGMA, 12 }, /* Rubble */ { FEAT_RUBBLE, 13 }, /* Sandwall */ { FEAT_SANDWALL, 14 }, /* Open doors */ { FEAT_OPEN, 15 }, { FEAT_BROKEN, 15 }, /* Closed doors */ { FEAT_DOOR_HEAD + 0x00, 17 }, /* Hidden gold */ { FEAT_QUARTZ_K, 19 }, { FEAT_MAGMA_K, 19 }, { FEAT_SANDWALL_K, 19 }, /* water, lava, & trees oh my! -KMW- */ { FEAT_DEEP_WATER, 20 }, { FEAT_SHAL_WATER, 20 }, { FEAT_DEEP_LAVA, 20 }, { FEAT_SHAL_LAVA, 20 }, { FEAT_DIRT, 20 }, { FEAT_GRASS, 20 }, { FEAT_DARK_PIT, 20 }, { FEAT_TREES, 20 }, { FEAT_MOUNTAIN, 20 }, { FEAT_ICE, 20}, { FEAT_SAND, 20}, { FEAT_DEAD_TREE, 20}, { FEAT_ASH, 20}, { FEAT_MUD, 20}, /* Fountain */ { FEAT_FOUNTAIN, 22 }, { FEAT_EMPTY_FOUNTAIN, 22 }, /* Stairs */ { FEAT_LESS, 25 }, { FEAT_MORE, 25 }, /* Stairs */ { FEAT_WAY_LESS, 25 }, { FEAT_WAY_MORE, 25 }, { FEAT_SHAFT_UP, 25 }, { FEAT_SHAFT_DOWN, 25 }, /* End */ { 0, 0 } }; /* * Hack -- a priority function (see below) */ static byte priority(byte a, char c) { int i, p0, p1; feature_type *f_ptr; /* Scan the table */ for (i = 0; TRUE; i++) { /* Priority level */ p1 = priority_table[i][1]; /* End of table */ if (!p1) break; /* Feature index */ p0 = priority_table[i][0]; /* Access the feature */ f_ptr = &f_info[p0]; /* Check character and attribute, accept matches */ if ((f_ptr->x_char == c) && (f_ptr->x_attr == a)) return (p1); } /* Default */ return (20); } /* * Display a "small-scale" map of the dungeon in the active Term * * Note that the "map_info()" function must return fully colorized * data or this function will not work correctly. * * Note that this function must "disable" the special lighting * effects so that the "priority" function will work. * * Note the use of a specialized "priority" function to allow this * function to work with any graphic attr/char mappings, and the * attempts to optimize this function where possible. */ void display_map(int *cy, int *cx) { int i, j, x, y; byte ta; char tc; byte tp; bool_ old_view_special_lite; bool_ old_view_granite_lite; int hgt, wid, yrat, xrat, yfactor, xfactor; /* Obtain current size of the Angband window */ Term_get_size(&wid, &hgt); /* * Calculate the size of the dungeon map area */ hgt -= ROW_MAP + 2; wid -= COL_MAP + 1; /* Paranoia */ if ((hgt < 3) || (wid < 3)) { /* Map is too small, but place the player anyway */ *cy = ROW_MAP; *cx = COL_MAP; return; } /* Save lighting effects */ old_view_special_lite = view_special_lite; old_view_granite_lite = view_granite_lite; /* Disable lighting effects */ view_special_lite = FALSE; view_granite_lite = FALSE; /* Set up initial maps */ std::vector> ma; std::vector> mc; std::vector> mp; for (i = 0; i < hgt + 2; i++) { // Nothing there. ma.push_back(std::vector(wid + 2, TERM_WHITE)); mc.push_back(std::vector(wid + 2, ' ')); // No priority. mp.push_back(std::vector(wid + 2, 0)); } assert(static_cast(ma.size()) == hgt + 2); assert(static_cast(mc.size()) == hgt + 2); assert(static_cast(mp.size()) == hgt + 2); /* Calculate scaling factors */ yfactor = ((cur_hgt / hgt < 4) && (cur_hgt > hgt)) ? 10 : 1; xfactor = ((cur_wid / wid < 4) && (cur_wid > wid)) ? 10 : 1; yrat = (cur_hgt * yfactor + (hgt - 1)) / hgt; xrat = (cur_wid * xfactor + (wid - 1)) / wid; /* Fill in the map */ for (j = 0; j < cur_hgt; ++j) { for (i = 0; i < cur_wid; ++i) { /* Location */ y = j * yfactor / yrat + 1; x = i * xfactor / xrat + 1; /* Extract the current attr/char at that map location */ map_info(j, i, &ta, &tc); /* Extract the priority of that attr/char */ tp = priority(ta, tc); /* Player location has the highest priority */ if ((p_ptr->py == j) && (p_ptr->px == i)) tp = 255; /* Save "best" */ if (mp[y][x] < tp) { /* Save the char */ mc[y][x] = tc; /* Save the attr */ ma[y][x] = ta; /* Save priority */ mp[y][x] = tp; } } } /* Corners */ y = hgt + 1; x = wid + 1; /* Draw the corners */ mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+'; /* Draw the horizontal edges */ for (x = 1; x <= wid; x++) mc[0][x] = mc[y][x] = '-'; /* Draw the vertical edges */ for (y = 1; y <= hgt; y++) mc[y][0] = mc[y][x] = '|'; /* Display each map line in order */ for (y = 0; y < hgt + 2; ++y) { /* Start a new line */ Term_gotoxy(COL_MAP - 1, y); /* Display the line */ for (x = 0; x < wid + 2; ++x) { ta = ma[y][x]; tc = mc[y][x]; /* Add the character */ Term_addch(ta, tc); } } /* Player location in dungeon */ *cy = p_ptr->py * yfactor / yrat + ROW_MAP; *cx = p_ptr->px * xfactor / xrat + COL_MAP; /* Restore lighting effects */ view_special_lite = old_view_special_lite; view_granite_lite = old_view_granite_lite; } /* * Display a "small-scale" map of the dungeon for the player * * Currently, the "player" is displayed on the map. XXX XXX XXX */ void do_cmd_view_map(void) { int cy, cx; int wid, hgt; /* Retrive current screen size */ Term_get_size(&wid, &hgt); /* Enter "icky" mode */ character_icky = TRUE; /* Save the screen */ Term_save(); /* Note */ prt("Please wait...", 0, 0); /* Flush */ Term_fresh(); /* Clear the screen */ Term_clear(); /* Display the map */ display_map(&cy, &cx); /* Wait for it */ put_str("Hit any key to continue", hgt - 1, (wid - COL_MAP) / 2); /* Hilite the player */ move_cursor(cy, cx); /* Get any key */ inkey(); /* Restore the screen */ Term_load(); /* Leave "icky" mode */ character_icky = FALSE; } /* * Some comments on the dungeon related data structures and functions... * * Angband is primarily a dungeon exploration game, and it should come as * no surprise that the internal representation of the dungeon has evolved * over time in much the same way as the game itself, to provide semantic * changes to the game itself, to make the code simpler to understand, and * to make the executable itself faster or more efficient in various ways. * * There are a variety of dungeon related data structures, and associated * functions, which store information about the dungeon, and provide methods * by which this information can be accessed or modified. * * Some of this information applies to the dungeon as a whole, such as the * list of unique monsters which are still alive. Some of this information * only applies to the current dungeon level, such as the current depth, or * the list of monsters currently inhabiting the level. And some of the * information only applies to a single grid of the current dungeon level, * such as whether the grid is illuminated, or whether the grid contains a * monster, or whether the grid can be seen by the player. If Angband was * to be turned into a multi-player game, some of the information currently * associated with the dungeon should really be associated with the player, * such as whether a given grid is viewable by a given player. * * One of the major bottlenecks in ancient versions of Angband was in the * calculation of "line of sight" from the player to various grids, such * as those containing monsters, using the relatively expensive "los()" * function. This was such a nasty bottleneck that a lot of silly things * were done to reduce the dependancy on "line of sight", for example, you * could not "see" any grids in a lit room until you actually entered the * room, at which point every grid in the room became "illuminated" and * all of the grids in the room were "memorized" forever. Other major * bottlenecks involved the determination of whether a grid was lit by the * player's torch, and whether a grid blocked the player's line of sight. * These bottlenecks led to the development of special new functions to * optimize issues involved with "line of sight" and "torch lit grids". * These optimizations led to entirely new additions to the game, such as * the ability to display the player's entire field of view using different * colors than were used for the "memorized" portions of the dungeon, and * the ability to memorize dark floor grids, but to indicate by the way in * which they are displayed that they are not actually illuminated. And * of course many of them simply made the game itself faster or more fun. * Also, over time, the definition of "line of sight" has been relaxed to * allow the player to see a wider "field of view", which is slightly more * realistic, and only slightly more expensive to maintain. * * Currently, a lot of the information about the dungeon is stored in ways * that make it very efficient to access or modify the information, while * still attempting to be relatively conservative about memory usage, even * if this means that some information is stored in multiple places, or in * ways which require the use of special code idioms. For example, each * monster record in the monster array contains the location of the monster, * and each cave grid has an index into the monster array, or a zero if no * monster is in the grid. This allows the monster code to efficiently see * where the monster is located, while allowing the dungeon code to quickly * determine not only if a monster is present in a given grid, but also to * find out which monster. The extra space used to store the information * twice is inconsequential compared to the speed increase. * * Some of the information about the dungeon is used by functions which can * constitute the "critical efficiency path" of the game itself, and so the * way in which they are stored and accessed has been optimized in order to * optimize the game itself. For example, the "update_view()" function was * originally created to speed up the game itself (when the player was not * running), but then it took on extra responsibility as the provider of the * new "special effects lighting code", and became one of the most important * bottlenecks when the player was running. So many rounds of optimization * were performed on both the function itself, and the data structures which * it uses, resulting eventually in a function which not only made the game * faster than before, but which was responsible for even more calculations * (including the determination of which grids are "viewable" by the player, * which grids are illuminated by the player's torch, and which grids can be * "seen" in some way by the player), as well as for providing the guts of * the special effects lighting code, and for the efficient redisplay of any * grids whose visual representation may have changed. * * Several pieces of information about each cave grid are stored in various * two dimensional arrays, with one unit of information for each grid in the * dungeon. Some of these arrays have been intentionally expanded by a small * factor to make the two dimensional array accesses faster by allowing the * use of shifting instead of multiplication. * * Several pieces of information about each cave grid are stored in the * "cave_info" array, which is a special two dimensional array of bytes, * one for each cave grid, each containing eight separate "flags" which * describe some property of the cave grid. These flags can be checked and * modified extremely quickly, especially when special idioms are used to * force the compiler to keep a local register pointing to the base of the * array. Special location offset macros can be used to minimize the number * of computations which must be performed at runtime. Note that using a * byte for each flag set may be slightly more efficient than using a larger * unit, so if another flag (or two) is needed later, and it must be fast, * then the two existing flags which do not have to be fast should be moved * out into some other data structure and the new flags should take their * place. This may require a few minor changes in the savefile code. * * The "CAVE_ROOM" flag is saved in the savefile and is used to determine * which grids are part of "rooms", and thus which grids are affected by * "illumination" spells. This flag does not have to be very fast. * * The "CAVE_ICKY" flag is saved in the savefile and is used to determine * which grids are part of "vaults", and thus which grids cannot serve as * the destinations of player teleportation. This flag does not have to * be very fast. * * The "CAVE_MARK" flag is saved in the savefile and is used to determine * which grids have been "memorized" by the player. This flag is used by * the "map_info()" function to determine if a grid should be displayed. * This flag is used in a few other places to determine if the player can * "know" about a given grid. This flag must be very fast. * * The "CAVE_GLOW" flag is saved in the savefile and is used to determine * which grids are "permanently illuminated". This flag is used by the * "update_view()" function to help determine which viewable flags may * be "seen" by the player. This flag is used by the "map_info" function * to determine if a grid is only lit by the player's torch. This flag * has special semantics for wall grids (see "update_view()"). This flag * must be very fast. * * The "CAVE_WALL" flag is used to determine which grids block the player's * line of sight. This flag is used by the "update_view()" function to * determine which grids block line of sight, and to help determine which * grids can be "seen" by the player. This flag must be very fast. * * The "CAVE_VIEW" flag is used to determine which grids are currently in * line of sight of the player. This flag is set by (and used by) the * "update_view()" function. This flag is used by any code which needs to * know if the player can "view" a given grid. This flag is used by the * "map_info()" function for some optional special lighting effects. The * "player_has_los_bold()" macro wraps an abstraction around this flag, but * certain code idioms are much more efficient. This flag is used to check * if a modification to a terrain feature might affect the player's field of * view. This flag is used to see if certain monsters are "visible" to the * player. This flag is used to allow any monster in the player's field of * view to "sense" the presence of the player. This flag must be very fast. * * The "CAVE_SEEN" flag is used to determine which grids are currently in * line of sight of the player and also illuminated in some way. This flag * is set by the "update_view()" function, using computations based on the * "CAVE_VIEW" and "CAVE_WALL" and "CAVE_GLOW" flags of various grids. This * flag is used by any code which needs to know if the player can "see" a * given grid. This flag is used by the "map_info()" function both to see * if a given "boring" grid can be seen by the player, and for some optional * special lighting effects. The "player_can_see_bold()" macro wraps an * abstraction around this flag, but certain code idioms are much more * efficient. This flag is used to see if certain monsters are "visible" to * the player. This flag is never set for a grid unless "CAVE_VIEW" is also * set for the grid. Whenever the "CAVE_WALL" or "CAVE_GLOW" flag changes * for a grid which has the "CAVE_VIEW" flag set, the "CAVE_SEEN" flag must * be recalculated. The simplest way to do this is to call "forget_view()" * and "update_view()" whenever the "CAVE_WALL" or "CAVE_GLOW" flags change * for a grid which has "CAVE_VIEW" set. This flag must be very fast. * * The "CAVE_TEMP" flag is used for a variety of temporary purposes. This * flag is used to determine if the "CAVE_SEEN" flag for a grid has changed * during the "update_view()" function. This flag is used to "spread" light * or darkness through a room. This flag is used by the "monster flow code". * This flag must always be cleared by any code which sets it, often, this * can be optimized by the use of the special "temp_g", "temp_y", "temp_x" * arrays (and the special "temp_n" global). This flag must be very fast. * * Note that the "CAVE_MARK" flag is used for many reasons, some of which * are strictly for optimization purposes. The "CAVE_MARK" flag means that * even if the player cannot "see" the grid, he "knows" about the terrain in * that grid. This is used to "memorize" grids when they are first "seen" by * the player, and to allow certain grids to be "detected" by certain magic. * Note that most grids are always memorized when they are first "seen", but * "boring" grids (floor grids) are only memorized if the "view_torch_grids" * option is set, or if the "view_perma_grids" option is set, and the grid * in question has the "CAVE_GLOW" flag set. * * Objects are "memorized" in a different way, using a special "marked" flag * on the object itself, which is set when an object is observed or detected. * This allows objects to be "memorized" independant of the terrain features. * * The "update_view()" function is an extremely important function. It is * called only when the player moves, significant terrain changes, or the * player's blindness or torch radius changes. Note that when the player * is resting, or performing any repeated actions (like digging, disarming, * farming, etc), there is no need to call the "update_view()" function, so * even if it was not very efficient, this would really only matter when the * player was "running" through the dungeon. It sets the "CAVE_VIEW" flag * on every cave grid in the player's field of view, and maintains an array * of all such grids in the global "view_g" array. It also checks the torch * radius of the player, and sets the "CAVE_SEEN" flag for every grid which * is in the "field of view" of the player and which is also "illuminated", * either by the players torch (if any) or by any permanent light source. * It could use and help maintain information about multiple light sources, * which would be helpful in a multi-player version of Angband. * * The "update_view()" function maintains the special "view_g" array, which * contains exactly those grids which have the "CAVE_VIEW" flag set. This * array is used by "update_view()" to (only) memorize grids which become * newly "seen", and to (only) redraw grids whose "seen" value changes, which * allows the use of some interesting (and very efficient) "special lighting * effects". In addition, this array could be used elsewhere to quickly scan * through all the grids which are in the player's field of view. * * Note that the "update_view()" function allows, among other things, a room * to be "partially" seen as the player approaches it, with a growing cone * of floor appearing as the player gets closer to the door. Also, by not * turning on the "memorize perma-lit grids" option, the player will only * "see" those floor grids which are actually in line of sight. And best * of all, you can now activate the special lighting effects to indicate * which grids are actually in the player's field of view by using dimmer * colors for grids which are not in the player's field of view, and/or to * indicate which grids are illuminated only by the player's torch by using * the color yellow for those grids. * * The old "update_view()" algorithm uses the special "CAVE_EASY" flag as a * temporary internal flag to mark those grids which are not only in view, * but which are also "easily" in line of sight of the player. This flag * is actually just the "CAVE_SEEN" flag, and the "update_view()" function * makes sure to clear it for all old "CAVE_SEEN" grids, and then use it in * the algorithm as "CAVE_EASY", and then clear it for all "CAVE_EASY" grids, * and then reset it as appropriate for all new "CAVE_SEEN" grids. This is * kind of messy, but it works. The old algorithm may disappear eventually. * * The new "update_view()" algorithm uses a faster and more mathematically * correct algorithm, assisted by a large machine generated static array, to * determine the "CAVE_VIEW" and "CAVE_SEEN" flags simultaneously. See below. * * It seems as though slight modifications to the "update_view()" functions * would allow us to determine "reverse" line-of-sight as well as "normal" * line-of-sight", which would allow monsters to have a more "correct" way * to determine if they can "see" the player, since right now, they "cheat" * somewhat and assume that if the player has "line of sight" to them, then * they can "pretend" that they have "line of sight" to the player. But if * such a change was attempted, the monsters would actually start to exhibit * some undesirable behavior, such as "freezing" near the entrances to long * hallways containing the player, and code would have to be added to make * the monsters move around even if the player was not detectable, and to * "remember" where the player was last seen, to avoid looking stupid. * * Note that the "CAVE_GLOW" flag means that a grid is permanently lit in * some way. However, for the player to "see" the grid, as determined by * the "CAVE_SEEN" flag, the player must not be blind, the grid must have * the "CAVE_VIEW" flag set, and if the grid is a "wall" grid, and it is * not lit by the player's torch, then it must touch a grid which does not * have the "CAVE_WALL" flag set, but which does have both the "CAVE_GLOW" * and "CAVE_VIEW" flags set. This last part about wall grids is induced * by the semantics of "CAVE_GLOW" as applied to wall grids, and checking * the technical requirements can be very expensive, especially since the * grid may be touching some "illegal" grids. Luckily, it is more or less * correct to restrict the "touching" grids from the eight "possible" grids * to the (at most) three grids which are touching the grid, and which are * closer to the player than the grid itself, which eliminates more than * half of the work, including all of the potentially "illegal" grids, if * at most one of the three grids is a "diagonal" grid. In addition, in * almost every situation, it is possible to ignore the "CAVE_VIEW" flag * on these three "touching" grids, for a variety of technical reasons. * Finally, note that in most situations, it is only necessary to check * a single "touching" grid, in fact, the grid which is strictly closest * to the player of all the touching grids, and in fact, it is normally * only necessary to check the "CAVE_GLOW" flag of that grid, again, for * various technical reasons. However, one of the situations which does * not work with this last reduction is the very common one in which the * player approaches an illuminated room from a dark hallway, in which the * two wall grids which form the "entrance" to the room would not be marked * as "CAVE_SEEN", since of the three "touching" grids nearer to the player * than each wall grid, only the farthest of these grids is itself marked * "CAVE_GLOW". * * * Here are some pictures of the legal "light source" radius values, in * which the numbers indicate the "order" in which the grids could have * been calculated, if desired. Note that the code will work with larger * radiuses, though currently yields such a radius, and the game would * become slower in some situations if it did. * * Rad=0 Rad=1 Rad=2 Rad=3 * No-Lite Torch,etc Lantern Artifacts * * 333 * 333 43334 * 212 32123 3321233 * @ 1@1 31@13 331@133 * 212 32123 3321233 * 333 43334 * 333 * * * Here is an illustration of the two different "update_view()" algorithms, * in which the grids marked "%" are pillars, and the grids marked "?" are * not in line of sight of the player. * * * Sample situation * * ##################### * ############.%.%.%.%# * #...@..#####........# * #............%.%.%.%# * #......#####........# * ############........# * ##################### * * * New Algorithm Old Algorithm * * ########????????????? ########????????????? * #...@..#????????????? #...@..#????????????? * #...........????????? #.........??????????? * #......#####.....???? #......####?????????? * ########?????????...# ########????????????? * * ########????????????? ########????????????? * #.@....#????????????? #.@....#????????????? * #............%??????? #...........????????? * #......#####........? #......#####????????? * ########??????????..# ########????????????? * * ########????????????? ########?????%??????? * #......#####........# #......#####..??????? * #.@..........%??????? #.@..........%??????? * #......#####........# #......#####..??????? * ########????????????? ########????????????? * * ########??????????..# ########????????????? * #......#####........? #......#####????????? * #............%??????? #...........????????? * #.@....#????????????? #.@....#????????????? * ########????????????? ########????????????? * * ########?????????%??? ########????????????? * #......#####.....???? #......####?????????? * #...........????????? #.........??????????? * #...@..#????????????? #...@..#????????????? * ########????????????? ########????????????? */ /* * Maximum number of grids in a single octant */ #define VINFO_MAX_GRIDS 161 /* * Maximum number of slopes in a single octant */ #define VINFO_MAX_SLOPES 126 /* * Mask of bits used in a single octant */ #define VINFO_BITS_3 0x3FFFFFFF #define VINFO_BITS_2 0xFFFFFFFF #define VINFO_BITS_1 0xFFFFFFFF #define VINFO_BITS_0 0xFFFFFFFF /* * Forward declare */ typedef struct vinfo_type vinfo_type; /* * The 'vinfo_type' structure */ struct vinfo_type { s16b grid_y[8]; s16b grid_x[8]; u32b bits_3; u32b bits_2; u32b bits_1; u32b bits_0; vinfo_type *next_0; vinfo_type *next_1; byte y; byte x; byte d; byte r; }; /* * The array of "vinfo" objects, initialized by "vinfo_init()" */ static vinfo_type vinfo[VINFO_MAX_GRIDS]; /* * Slope scale factor */ #define SCALE 100000L /* * The actual slopes (for reference) */ /* Bit : Slope Grids */ /* --- : ----- ----- */ /* 0 : 2439 21 */ /* 1 : 2564 21 */ /* 2 : 2702 21 */ /* 3 : 2857 21 */ /* 4 : 3030 21 */ /* 5 : 3225 21 */ /* 6 : 3448 21 */ /* 7 : 3703 21 */ /* 8 : 4000 21 */ /* 9 : 4347 21 */ /* 10 : 4761 21 */ /* 11 : 5263 21 */ /* 12 : 5882 21 */ /* 13 : 6666 21 */ /* 14 : 7317 22 */ /* 15 : 7692 20 */ /* 16 : 8108 21 */ /* 17 : 8571 21 */ /* 18 : 9090 20 */ /* 19 : 9677 21 */ /* 20 : 10344 21 */ /* 21 : 11111 20 */ /* 22 : 12000 21 */ /* 23 : 12820 22 */ /* 24 : 13043 22 */ /* 25 : 13513 22 */ /* 26 : 14285 20 */ /* 27 : 15151 22 */ /* 28 : 15789 22 */ /* 29 : 16129 22 */ /* 30 : 17241 22 */ /* 31 : 17647 22 */ /* 32 : 17948 23 */ /* 33 : 18518 22 */ /* 34 : 18918 22 */ /* 35 : 20000 19 */ /* 36 : 21212 22 */ /* 37 : 21739 22 */ /* 38 : 22580 22 */ /* 39 : 23076 22 */ /* 40 : 23809 22 */ /* 41 : 24137 22 */ /* 42 : 24324 23 */ /* 43 : 25714 23 */ /* 44 : 25925 23 */ /* 45 : 26315 23 */ /* 46 : 27272 22 */ /* 47 : 28000 23 */ /* 48 : 29032 23 */ /* 49 : 29411 23 */ /* 50 : 29729 24 */ /* 51 : 30434 23 */ /* 52 : 31034 23 */ /* 53 : 31428 23 */ /* 54 : 33333 18 */ /* 55 : 35483 23 */ /* 56 : 36000 23 */ /* 57 : 36842 23 */ /* 58 : 37142 24 */ /* 59 : 37931 24 */ /* 60 : 38461 24 */ /* 61 : 39130 24 */ /* 62 : 39393 24 */ /* 63 : 40740 24 */ /* 64 : 41176 24 */ /* 65 : 41935 24 */ /* 66 : 42857 23 */ /* 67 : 44000 24 */ /* 68 : 44827 24 */ /* 69 : 45454 23 */ /* 70 : 46666 24 */ /* 71 : 47368 24 */ /* 72 : 47826 24 */ /* 73 : 48148 24 */ /* 74 : 48387 24 */ /* 75 : 51515 25 */ /* 76 : 51724 25 */ /* 77 : 52000 25 */ /* 78 : 52380 25 */ /* 79 : 52941 25 */ /* 80 : 53846 25 */ /* 81 : 54838 25 */ /* 82 : 55555 24 */ /* 83 : 56521 25 */ /* 84 : 57575 26 */ /* 85 : 57894 25 */ /* 86 : 58620 25 */ /* 87 : 60000 23 */ /* 88 : 61290 25 */ /* 89 : 61904 25 */ /* 90 : 62962 25 */ /* 91 : 63636 25 */ /* 92 : 64705 25 */ /* 93 : 65217 25 */ /* 94 : 65517 25 */ /* 95 : 67741 26 */ /* 96 : 68000 26 */ /* 97 : 68421 26 */ /* 98 : 69230 26 */ /* 99 : 70370 26 */ /* 100 : 71428 25 */ /* 101 : 72413 26 */ /* 102 : 73333 26 */ /* 103 : 73913 26 */ /* 104 : 74193 27 */ /* 105 : 76000 26 */ /* 106 : 76470 26 */ /* 107 : 77777 25 */ /* 108 : 78947 26 */ /* 109 : 79310 26 */ /* 110 : 80952 26 */ /* 111 : 81818 26 */ /* 112 : 82608 26 */ /* 113 : 84000 26 */ /* 114 : 84615 26 */ /* 115 : 85185 26 */ /* 116 : 86206 27 */ /* 117 : 86666 27 */ /* 118 : 88235 27 */ /* 119 : 89473 27 */ /* 120 : 90476 27 */ /* 121 : 91304 27 */ /* 122 : 92000 27 */ /* 123 : 92592 27 */ /* 124 : 93103 28 */ /* 125 : 100000 13 */ /* * Forward declare */ typedef struct vinfo_hack vinfo_hack; /* * Temporary data used by "vinfo_init()" * * - Number of grids * * - Number of slopes * * - Slope values * * - Slope range per grid */ struct vinfo_hack { int num_slopes; long slopes[VINFO_MAX_SLOPES]; long slopes_min[MAX_SIGHT + 1][MAX_SIGHT + 1]; long slopes_max[MAX_SIGHT + 1][MAX_SIGHT + 1]; }; /* * Save a slope */ static void vinfo_init_aux(vinfo_hack *hack, int y, int x, long m) { int i; /* Handle "legal" slopes */ if ((m > 0) && (m <= SCALE)) { /* Look for that slope */ for (i = 0; i < hack->num_slopes; i++) { if (hack->slopes[i] == m) break; } /* New slope */ if (i == hack->num_slopes) { /* Paranoia */ if (hack->num_slopes >= VINFO_MAX_SLOPES) { quit_fmt("Too many slopes (%d)!", VINFO_MAX_SLOPES); } /* Save the slope, and advance */ hack->slopes[hack->num_slopes++] = m; } } /* Track slope range */ if (hack->slopes_min[y][x] > m) hack->slopes_min[y][x] = m; if (hack->slopes_max[y][x] < m) hack->slopes_max[y][x] = m; } /* * Initialize the "vinfo" array * * Full Octagon (radius 20), Grids=1149 * * Quadrant (south east), Grids=308, Slopes=251 * * Octant (east then south), Grids=161, Slopes=126 * * This function assumes that VINFO_MAX_GRIDS and VINFO_MAX_SLOPES * have the correct values, which can be derived by setting them to * a number which is too high, running this function, and using the * error messages to obtain the correct values. */ errr vinfo_init(void) { int i, y, x; long m; int num_grids = 0; int queue_head = 0; int queue_tail = 0; vinfo_type *queue[VINFO_MAX_GRIDS*2]; /* Make hack */ vinfo_hack hack; memset(&hack, 0, sizeof(vinfo_hack)); /* Analyze grids */ for (y = 0; y <= MAX_SIGHT; ++y) { for (x = y; x <= MAX_SIGHT; ++x) { /* Skip grids which are out of sight range */ if (distance(0, 0, y, x) > MAX_SIGHT) continue; /* Default slope range */ hack.slopes_min[y][x] = 999999999; hack.slopes_max[y][x] = 0; /* Paranoia */ if (num_grids >= VINFO_MAX_GRIDS) { quit_fmt("Too many grids (%d >= %d)!", num_grids, VINFO_MAX_GRIDS); } /* Count grids */ num_grids++; /* Slope to the top right corner */ m = SCALE * (1000L * y - 500) / (1000L * x + 500); /* Handle "legal" slopes */ vinfo_init_aux(&hack, y, x, m); /* Slope to top left corner */ m = SCALE * (1000L * y - 500) / (1000L * x - 500); /* Handle "legal" slopes */ vinfo_init_aux(&hack, y, x, m); /* Slope to bottom right corner */ m = SCALE * (1000L * y + 500) / (1000L * x + 500); /* Handle "legal" slopes */ vinfo_init_aux(&hack, y, x, m); /* Slope to bottom left corner */ m = SCALE * (1000L * y + 500) / (1000L * x - 500); /* Handle "legal" slopes */ vinfo_init_aux(&hack, y, x, m); } } /* Enforce maximal efficiency */ if (num_grids < VINFO_MAX_GRIDS) { quit_fmt("Too few grids (%d < %d)!", num_grids, VINFO_MAX_GRIDS); } /* Enforce maximal efficiency */ if (hack.num_slopes < VINFO_MAX_SLOPES) { quit_fmt("Too few slopes (%d < %d)!", hack.num_slopes, VINFO_MAX_SLOPES); } /* Sort slopes numerically */ std::sort(std::begin(hack.slopes), std::end(hack.slopes)); /* Enqueue player grid */ queue[queue_tail++] = &vinfo[0]; /* Process queue */ while (queue_head < queue_tail) { int e; /* Index */ e = queue_head; /* Dequeue next grid */ queue_head++; /* Location of main grid */ y = vinfo[e].grid_y[0]; x = vinfo[e].grid_x[0]; /* Compute grid offsets */ vinfo[e].grid_y[0] = + y; vinfo[e].grid_x[0] = + x; vinfo[e].grid_y[1] = + x; vinfo[e].grid_x[1] = + y; vinfo[e].grid_y[2] = + x; vinfo[e].grid_x[2] = -y; vinfo[e].grid_y[3] = + y; vinfo[e].grid_x[3] = -x; vinfo[e].grid_y[4] = -y; vinfo[e].grid_x[4] = -x; vinfo[e].grid_y[5] = -x; vinfo[e].grid_x[5] = -y; vinfo[e].grid_y[6] = -x; vinfo[e].grid_x[6] = + y; vinfo[e].grid_y[7] = -y; vinfo[e].grid_x[7] = + x; /* Analyze slopes */ for (i = 0; i < hack.num_slopes; ++i) { m = hack.slopes[i]; /* Memorize intersection slopes (for non-player-grids) */ if ((e > 0) && (hack.slopes_min[y][x] < m) && (m < hack.slopes_max[y][x])) { switch (i / 32) { case 3: vinfo[e].bits_3 |= (1L << (i % 32)); break; case 2: vinfo[e].bits_2 |= (1L << (i % 32)); break; case 1: vinfo[e].bits_1 |= (1L << (i % 32)); break; case 0: vinfo[e].bits_0 |= (1L << (i % 32)); break; } } } /* Default */ vinfo[e].next_0 = &vinfo[0]; /* Grid next child */ if (distance(0, 0, y, x + 1) <= MAX_SIGHT) { if ((queue[queue_tail - 1]->grid_y[0] != y) || (queue[queue_tail - 1]->grid_x[0] != x + 1)) { vinfo[queue_tail].grid_y[0] = y; vinfo[queue_tail].grid_x[0] = x + 1; queue[queue_tail] = &vinfo[queue_tail]; queue_tail++; } vinfo[e].next_0 = &vinfo[queue_tail - 1]; } /* Default */ vinfo[e].next_1 = &vinfo[0]; /* Grid diag child */ if (distance(0, 0, y + 1, x + 1) <= MAX_SIGHT) { if ((queue[queue_tail - 1]->grid_y[0] != y + 1) || (queue[queue_tail - 1]->grid_x[0] != x + 1)) { vinfo[queue_tail].grid_y[0] = y + 1; vinfo[queue_tail].grid_x[0] = x + 1; queue[queue_tail] = &vinfo[queue_tail]; queue_tail++; } vinfo[e].next_1 = &vinfo[queue_tail - 1]; } /* Hack -- main diagonal has special children */ if (y == x) vinfo[e].next_0 = vinfo[e].next_1; /* Extra values */ vinfo[e].y = y; vinfo[e].x = x; vinfo[e].d = ((y > x) ? (y + x / 2) : (x + y / 2)); vinfo[e].r = ((!y) ? x : (!x) ? y : (y == x) ? y : 0); } /* Verify maximal bits XXX XXX XXX */ if (((vinfo[1].bits_3 | vinfo[2].bits_3) != VINFO_BITS_3) || ((vinfo[1].bits_2 | vinfo[2].bits_2) != VINFO_BITS_2) || ((vinfo[1].bits_1 | vinfo[2].bits_1) != VINFO_BITS_1) || ((vinfo[1].bits_0 | vinfo[2].bits_0) != VINFO_BITS_0)) { quit("Incorrect bit masks!"); } /* Success */ return (0); } /* * Forget the "CAVE_VIEW" grids, redrawing as needed */ void forget_view(void) { int i; int fast_view_n = view_n; cave_type *c_ptr; /* None to forget */ if (!fast_view_n) return; /* Clear them all */ for (i = 0; i < fast_view_n; i++) { int y = view_y[i]; int x = view_x[i]; /* Access the grid */ c_ptr = &cave[y][x]; /* Clear "CAVE_VIEW", "CAVE_SEEN" and player torch flags */ c_ptr->info &= ~(CAVE_VIEW | CAVE_SEEN | CAVE_PLIT); /* Redraw */ lite_spot(y, x); } /* None left */ view_n = 0; } /* * Calculate the complete field of view using a new algorithm * * If "view_y/x" and "temp_y/x" were global pointers to arrays of grids, as * opposed to actual arrays of grids, then we could be more efficient by * using "pointer swapping". * * Normally, vision along the major axes is more likely than vision * along the diagonal axes, so we check the bits corresponding to * the lines of sight near the major axes first. * * We use the "temp_y/x" array (and the "CAVE_TEMP" flag) to keep track of * which grids were previously marked "CAVE_SEEN", since only those grids * whose "CAVE_SEEN" value changes during this routine must be redrawn. * * This function is now responsible for maintaining the "CAVE_SEEN" * flags as well as the "CAVE_VIEW" flags, which is good, because * the only grids which normally need to be memorized and/or redrawn * are the ones whose "CAVE_SEEN" flag changes during this routine. * * Basically, this function divides the "octagon of view" into octants of * grids (where grids on the main axes and diagonal axes are "shared" by * two octants), and processes each octant one at a time, processing each * octant one grid at a time, processing only those grids which "might" be * viewable, and setting the "CAVE_VIEW" flag for each grid for which there * is an (unobstructed) line of sight from the center of the player grid to * any internal point in the grid (and collecting these "CAVE_VIEW" grids * into the "view_y/x" array), and setting the "CAVE_SEEN" flag for the grid * if, in addition, the grid is "illuminated" in some way. * * This function relies on a theorem (suggested and proven by Mat Hostetter) * which states that in each octant of a field of view, a given grid will * be "intersected" by one or more unobstructed "lines of sight" from the * center of the player grid if and only if it is "intersected" by at least * one such unobstructed "line of sight" which passes directly through some * corner of some grid in the octant which is not shared by any other octant. * The proof is based on the fact that there are at least three significant * lines of sight involving any non-shared grid in any octant, one which * intersects the grid and passes though the corner of the grid closest to * the player, and two which "brush" the grid, passing through the "outer" * corners of the grid, and that any line of sight which intersects a grid * without passing through the corner of a grid in the octant can be "slid" * slowly towards the corner of the grid closest to the player, until it * either reaches it or until it brushes the corner of another grid which * is closer to the player, and in either case, the existanc of a suitable * line of sight is thus demonstrated. * * It turns out that in each octant of the radius 20 "octagon of view", * there are 161 grids (with 128 not shared by any other octant), and there * are exactly 126 distinct "lines of sight" passing from the center of the * player grid through any corner of any non-shared grid in the octant. To * determine if a grid is "viewable" by the player, therefore, you need to * simply show that one of these 126 lines of sight intersects the grid but * does not intersect any wall grid closer to the player. So we simply use * a bit vector with 126 bits to represent the set of interesting lines of * sight which have not yet been obstructed by wall grids, and then we scan * all the grids in the octant, moving outwards from the player grid. For * each grid, if any of the lines of sight which intersect that grid have not * yet been obstructed, then the grid is viewable. Furthermore, if the grid * is a wall grid, then all of the lines of sight which intersect the grid * should be marked as obstructed for future reference. Also, we only need * to check those grids for whom at least one of the "parents" was a viewable * non-wall grid, where the parents include the two grids touching the grid * but closer to the player grid (one adjacent, and one diagonal). For the * bit vector, we simply use 4 32-bit integers. All of the static values * which are needed by this function are stored in the large "vinfo" array * (above), which is machine generated by another program. XXX XXX XXX * * Hack -- The queue must be able to hold more than VINFO_MAX_GRIDS grids * because the grids at the edge of the field of view use "grid zero" as * their children, and the queue must be able to hold several of these * special grids. Because the actual number of required grids is bizarre, * we simply allocate twice as many as we would normally need. XXX XXX XXX */ void update_view(void) { int i, o; int y, x; int radius; int fast_view_n = view_n; int fast_temp_n = 0; cave_type *c_ptr; u16b info; /*** Step 0 -- Begin ***/ /* Save the old "view" grids for later */ for (i = 0; i < fast_view_n; i++) { /* Location */ y = view_y[i]; x = view_x[i]; /* Grid */ c_ptr = &cave[y][x]; /* Get grid info */ info = c_ptr->info; ; /* Save "CAVE_SEEN" grids */ if (info & (CAVE_SEEN)) { /* Set "CAVE_TEMP" flag */ info |= (CAVE_TEMP); /* Save grid for later */ temp_y[fast_temp_n] = y; temp_x[fast_temp_n++] = x; } /* Clear "CAVE_VIEW", "CAVE_SEEN" and player torch flags */ info &= ~(CAVE_VIEW | CAVE_SEEN | CAVE_PLIT); /* Save cave info */ c_ptr->info = info; } /* Reset the "view" array */ fast_view_n = 0; /* Extract "radius" value */ radius = p_ptr->cur_lite; /* Handle real light */ if (radius > 0) ++radius; /*** Step 1 -- player grid ***/ /* Player grid */ c_ptr = &cave[p_ptr->py][p_ptr->px]; /* Get grid info */ info = c_ptr->info; /* Assume viewable */ info |= (CAVE_VIEW); /* Torch-lit grid */ if (0 < radius) { /* Mark as "CAVE_SEEN" and torch-lit */ info |= (CAVE_SEEN | CAVE_PLIT); } /* Perma-lit grid */ else if (info & (CAVE_GLOW)) { /* Mark as "CAVE_SEEN" */ info |= (CAVE_SEEN); } /* Save cave info */ c_ptr->info = info; /* Save in array */ view_y[fast_view_n] = p_ptr->py; view_x[fast_view_n++] = p_ptr->px; /*** Step 2 -- octants ***/ /* Scan each octant */ for (o = 0; o < 8; o++) { vinfo_type *p; /* Last added */ vinfo_type *last = &vinfo[0]; /* Grid queue */ int queue_head = 0; int queue_tail = 0; vinfo_type *queue[VINFO_MAX_GRIDS*2]; /* Slope bit vector */ u32b bits0 = VINFO_BITS_0; u32b bits1 = VINFO_BITS_1; u32b bits2 = VINFO_BITS_2; u32b bits3 = VINFO_BITS_3; /* Reset queue */ queue_head = queue_tail = 0; /* Initial grids */ queue[queue_tail++] = &vinfo[1]; queue[queue_tail++] = &vinfo[2]; /* Process queue */ while (queue_head < queue_tail) { /* Dequeue next grid */ p = queue[queue_head++]; /* Check bits */ if ((bits0 & (p->bits_0)) || (bits1 & (p->bits_1)) || (bits2 & (p->bits_2)) || (bits3 & (p->bits_3))) { /* Extract coordinate value */ y = p_ptr->py + p->grid_y[o]; x = p_ptr->px + p->grid_x[o]; /* Access the grid */ c_ptr = &cave[y][x]; /* Get grid info */ info = c_ptr->info; /* Handle wall */ if (info & (CAVE_WALL)) { /* Clear bits */ bits0 &= ~(p->bits_0); bits1 &= ~(p->bits_1); bits2 &= ~(p->bits_2); bits3 &= ~(p->bits_3); /* Newly viewable wall */ if (!(info & (CAVE_VIEW))) { /* Mark as viewable */ info |= (CAVE_VIEW); /* Torch-lit grids */ if (p->d < radius) { /* Mark as "CAVE_SEEN" and torch-lit */ info |= (CAVE_SEEN | CAVE_PLIT); } /* Monster-lit grids */ else if (info & (CAVE_MLIT)) { /* Mark as "CAVE_SEEN" */ info |= (CAVE_SEEN); } /* Perma-lit grids */ else if (info & (CAVE_GLOW)) { /* Hack -- move towards player */ int yy = (y < p_ptr->py) ? (y + 1) : (y > p_ptr->py) ? (y - 1) : y; int xx = (x < p_ptr->px) ? (x + 1) : (x > p_ptr->px) ? (x - 1) : x; /* Check for "simple" illumination */ if (cave[yy][xx].info & (CAVE_GLOW)) { /* Mark as seen */ info |= (CAVE_SEEN); } } /* Save cave info */ c_ptr->info = info; /* Save in array */ view_y[fast_view_n] = y; view_x[fast_view_n++] = x; } } /* Handle non-wall */ else { /* Enqueue child */ if (last != p->next_0) { queue[queue_tail++] = last = p->next_0; } /* Enqueue child */ if (last != p->next_1) { queue[queue_tail++] = last = p->next_1; } /* Newly viewable non-wall */ if (!(info & (CAVE_VIEW))) { /* Mark as "viewable" */ info |= (CAVE_VIEW); /* Torch-lit grids */ if (p->d < radius) { /* Mark as "CAVE_SEEN" and torch-lit */ info |= (CAVE_SEEN | CAVE_PLIT); } /* Perma-lit or monster-lit grids */ else if (info & (CAVE_GLOW | CAVE_MLIT)) { /* Mark as "CAVE_SEEN" */ info |= (CAVE_SEEN); } /* Save cave info */ c_ptr->info = info; /* Save in array */ view_y[fast_view_n] = y; view_x[fast_view_n++] = x; } } } } } /*** Step 3 -- Complete the algorithm ***/ /* Handle blindness */ if (p_ptr->blind) { /* Process "new" grids */ for (i = 0; i < fast_view_n; i++) { /* Location */ y = view_y[i]; x = view_x[i]; /* Grid cannot be "CAVE_SEEN" */ cave[y][x].info &= ~(CAVE_SEEN); } } /* Process "new" grids */ for (i = 0; i < fast_view_n; i++) { /* Location */ y = view_y[i]; x = view_x[i]; /* Get grid info */ info = cave[y][x].info; /* Was not "CAVE_SEEN", is now "CAVE_SEEN" */ if ((info & (CAVE_SEEN)) && !(info & (CAVE_TEMP))) { /* Note */ note_spot(y, x); /* Redraw */ lite_spot(y, x); } } /* Process "old" grids */ for (i = 0; i < fast_temp_n; i++) { /* Location */ y = temp_y[i]; x = temp_x[i]; /* Grid */ c_ptr = &cave[y][x]; /* Get grid info */ info = c_ptr->info; /* Clear "CAVE_TEMP" flag */ info &= ~(CAVE_TEMP); /* Save cave info */ c_ptr->info = info; /* Was "CAVE_SEEN", is now not "CAVE_SEEN" */ if (!(info & (CAVE_SEEN))) { /* Redraw */ lite_spot(y, x); } } /* Save 'view_n' */ view_n = fast_view_n; } /* * Clear monster light */ void forget_mon_lite(void) { int i, y, x; /* Process all the monster-lit grids */ for (i = 0; i < lite_n; i++) { /* Access location */ y = lite_y[i]; x = lite_x[i]; /* Clear monster light flag */ cave[y][x].info &= ~(CAVE_MLIT); } /* Forget light array */ lite_n = 0; } /* * Update squares illuminated by monsters * * Code taken from Steven Fuerst's work for ZAngband, without support * for multiple lite radii, and with necessary modifications for different * internal representation of dungeon/wilderness. Other minor changes * are mine... * * I'm not sure if I can handle wide radius well. Consider the following * example, with p carrying a radius 3 light source: * * ##%# * .x.. * p##@ * * % should be illuminated, although the beam path is entirely out of * player's los (because of grid-based nature of cave representation)... * And I'm extremely reluctant to introduce symmetrical los. The current * asymmetrical system has its own merit, and all the rules of games are * asymmetrical, in some way or another... * * The code below exploits special characteristics of radius one light * where one can fairly safely use light source's visibility (in terms of los) * to determine if we can illuminate walls XXX * * This function works within the current player's field of view * calculated by update_view(), so it should normally be called * whenever FoV is updated (== PU_VIEW | PU_MON_LITE). The other * case is when RF9_HAS_LITE monsters have moved or dead. Monster * creation occurs out of LoS, so I chose not to take this into * consideration. * * The CAVE_TEMP flag is used by the function to remember "old" monster-lit * grids so that it can only redraw squares whose visibility has changed. * * Doing this in the update_view() order (update "new" grids, then "old") * would result in bizarre lighting effects XXX XXX * * It has been made possible again to draw torch/monster-lit grids in * different colours, even when they are in permanently lit locations * by using (CAVE_PLIT|CAVE_MLIT) as if it were old CAVE_LITE, but I don't * think it's appropriate for torch lights to be visible under the Sun :) * or brighter light, and it doesn't work well with PernAngband's already * colourful terrain features in aesthetically pleasing ways... -- pelpel */ void update_mon_lite(void) { int i, y, x, d; int fy, fx; cave_type *c_ptr; u16b info; bool_ invis; s16b fast_lite_n = lite_n; s16b fast_temp_n; /* Mega-Hack -- It's unnecessary there */ if (p_ptr->wild_mode) return; /* Handle special case -- Blindness */ if (p_ptr->blind) { for (i = 0; i < fast_lite_n; i++) { /* Light location */ y = lite_y[i]; x = lite_x[i]; /* Forget monster light and view */ cave[y][x].info &= ~(CAVE_MLIT | CAVE_SEEN); /* Redraw spot */ /* lite_spot(y, x); */ } /* Clear the light list */ lite_n = 0; /* Done */ return; } /* Remember and clear all monster-lit grids */ for (i = 0; i < fast_lite_n; i++) { /* Lit location */ y = lite_y[i]; x = lite_x[i]; /* Access grid */ c_ptr = &cave[y][x]; /* Access cave info of the grid */ info = c_ptr->info; /* Remember it, by setting the CAVE_TEMP flag */ info |= (CAVE_TEMP); /* Forget monster light */ info &= ~(CAVE_MLIT); /* Unseen unless it's glowing or illuminated by player light source */ if (!(info & (CAVE_GLOW | CAVE_PLIT))) { info &= ~(CAVE_SEEN); } /* Save cave info flags */ c_ptr->info = info; } /* Clear the temp list */ fast_temp_n = 0; /* Loop through monsters, adding newly lit grids to changes list */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; /* Skip dead monsters */ if (!m_ptr->r_idx) continue; /* Skip out-of-sight monsters (MAX_SIGHT + max radius) */ if (m_ptr->cdis > MAX_SIGHT + 1) continue; /* Access monster race */ auto r_ptr = m_ptr->race(); /* Skip monsters not carrying light source */ if (!(r_ptr->flags9 & RF9_HAS_LITE)) continue; /* Access the location */ fy = m_ptr->fy; fx = m_ptr->fx; /* Extract monster grid visibility */ invis = !player_has_los_bold(fy, fx); /* Nested loops may be a bad idea here XXX */ for (d = 0; d < 9; d++) { y = fy + ddy_ddd[d]; x = fx + ddx_ddd[d]; /* Paranoia */ /* if (!in_bounds(y, x)) continue; */ /* Access the grid */ c_ptr = &cave[y][x]; /* Access cave info flags */ info = c_ptr->info; /* Don't care grids out of player's los */ if (!(info & (CAVE_VIEW))) continue; /* * Avoid processing already monster-lit grids, * for efficiency and to avoid temp array overflow */ if (info & (CAVE_MLIT)) continue; /* * Hack XXX XXX -- light shouldn't penetrate walls * * OK NG * .#. p#. | p. .p. p.. * p.@ ..@ | .# .#. .#. * | .@ .@. ..@ * * So if a monster carrying light source is out of player LoS, * walls aren't illuminated. * * CAVEAT: % will be illuminated in cases like this: * * #%..@ * p.... * * We don't have four sides for a wall grid, so... */ if (invis && (f_info[c_ptr->feat].flags1 & FF1_NO_VISION)) continue; /* Give monster light to the location */ c_ptr->info |= (CAVE_MLIT | CAVE_SEEN); /* Save the location */ temp_y[fast_temp_n] = y; temp_x[fast_temp_n] = x; fast_temp_n++; } } /* Process old grids */ for (i = 0; i < fast_lite_n; i++) { /* Access location */ y = lite_y[i]; x = lite_x[i]; /* Access grid */ c_ptr = &cave[y][x]; /* Was lit, is no longer lit */ if (!(c_ptr->info & (CAVE_MLIT))) { /* Clear the temp flag */ c_ptr->info &= ~(CAVE_TEMP); /* See if there was a visible monster */ if (player_has_los_bold(y, x) && c_ptr->m_idx) { /* Hide the monster */ update_mon(c_ptr->m_idx, FALSE); } else { /* Redraw */ lite_spot(y, x); } } } /* Copy the temp array into the light array */ for (i = 0; i < fast_temp_n; i++) { /* Access location */ y = temp_y[i]; x = temp_x[i]; /* Access grid */ c_ptr = &cave[y][x]; /* No changes in illumination */ if (c_ptr->info & (CAVE_TEMP)) { /* Clear the temp flag */ c_ptr->info &= ~(CAVE_TEMP); } /* Was not lit, is now lit */ else { /* Remember the location, if appropriate */ note_spot(y, x); /* See if there is a monster */ if (c_ptr->m_idx) { /* Show it */ update_mon(c_ptr->m_idx, FALSE); } else { /* Redraw */ lite_spot(y, x); } } /* Save the location */ lite_y[i] = y; lite_x[i] = x; } /* Save lite_n */ lite_n = fast_temp_n; /* Forget temp */ temp_n = 0; } /* * Hack -- provide some "speed" for the "flow" code * This entry is the "current index" for the "when" field * Note that a "when" value of "zero" means "not used". * * Note that the "cost" indexes from 1 to 127 are for * "old" data, and from 128 to 255 are for "new" data. * * This means that as long as the player does not "teleport", * then any monster up to 128 + MONSTER_FLOW_DEPTH will be * able to track down the player, and in general, will be * able to track down either the player or a position recently * occupied by the player. */ static int flow_n = 0; /* * Hack -- Allow us to treat the "seen" array as a queue */ static int flow_head = 0; static int flow_tail = 0; /* * Take note of a reachable grid. Assume grid is legal. */ static void update_flow_aux(int y, int x, int n) { cave_type *c_ptr; int old_head = flow_head; /* Get the grid */ c_ptr = &cave[y][x]; /* Ignore "pre-stamped" entries */ if (c_ptr->when == flow_n) return; /* Ignore "walls" and "rubble" */ if (c_ptr->feat >= FEAT_RUBBLE) return; /* Save the time-stamp */ c_ptr->when = flow_n; /* Save the flow cost */ c_ptr->cost = n; /* Hack -- limit flow depth */ if (n == MONSTER_FLOW_DEPTH) return; /* Enqueue that entry */ temp_y[flow_head] = y; temp_x[flow_head] = x; /* Advance the queue */ if (++flow_head == TEMP_MAX) flow_head = 0; /* Hack -- notice overflow by forgetting new entry */ if (flow_head == flow_tail) flow_head = old_head; } /* * Hack -- fill in the "cost" field of every grid that the player * can "reach" with the number of steps needed to reach that grid. * This also yields the "distance" of the player from every grid. * * In addition, mark the "when" of the grids that can reach * the player with the incremented value of "flow_n". * * Hack -- use the "seen" array as a "circular queue". * * We do not need a priority queue because the cost from grid * to grid is always "one" and we process them in order. */ void update_flow(void) { int x, y, d; /* Hack -- disabled */ if (!flow_by_sound) return; /* Paranoia -- make sure the array is empty */ if (temp_n) return; /* Cycle the old entries (once per 128 updates) */ if (flow_n == 255) { /* Rotate the time-stamps */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { int w = cave[y][x].when; cave[y][x].when = (w > 128) ? (w - 128) : 0; } } /* Restart */ flow_n = 127; } /* Start a new flow (never use "zero") */ flow_n++; /* Reset the "queue" */ flow_head = flow_tail = 0; /* Add the player's grid to the queue */ update_flow_aux(p_ptr->py, p_ptr->px, 0); /* Now process the queue */ while (flow_head != flow_tail) { /* Extract the next entry */ y = temp_y[flow_tail]; x = temp_x[flow_tail]; /* Forget that entry */ if (++flow_tail == TEMP_MAX) flow_tail = 0; /* Add the "children" */ for (d = 0; d < 8; d++) { /* Add that child if "legal" */ update_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], cave[y][x].cost + 1); } } /* Forget the flow info */ flow_head = flow_tail = 0; } /* * Hack -- map the current panel (plus some) ala "magic mapping" */ void map_area(void) { int i, x, y, y1, y2, x1, x2; cave_type *c_ptr; /* Pick an area to map */ y1 = panel_row_min - randint(10); y2 = panel_row_max + randint(10); x1 = panel_col_min - randint(20); x2 = panel_col_max + randint(20); /* Speed -- shrink to fit legal bounds */ if (y1 < 1) y1 = 1; if (y2 > cur_hgt - 2) y2 = cur_hgt - 2; if (x1 < 1) x1 = 1; if (x2 > cur_wid - 2) x2 = cur_wid - 2; /* Scan that area */ for (y = y1; y <= y2; y++) { for (x = x1; x <= x2; x++) { c_ptr = &cave[y][x]; /* All non-walls are "checked" */ if (!is_wall(c_ptr)) { /* Memorize normal features */ if (!cave_plain_floor_grid(c_ptr)) { /* Memorize the object */ c_ptr->info |= (CAVE_MARK); } /* Memorize known walls */ for (i = 0; i < 8; i++) { c_ptr = &cave[y + ddy_ddd[i]][x + ddx_ddd[i]]; /* Memorize walls (etc) */ if (is_wall(c_ptr)) { /* Memorize the walls */ c_ptr->info |= (CAVE_MARK); } } } } } /* Redraw map */ p_ptr->redraw |= (PR_MAP); /* Window stuff */ p_ptr->window |= (PW_OVERHEAD); } /* * Light up the dungeon using "clairvoyance" * * This function "illuminates" every grid in the dungeon, memorizes all * "objects", memorizes all grids as with magic mapping, and, under the * standard option settings (view_perma_grids but not view_torch_grids) * memorizes all floor grids too. * * Note that if "view_perma_grids" is not set, we do not memorize floor * grids, since this would defeat the purpose of "view_perma_grids", not * that anyone seems to play without this option. * * Note that if "view_torch_grids" is set, we do not memorize floor grids, * since this would prevent the use of "view_torch_grids" as a method to * keep track of what grids have been observed directly. */ void wiz_lite(void) { int i, y, x; /* Memorize objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Skip dead objects */ if (!o_ptr->k_idx) continue; /* Skip held objects */ if (o_ptr->held_m_idx) continue; /* Memorize */ o_ptr->marked = TRUE; } /* Scan all normal grids */ for (y = 1; y < cur_hgt - 1; y++) { /* Scan all normal grids */ for (x = 1; x < cur_wid - 1; x++) { cave_type *c_ptr = &cave[y][x]; if (c_ptr->m_idx) { monster_type *m_ptr = &m_list[c_ptr->m_idx]; auto const r_ptr = m_ptr->race(); if (r_ptr->flags9 & RF9_MIMIC) { object_type *o_ptr = &o_list[m_ptr->mimic_o_idx()]; o_ptr->marked = TRUE; } } /* Process all non-walls */ /* if (c_ptr->feat < FEAT_SECRET) */ { /* Scan all neighbors */ for (i = 0; i < 9; i++) { int yy = y + ddy_ddd[i]; int xx = x + ddx_ddd[i]; /* Get the grid */ c_ptr = &cave[yy][xx]; /* Perma-lite the grid */ c_ptr->info |= (CAVE_GLOW); /* Memorize normal features */ if (!cave_plain_floor_grid(c_ptr)) { /* Memorize the grid */ c_ptr->info |= (CAVE_MARK); } /* Normally, memorize floors (see above) */ if (view_perma_grids && !view_torch_grids) { /* Memorize the grid */ c_ptr->info |= (CAVE_MARK); } } } } } /* Fully update the visuals */ p_ptr->update |= (PU_UN_VIEW | PU_VIEW | PU_MONSTERS | PU_MON_LITE); /* Redraw map */ p_ptr->redraw |= (PR_MAP); /* Window stuff */ p_ptr->window |= (PW_OVERHEAD); } void wiz_lite_extra(void) { int y, x; for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { cave[y][x].info |= (CAVE_GLOW | CAVE_MARK); } } wiz_lite(); } /* * Forget the dungeon map (ala "Thinking of Maud..."). */ void wiz_dark(void) { int i, y, x; /* Forget every grid */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { cave_type *c_ptr = &cave[y][x]; /* Process the grid */ c_ptr->info &= ~(CAVE_MARK); } } /* Forget all objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Skip dead objects */ if (!o_ptr->k_idx) continue; /* Skip held objects */ if (o_ptr->held_m_idx) continue; /* Forget the object */ o_ptr->marked = FALSE; } /* Fully update the visuals */ p_ptr->update |= (PU_UN_VIEW | PU_VIEW | PU_MONSTERS | PU_MON_LITE); /* Redraw map */ p_ptr->redraw |= (PR_MAP); /* Window stuff */ p_ptr->window |= (PW_OVERHEAD); } /* * Change the "feat" flag for a grid, and notice/redraw the grid */ void cave_set_feat(int y, int x, int feat) { cave_type *c_ptr = &cave[y][x]; /* Change the feature */ c_ptr->feat = feat; /* * Handle "wall/door" grids * * XXX XXX XXX This assumes c_ptr->mimic doesn't mimic terrain * features whose LoS behaviour is different from its own, in * most cases. Level boundaries are the most notable exception, * where "real" terrain is always FEAT_PERM_SOLID, and the fact * is (ab)used to prevent out-of-range access to the cave array. * If we were going to implement an evil dungeon type in which * everything is mimicked, then this function, los(), projectable(), * project_path() and maybe some functions in melee2.c might * better use c_ptr->mimic when it's set -- pelpel */ if (!cave_sight_grid(c_ptr)) { c_ptr->info |= (CAVE_WALL); } /* Handle "floor"/etc grids */ else { c_ptr->info &= ~(CAVE_WALL); } /* Notice & Redraw */ if (character_dungeon) { /* Notice */ note_spot(y, x); /* Redraw */ lite_spot(y, x); } } /* * Place floor terrain at (y, x) according to dungeon info */ void place_floor(int y, int x) { cave_set_feat(y, x, floor_type[rand_int(100)]); } /* * This routine is used when the current feature gets convert to a floor and * the possible floor types include glass which is permanent. An unpassable * feature is undesirable, so the glass gets convert to molten glass which * is passable. */ void place_floor_convert_glass(int y, int x) { place_floor(y, x); if (cave[y][x].feat == 188) cave[y][x].feat = 103; } /* * Place a cave filler at (y, x) */ void place_filler(int y, int x) { cave_set_feat(y, x, fill_type[rand_int(100)]); } /* * Calculate "incremental motion". Used by project() and shoot(). * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2). */ void mmove2(int *y, int *x, int y1, int x1, int y2, int x2) { int dy, dx, dist, shift; /* Extract the distance travelled */ dy = (*y < y1) ? y1 - *y : *y - y1; dx = (*x < x1) ? x1 - *x : *x - x1; /* Number of steps */ dist = (dy > dx) ? dy : dx; /* We are calculating the next location */ dist++; /* Calculate the total distance along each axis */ dy = (y2 < y1) ? (y1 - y2) : (y2 - y1); dx = (x2 < x1) ? (x1 - x2) : (x2 - x1); /* Paranoia -- Hack -- no motion */ if (!dy && !dx) return; /* Move mostly vertically */ if (dy > dx) { /* Extract a shift factor */ shift = (dist * dx + (dy - 1) / 2) / dy; /* Sometimes move along the minor axis */ (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift); /* Always move along major axis */ (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist); } /* Move mostly horizontally */ else { /* Extract a shift factor */ shift = (dist * dy + (dx - 1) / 2) / dx; /* Sometimes move along the minor axis */ (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift); /* Always move along major axis */ (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist); } } /* * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive * at the final destination, assuming no monster gets in the way. * * This is slightly (but significantly) different from "los(y1,x1,y2,x2)". */ bool_ projectable(int y1, int x1, int y2, int x2) { int dist, y, x; /* Start at the initial location */ y = y1, x = x1; /* See "project()" */ for (dist = 0; dist <= MAX_RANGE; dist++) { /* Check for arrival at "final target" */ /* * NB: this check was AFTER the 'never pass * thru walls' clause, below. Switching them * lets monsters shoot a the player if s/he is * visible but in a wall */ if ((x == x2) && (y == y2)) return (TRUE); /* Never pass through walls */ if (dist && (!cave_sight_bold(y, x) || !cave_floor_bold(y, x))) break; /* Calculate the new location */ mmove2(&y, &x, y1, x1, y2, x2); } /* Assume obstruction */ return (FALSE); } /* * Standard "find me a location" function * * Obtains a legal location within the given distance of the initial * location, and with "los()" from the source to destination location. * * This function is often called from inside a loop which searches for * locations while increasing the "d" distance. * * Currently the "m" parameter is unused. */ void scatter(int *yp, int *xp, int y, int x, int d) { int nx, ny; int attempts_left = 5000; /* Pick a location */ while (--attempts_left) { /* Pick a new location */ ny = rand_spread(y, d); nx = rand_spread(x, d); /* Ignore illegal locations and outer walls */ if (!in_bounds(ny, nx)) continue; /* Ignore "excessively distant" locations */ if ((d > 1) && (distance(y, x, ny, nx) > d)) continue; /* Require "line of sight" */ if (los(y, x, ny, nx)) break; } if (attempts_left > 0) { /* Save the location */ (*yp) = ny; (*xp) = nx; } } /* * Track a new monster */ void health_track(int m_idx) { /* Track a new guy */ health_who = m_idx; /* Redraw (later) */ p_ptr->redraw |= (PR_FRAME); } /* * Hack -- track the given monster race */ void monster_race_track(int r_idx, int ego) { /* Save this monster ID */ monster_race_idx = r_idx; monster_ego_idx = ego; /* Window stuff */ p_ptr->window |= (PW_MONSTER); } /* * Hack -- track the given object kind */ void object_track(object_type *o_ptr) { /* Save this monster ID */ tracked_object = o_ptr; /* Window stuff */ p_ptr->window |= (PW_OBJECT); } /* * Something has happened to disturb the player. * * The first arg indicates a major disturbance, which affects search. * * All disturbance cancels repeated commands, resting, and running. */ void disturb(int stop_search) { /* Cancel auto-commands */ /* command_new = 0; */ /* Cancel repeated commands */ if (command_rep) { /* Cancel */ command_rep = 0; /* Redraw the state (later) */ p_ptr->redraw |= (PR_FRAME); } /* Cancel Resting */ if (resting) { /* Cancel */ resting = 0; /* Redraw the state (later) */ p_ptr->redraw |= (PR_FRAME); } /* Cancel running */ if (running) { /* Cancel */ running = 0; /* Calculate torch radius */ p_ptr->update |= (PU_TORCH); } /* Cancel searching if requested */ if (stop_search && p_ptr->searching) { /* Cancel */ p_ptr->searching = FALSE; /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Redraw the state */ p_ptr->redraw |= (PR_FRAME); } /* Flush the input if requested */ if (flush_disturb) flush(); } /* * Return the index of the random quest on this level * (or zero) */ static int random_quest_number() { if ((dun_level >= 1) && (dun_level < MAX_RANDOM_QUEST) && (dungeon_flags1 & DF1_PRINCIPAL) && (random_quests[dun_level].type) && (!random_quests[dun_level].done) && (!is_randhero(dun_level))) { return dun_level; } /* Nope */ return 0; } /* * Hack -- Check if a level is a "quest" level */ int is_quest(int level) { int i = random_quest_number(); /* Check quests */ if (p_ptr->inside_quest) return (p_ptr->inside_quest); if (i) return (QUEST_RANDOM); /* Nope */ return (0); } /* * handle spell effects */ int effect_pop() { int i; for (i = 1; i < MAX_EFFECTS; i++) if (!effects[i].time) return i; return -1; } int new_effect(int type, int dam, int time, int cy, int cx, int rad, s32b flags) { int i; if ((i = effect_pop()) == -1) return -1; effects[i].type = type; effects[i].dam = dam; effects[i].time = time; effects[i].flags = flags; effects[i].cx = cx; effects[i].cy = cy; effects[i].rad = rad; return i; } /** * Determine if a "legal" grid is a "floor" grid * * Line 1 -- forbid doors, rubble, seams, walls * * Note that the terrain features are split by a one bit test * into those features which block line of sight and those that * do not, allowing an extremely fast single bit check below. * * Add in the fact that some new terrain (water & lava) do NOT block sight * -KMW- */ bool cave_floor_bold(int y, int x) { return cave_floor_grid(&cave[y][x]); } /** * Grid based version of "cave_floor_bold()" */ bool cave_floor_grid(cave_type const *c) { return (f_info[c->feat].flags1 & FF1_FLOOR) && (c->feat != FEAT_MON_TRAP); } /** * Determine if a "legal" grid is floor without the REMEMBER flag set * Sometimes called "boring" grid */ bool cave_plain_floor_bold(int y, int x) { return cave_plain_floor_grid(&cave[y][x]); } /** * Grid based version of "cave_plain_floor_bold()" */ bool cave_plain_floor_grid(cave_type const *c) { return (f_info[c->feat].flags1 & FF1_FLOOR) && !(f_info[c->feat].flags1 & FF1_REMEMBER); } /** * Determine if a "legal" grid isn't a "blocking line of sight" grid * * Line 1 -- forbid doors, rubble, seams, walls * * Note that the terrain features are split by a one bit test * into those features which block line of sight and those that * do not, allowing an extremely fast single bit check below. * * Add in the fact that some new terrain (water & lava) do NOT block sight * -KMW- */ bool cave_sight_bold(int y, int x) { return cave_sight_grid(&cave[y][x]); } bool cave_sight_grid(cave_type const *c) { return !(f_info[c->feat].flags1 & FF1_NO_VISION); } /** * Determine if a "legal" grid is a "clean" floor grid * * Line 1 -- forbid non-floors * Line 2 -- forbid deep water -KMW- * Line 3 -- forbid deep lava -KMW- * Line 4 -- forbid normal objects */ bool cave_clean_bold(int y, int x) { return (f_info[cave[y][x].feat].flags1 & FF1_FLOOR) && (cave[y][x].feat != FEAT_MON_TRAP) && (cave[y][x].o_idxs.empty()) && !(f_info[cave[y][x].feat].flags1 & FF1_PERMANENT); } /* * Determine if a "legal" grid is an "empty" floor grid * * Line 1 -- forbid doors, rubble, seams, walls * Line 2 -- forbid normal monsters * Line 3 -- forbid the player */ bool cave_empty_bold(int y, int x) { return cave_floor_bold(y,x) && !(cave[y][x].m_idx) && !((y == p_ptr->py) && (x == p_ptr->px)); } /* * Determine if a "legal" grid is an "naked" floor grid * * Line 1 -- forbid non-floors, non-shallow water & lava -KMW- * Line 2 -- forbid normal objects * Line 3 -- forbid player/monsters */ bool cave_naked_bold(int y, int x) { return (f_info[cave[y][x].feat].flags1 & FF1_FLOOR) && (cave[y][x].feat != FEAT_MON_TRAP) && !(f_info[cave[y][x].feat].flags1 & FF1_PERMANENT) && (cave[y][x].o_idxs.empty()) && (cave[y][x].m_idx == 0); } bool cave_naked_bold2(int y, int x) { return (f_info[cave[y][x].feat].flags1 & FF1_FLOOR) && (cave[y][x].feat != FEAT_MON_TRAP) && (cave[y][x].o_idxs.empty()) && (cave[y][x].m_idx == 0); } /** * Determine if a "legal" grid is "permanent" */ bool cave_perma_bold(int y, int x) { return cave_perma_grid(&cave[y][x]); } bool cave_perma_grid(cave_type const *c) { return f_info[c->feat].flags1 & FF1_PERMANENT; } /* * Determine if a "legal" grid is within "los" of the player * * Note the use of comparison to zero to force a "boolean" result */ bool player_has_los_bold(int y, int x) { return (cave[y][x].info & (CAVE_VIEW)) != 0; } /* * Determine if a "legal" grid can be "seen" by the player * * Note the use of comparison to zero to force a "boolean" result */ bool player_can_see_bold(int y, int x) { return (cave[y][x].info & (CAVE_SEEN)) != 0; }